Showing posts with label damage. Show all posts
Showing posts with label damage. Show all posts

Monday, March 15, 2010

Damage Locations

Use the same tables as presented in the Battletech rules, or use the following (which puts more emphasis on hitting a target Mecha on the side that the attacker is facing than the Battletech rules):

Front/Back

1-3 Left Leg (15% chance)
4-6 Right Leg (15% chance)
7-8 Left Arm (10% chance)
8-9 Right Arm (10% chance)
10-12 Left Torso (15% chance)
13-16 Center Torso (20% chance)
17-19 Right Torso (15% chance)
20 - Head (5% chance)

Right Side

1 Left Leg (5% chance)
2-5 Right Leg (20% chance)
6 Left Arm (5% chance)
7-9 Right Arm (15% chance)
10-11 Left Torso (10% chance)
12-15 Center Torso (20% chance)
16-19 Right Torso (20% chance)
20 Head (5% chance)

Right Side

1-4 Left Leg (20% chance)
5 Right Leg (5% chance)
6-8 Left Arm (15% chance)
9 Right Arm (5% chance)
10-13 Left Torso (20% chance)
14-17 Center Torso (20% chance)
18-19 Right Torso (10% chance)
20 Head (5% chance)

Saturday, February 20, 2010

Armor vs. Internal Structure vs. Pilot Damage

Armor is breached when the Mecha is bloodied, i.e. when they reach half of their armor points in a particular location. Armor points are assigned as per the original source books used in the Mecha, for instance, the Battletech Technical Readout 3025 manual.

When bloodied in a particular location, critical hits (upon rolling a 20) are possible. Upon a critical hit, the damaged Mecha must roll a save or have a critical hit location damaged, for instance an actuator, weapon, or heat sink.

A pilot can be damaged when someone registers a head hit on his/her Mecha, or when his/her Mecha falls. At this point, the pilot must make a save ot be affected by weakness, stun, or some other effect.