Okay so here is more math, but this is the only way I can find to make damages work at higher tiers. It also means I will be setting up a system where making vehicles is the same or similar as making characters.
Vehicles have a Vigor die, like characters, and Toughness is calculated the same (Vigor/2 +2). Then the scale modifier is added depending on the vehicle's scale.
Personal +0
Small Vehicle (cars, planes, etc) +5
Medium Vehicles (tanks, starfighters, etc) +10
Large Vehicles (Planetary Naval ships, Courier starships, Medium freighters) +15
Huge Vehicles ( Star Frigates) +20
Gargantuan Vehicles (Star Battleships) +25
Colossal Vehicles (Space Stations) +30
Scales above add +5 per size
This modifier is added to the vehicle's toughness as well as its weapons damage. So a Large vehicle has a Toughness between 19 to 23 (4 to 8 +15), and its weaponry deals 2dX +15.
And here's the output for damage to Wound using 2d6 (+ scale) damage.
Toughness
|
+0
|
+5
|
+10
|
+25
|
+30
|
+35
|
+40
|
4
|
47%
|
97%
|
100%
|
100%
|
100%
|
100%
|
100%
|
5
|
38%
|
92%
|
100%
|
100%
|
100%
|
100%
|
100%
|
6
|
31%
|
83%
|
100%
|
100%
|
100%
|
100%
|
100%
|
7
|
27%
|
72%
|
100%
|
100%
|
100%
|
100%
|
100%
|
8
|
21%
|
58%
|
100%
|
100%
|
100%
|
100%
|
100%
|
9
|
17%
|
47%
|
97%
|
100%
|
100%
|
100%
|
100%
|
10
|
13%
|
38%
|
92%
|
100%
|
100%
|
100%
|
100%
|
11
|
10%
|
31%
|
83%
|
100%
|
100%
|
100%
|
100%
|
12
|
8%
|
27%
|
72%
|
100%
|
100%
|
100%
|
100%
|
13
|
6%
|
21%
|
58%
|
100%
|
100%
|
100%
|
100%
|
14
|
5%
|
17%
|
47%
|
97%
|
100%
|
100%
|
100%
|
15
|
4%
|
13%
|
38%
|
92%
|
100%
|
100%
|
100%
|
16
|
3%
|
10%
|
31%
|
83%
|
100%
|
100%
|
100%
|
17
|
2%
|
8%
|
27%
|
72%
|
100%
|
100%
|
100%
|
18
|
1%
|
6%
|
21%
|
58%
|
100%
|
100%
|
100%
|
19
|
-
|
5%
|
17%
|
47%
|
97%
|
100%
|
100%
|
20
|
-
|
4%
|
13%
|
38%
|
92%
|
100%
|
100%
|
21
|
-
|
3%
|
10%
|
31%
|
83%
|
100%
|
100%
|
22
|
-
|
2%
|
8%
|
27%
|
72%
|
100%
|
100%
|
23
|
-
|
1%
|
6%
|
21%
|
58%
|
100%
|
100%
|
24
|
-
|
-
|
5%
|
17%
|
47%
|
97%
|
100%
|
25
|
-
|
-
|
4%
|
13%
|
38%
|
92%
|
100%
|
26
|
-
|
-
|
3%
|
10%
|
31%
|
83%
|
100%
|
27
|
-
|
-
|
2%
|
8%
|
27%
|
72%
|
100%
|
28
|
-
|
-
|
1%
|
6%
|
21%
|
58%
|
100%
|
29
|
-
|
-
|
-
|
5%
|
17%
|
47%
|
97%
|
30
|
-
|
-
|
-
|
4%
|
13%
|
38%
|
92%
|
31
|
-
|
-
|
-
|
3%
|
10%
|
31%
|
83%
|
32
|
-
|
-
|
-
|
2%
|
8%
|
27%
|
72%
|
33
|
-
|
-
|
-
|
1%
|
6%
|
21%
|
58%
|
34
|
-
|
-
|
-
|
-
|
5%
|
17%
|
47%
|
35
|
-
|
-
|
-
|
-
|
4%
|
13%
|
38%
|
36
|
-
|
-
|
-
|
-
|
3%
|
10%
|
31%
|
37
|
-
|
-
|
-
|
-
|
2%
|
8%
|
27%
|
38
|
-
|
-
|
-
|
-
|
1%
|
6%
|
21%
|
Keep in mind, that's without armor. To me that is a good spread. Also it may look lie a person could damage a tank with a handheld firearm, but the Heavy armor rule already discounts that. It also avoids buckets o' dice. Some people may like that, I don't.
Another advantage with this system is that it's easier to design a vehicle on the fly by designing it as a character then adding the scale modifier.
I'm going forward with this as a part of my vehicle design. I hope to have a document ready soon.
PS> I know, I have railed against vehicles-as-characters before, and the die roll method is still an issue, but it's less of an issue than damage at higher scales (imho).