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Critical Hit Rules for
Power Armour
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By: The Darksphere Master
(AEFIGUEROA@miavx1.acs.muohio.edu)
Critical Hits on Mecha/Power Armor
This type of damage occurs when a 17-20 is rolled naturally, but
these must be critical hits for the character or it has no effect.
Additionally, when a section takes 1/4 (25%) of its maximum normal
M.D.C./S.D.C. in one blow, there is a 25% chance of causing a
critical hit.
Head/Sensor Hit
Self-Controlling Robots must make a PP save to not fall
down (-1 attacks per melee if it fails), a ME save to avoid
disorientation (-1 attacks per melee if the save fails), and a PE
save to see if the pain stuns it for one melee action (this is
very rarely needed as most bots don't feel pain.) These rules can
also be applied to head shots on living beings.
All Saving Throw bases are 15. Any penalty/bonus to the save
depends on what percentage the damage is, to how much the head had
just before being hit.
Percentage of Damage Done
|
Penalty / Bonus
|
1 - 5%
|
+ 5 to save
|
6 - 10%
|
+3
|
11 - 20%
|
+1
|
21 - 30%
|
none
|
31 - 41%
|
-1
|
41 - 50%
|
-2
|
51 - 60%
|
-4
|
71 - 80%
|
-8
|
81 - 90%
|
-10
|
91 - 95%
|
-12
|
96% +
|
-14
|
Effects of Critical Head Hit (roll 1D4):
If an effect isn't possible, use next one.
1
|
Targeting Systems knocked offline (damage done is %
penalty to repair)
|
2
|
IR and thermal vision lost (knocked offline)
|
3
|
Head weapon lost
|
4
|
System Backlash: Machine blinded for current and
next action
|
Body Hit
Effect of critical hit (1D4):
1 - 2
|
A weapon is lost
|
3
|
Controls hit (roll 1D12)
|
|
1 - 5
|
Falls down (lose one action)
|
|
6 - 11
|
Controls damaged (roll 1D10)
|
|
|
1 - 8
|
-1D4 to strike/parry/dodge until fixed
|
|
|
9
|
-2D4 to strike/parry/dodge until fixed
|
|
|
10
|
-3D4 to strike/parry/dodge until fixed
|
|
12
|
Controls destroyed, the vehicle shuts down
|
4
|
Engine/power plant hit (roll 1D10)
|
|
1 - 4
|
System failure, the vehicle is immobilized for 1D6
actions
|
|
5 - 6
|
System failure, the vehicle shuts down for 1D4
melees
|
|
7 - 10
|
Power surge (roll 1D8)
|
|
|
1 - 3
|
Random weapon destroyed (anywhere on the
vehicle)
|
|
|
4
|
Critical Head Hit
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|
|
5
|
Critical Arm Hit
|
|
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6
|
Critical Leg Hit
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|
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7
|
Critical Pilot Compartment Hit
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|
|
8
|
Engine explodes doing 2D6 x (engine output / 10) to
the vehicle
|
Reinforced Pilot Compartment (RPC) Hit
Effects of Critical Hit (1D6):
1
|
All targeting systems lost
|
2 - 3
|
Controls to one weapon shut down
|
4
|
All optics lost (but not targeting systems); note
that unless the vehicle has windows, the pilot is now
blind
|
5
|
Controls hit (see Body
#3)
|
6
|
Life support hit (roll 1D6)
|
|
1
|
Offline for 1 melee
|
|
2
|
Offline for 1D4 melees
|
|
3
|
Offline for 1D6 minutes
|
|
4
|
Offline for 2D6 x 5 minutes
|
|
5
|
Offline for 1D6 hours
|
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6
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Destroyed
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Also, there is a chance for an internal explosion equal to the
percentage of the armor just before being struck. Example:
a 240 M.D.C. RPC is hit by 120 damage, so there is a 50% chance.
This will damage the pilot and an additional critical hit effect
is rolled for the RPC.
Internal Explosion Damage (1D6):
1
|
1/100 (1%) of the damage inflicted to the RPC
|
2
|
1/50 (2%) of the damage inflicted to the RPC
|
3
|
1/25 (4%)
|
4
|
1/10 (10%)
|
5
|
1/7.5 (25%)
|
6
|
1/5 (50%) Half the damage inflicted to RPC
inflicted upon pilot
|
Arm
Critical Hit Effects (1D6):
1 - 3
|
Strength is reduced to 1/4
|
3 - 4
|
Moving part damaged, Strike/parry with that
arm/hand is -2D4
|
5 - 6
|
Weapon destroyed
|
Arm Destruction Effects (1D6):
1 - 2
|
Blown off at shoulder
|
3 - 4
|
Blown off at elbow
|
5 - 6
|
Blown to useless slag, but is still attached
|
Hand
Critical Hit Effects (1D4):
1
|
Drop whatever is being held
|
2 - 3
|
Hand actuators damaged; -2D4 to strike/parry with
any hand weapon
|
4
|
Hand frozen in current position
|
Leg
Critical Hit Effects (1D8):
1 - 2
|
Strength/speed reduced to half, -2D4 to strike with
kick
|
3 - 4
|
Leg weapon knocked offline until fixed
|
5
|
Foot frozen in place, speed reduced to 75%, kick
does half damage
|
6
|
Speed/strength of leg reduced by (roll % dice)
|
7
|
Knee frozen, speed reduced to 25%, kick does
one-quarter damage
|
8
|
Leg frozen/immobilized, speed reduced to 5%
|
Leg Destruction Effects (1D6):
1 - 2
|
Blown off at hip
|
3 - 4
|
Blown off at knee
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5 - 6
|
Reduced to scrap, but is still attached
|
Other Equipment:
Critical Hit Effects (1D8):
1 - 2
|
All Effectiveness reduced by half (damage and range
if weapon,etc.)
|
3
|
Activates suddenly
|
4 - 5
|
Lost/frozen/knocked offline for 1D6 melees
|
6
|
Offline for 1D6 minutes
|
7
|
Offline for 1D6 x 5 minutes
|
8
|
Offline for 2D6 x 5 minutes
|
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