@PoindexterNo, not a great roll. 7 hits on 32 dice is a 5th percentile result. However, this is what
Edge is for. I would encourage people to use it in the coming moments, as it will greatly improve your odds of survival.
Also need to determine if Sam is on fire. Armor 12 + Fire Resistance 2 - 6 Fire AP = 8 dice against Threshold 3 =
3 hits, yay, Sam's not on fire!
@ZweiblumenPink mohawk is not a compliment, but I'm glad you're enjoying it.
@AllThe front right tire that went out so that's the logical direction for the RV to lean. The RV is going to tip and roll off the road to the right, then (per the critical glitch) flip on its side.
The crash rules in 5th Edition are largely nonsensical. Vehicle armor is never used to mitigate damage to vehicle occupants, by which logic it would be better to plow into a wall full-speed while on a Dodge Scoot instead of in a GMC Bulldog (since the DV of the crash is based on the vehicle's Body, and their Speed attributes are the same).
I spent about two hours trying to devise better rules, going back to 4th Edition, until I remembered that Ryo has a house rule for this exact situation.
When crashing, a vehicle is treated as if it rammed itself, resisting with Body+Armor as normal. Half of the unresisted damage is applied to the passengers of the vehicle, resisted with Body+Armor -6 AP. If a passenger is not properly secured (wearing a safety belt/harness), then they must resist the full initial damage of the crash instead, and may be hurled from the vehicle (gamemaster discretion). This may result in further damage from impact with the terrain or other vehicles.
The saving grace is all this is that you're not traveling very fast, given the trailer, the heavy load (namely Sam + the obelisk), the hilly terrain, and the icy conditions. Some internet research says that a crash at 35mph generates around 50 Gs of force, which is where things start getting fatal, and you were likely going slower than that.
I'm going to say that the Body / 2 damage value is more accurate for this situation (see p. 203), especially since the RV is going to negatively accelerate fairly quickly once the tire goes and the rim hits the ground. With the RV's Body of 16, that means there are
8 boxes to soak, minus what the RV soaks for restrained passengers.
RV's Body:
2 hits + RV's Armor:
3 hits =
5 hits, well that's pretty pathetic for 30 dice. Low 2nd percentile rolling.
Sam and Ohanzee are sitting, so they have the option of being restrained. (Sam wound benefit from an air bag too.) I had imagined Katsina tucking the Natelys firmly under the covers of the bed for just such a situation, although who knows how effective that would actually be in a crash. Doc, on the other hand, will be ragdolling.
1. Here are the damage codes for people to soak with Body + Armor - 6 AP:
Sam =
3POhanzee =
3PChino =
8PAce =
8P (*see note below)
Doc =
8PKatsina =
8P(*Unless he changed clothing in the RV, Ace is still wearing the outfit that Katsina tailored for him. Per
this post, it is Armor 6, Insulation 2. That will be negated by the crash AP, but still leaves Ace with some cyberlimb armor.)
After that, and with the resulting damage modifiers (if any), please roll the following tests:
2. Agility + Reaction vs. Threshold 3 to keep hold of your weapons (Sam, Ace, Katsina). Poindexter, if you're trying to keep your Alpha then this is your test to get your arm inside the RV before it gets crushed and ground into kibble.
3. Agility + Gymanstics vs. Threshold 6 to land on your feet (Sam, Ace, Katsina). Otherwise you will be prone.
4. Per p. 202, a Composure test vs. Threshold 4 (everyone but Doc). There will be a dice pool penalty to how many hits you miss the threshold by, for a number of Combat Turns equal to the same number. So if you only roll 1 hit you will have a -3 modifier for 3 combat turns.
Again, use
Edge where you need to.
I'm trying to decide whether the materialized Fire Spirits should be affected or not, since they fly and aren't subject to gravity. I'll noodle on that overnight. I will post results for Katsina next.