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Car resilience

Posted: Mon 31 Jan 2022, 13:58
by Rick73
Hello all,

I think I see a mistake about car resilience. On page 191 they say car have resilience of 1, but on page 199 they say car have a resilience of 2.

What's the right value?


Thanks

Re: Car resilience

Posted: Mon 31 Jan 2022, 14:07
by Fenhorn
It should be 2.

Re: Car resilience

Posted: Sat 05 Mar 2022, 22:46
by BlissRage
I was just coming here to ask a question about Resilience so I'll piggyback here.

So, a bus with Resilience of 5. Does that mean over 5 points of damage has be delivered in one attack, one round, or just over time to deliver a point of damage to the vehicle?

Since MYZ is not usually about micromanaging, I'm wondering if the resilience is meant to be per-attack. But in that case, some of the bigger vehicles would be nearly impossible to damage without mythic artifacts, RPGs and so forth.

If it's per round that makes some sense, but in a way it's like keeping track of temporary "hit points" for the vehicle that renew each round.

If it's cumulative, that makes sense, but it means the most amount of tracking . . . every time a vehicle takes damage we have to track it but then that's likely most realistic.

Anyone can share thoughts and experiences? Thanks so much!

Re: Car resilience

Posted: Sat 05 Mar 2022, 23:13
by Fenhorn
Resilience is the hit points of the vehicle (sort of). If a bus takes 5 or more damage the gear bonus goes down one step (to +1 if it was +2, which is the normal gear bonus for a buss). If the buss takes 10 damage or more, the gear bonus goes down another step (to +0 if it was +1, which makes the buss inoperable until repaired).

or for short, yes, you keep track of each damage.