Vehicle Combat on Planet (R230K)

When the persons in combat are in vehicles, on either side, all combat is at the dispersed zone unless the vehicle owner(s)
voluntarily elect contact. Sidearms and heavy hand weapons can be fired from a skimmer (by someone other than the
driver), but not from a ship’s boat or starship. Skimmer guns and boat guns can be fired by anyone in the vehicle except the
driver or pilot.

Personal weapons (sidearms and heavy hand weapons) fired from a skimmer must add two (+2) to the dice roll for hits if the
skimmer is stationary and permitting contact, otherwise he must add five (+5) to the dice roll. In either case, the result is to
make hits much harder.

Skimmer guns and boat guns must add two (+2) to firing dice rolls unless the vehicle is stationary and permitting contact.

When firing at a target in a vehicle, the hits are always to the vehicle itself, rather than the crew. Sidearms only affect
skimmers on a critical hit, and have no effect on a ship’s boat or starship. Heavy hand weapons have full effect against any
target except a starship (on which they have no effect). Skimmer guns have full effect against any target except a starship, on
which they have no effect. Boat guns (and equivalent military weapons) have full effect against any target except a starship,
where they are treated as starship guns of one tech level lower than normal (i.e., if the boat guns are normally tech 4, when
firing at a starship they count as tech 3 instead) (see R230L).

Vehicle Critical Hits: any critical hit effect on a vehicle is resolved by roll 1d6 and consulting R237. The critical hit is in
addition to normal hits.

Vehicle Damage: skimmers and other commercial vehicles are immobilized by the first hit, and destroyed by the second. A
ship’s boat is unaffected (aside from critical hit effects) until the fifth hit, which will destroy it. A starship is destroyed on the
tenth hit.

Vehicle Escapes: a party in vehicles that attempts to escape will automatically succeed if entirely in faster vehicles, and will
automatically fail if entirely in slower vehicles. You can abandon slower vehicles to make your escape if desired. If both
parties have vehicles of equal speed, the normal escape procedure is used.

Starships are the fastest vehicles present, then ship’s boats, then orbital shuttles, then skimmers, and finally commercial
vehicles. Military and police vehicles have the speed of their civilian counterpart.