Hit Location
BATTLEMECH HIT LOCATION TABLE
(2d10) | Left Side | Front/Rear | Right Side |
2. | L Torso | C. Torso | R. Torso |
3 | Left Leg | Right Arm | Right Leg |
4 | Left Arm | Right Arm | Right Arm |
5 | Left Arm | Right Leg | Right Arm |
6 | Left Leg | Right Torso | Right Leg |
7 | Left Torso | C. Torso | Right Torso |
8 | C. Torso | Left Torso | C. Torso |
9 | Left Torso | C. Torso | Right Torso |
10 | C. Torso | Left Torso | C. Torso |
11 | Left Torso | C. Torso | Right Torso |
12 | Right Torso | Left Leg | Left Torso |
13 | Right Torso | Left Leg | Left Torso |
14-16 | Right Torso | Left Leg | Left Torso |
17 | Right Arm | Left Arm | Left Arm |
18 | Right Leg | Left Arm | Left Leg |
19 | Head | Head | Head |
20 | Head* | Head* | Head* |
* Automatic Critical Hit, roll 2d6 on the Critical Hit Effect table
Armor Values
Each battlemech has an Initial Penetration Value (IPV) and a Structural Point value (Str. Pts.) The IPV is the numerical value of the amount of damage a single shot must cause to penetrate the armor and cause damage internally. The Structural Points are the total amount of damage the armor can take before it is rendered useless.
Penetration and Remaining Damage Energy
When a shot has enough power to penetrate the armor, the IPV is subtracted from the total damage amount and the difference is Remaining Damage Energy (RDE). RDE is applied to internal damage. (see damage tables)
Weapon Armor Values
Each weapon has an Armor Value. If a Location which holds a weapon is hit, there is a chance the weapon is hit. This percentage also applied to Jump Jets and other equipment.
Weapon Hit Percentage Table
Head | 20% |
Left/Right Torso | 35% |
Center Torso | 25% |
Left/Right Arm | 55% |
Left/Right Leg | 50% |
If a Weapon is damage beyond its armor value, the weapon is destroyed. When a missile rack is hit, the missiles loaded (if any) explode. Treat as a critical hit.
Ammo Hits
Ammo hits are determined differently. Because the ammo is usually place behind the IPV value of the armor, the ammo hit is determined after the IPV value is applied. There is a 20% chance that an ammo area in that location is hit. Treat the RDE hit as a Critical hit.
Battlemechs and Screens
All mechs can have mech versions of personal screens and have an limited supply of energy, based on the mech type.
Light Mech | 10 hits |
Medium Mech | 20 hits |
Heavy Mech | 25 hits |
Internal Damage and Critical Hits
Internal Damage is determined by adding the RDE/10 to a 2d10 roll and consulting the location internal damage table. Each location has a table.
Head Hit
2-12 | Damaged Targeting system (-20 or -2 CS to hit) |
13-20 | Damage to life support (-10 or -1 CS to hit) |
21-29 | Damage to Guidance System (Cruise Speed-50%, Top Speed-50%) |
30+ | Critical Hit |
Torso (Left, Right, Center) Hit
2-10 | 10% mech over heats (-10 or -1CS to hit) |
11-15 | 40% mech over heats (-20 or -2CS to hit) |
16-20 | Adjacent limb mechanism damaged (-20 or -2CS to hit). If center torso hit, both limbs mechanism damaged (-30 or -3CS to hit) |
21-25 | Gyro Hit (-30 or -3CS to hit) |
26-29 | Gyro Hit (-40 or -4CS to hit) |
30+ | Critical hit |
Arm (Right, Left) Hit
2-12 | Targeting system lightly damaged (-15 or -1CS to hit) |
13-20 | Targeting system heavily damaged (-25 or -2CS to hit) |
21-29 | Arm Actuator Hit (-35 or -3CS to hit) |
30+ | Critical |
Leg (Right, Left) Hit
2-12 | Hip hit (cruise speed-60%, top speed-60%) |
13-20 | Movement hit (cruise speed-70%, top speed-70%) |
21-29 | Leg Actuator Hit (cruise speed-80%, top speed-80%) |
30+ | Critical Hit |
Critical hits are hits which might disable the mech permanently. There are different critical hits for each location. First roll on the Critical Hit Effect table and then consult the location Critical Hit table.
Critical Hit Effect
2d6 roll | Critical Hit Effect Table |
2-7 | No Effect |
8-9 | Roll 1 Critical Hit |
10-11 | Roll 2 Critical Hits |
12 | Limb blown off or 3 Critical hits |
Critical Hits: Head (1d6)
1-2 | Life Support – pilot dies in 1d6 turns |
3-4 | Sensors- Mech’s weapons cannot be fired |
5-6 | Cockpit – Head explodes, pilot dies |
Critical Hits: Arm (1d6)
1 | Shoulder joint freezes, any weapon on that side cannot be used. |
2-3 | Upper Arm Actuator, part of the arm freezes. -50 or -5CS to hit |
4-5 | Lower Arm Actuator, part of the arm freezes. -40 or -4CS to hit |
6 | Hand Actuator, no hand weapons can be fired |
Critical Hits: Torso (1d6)
1-2 | Joint Actuators hit. -60 or -6CS to hit |
3-4 | Gyro Hit. -70 or -7CS to hit |
5 | Damage Heat Transfer System. Full Mech Shutdown |
6 | Engine Hit. Mech Explodes |
Critical Hits: Leg (1d6)
1 | Hip hit. Leg Freeze. Mech Stops |
2-3 | Upper Leg Actuator. Leg Freezes. All Speeds-90% |
4-5 | Lower Leg Actuator. Leg Freezes. All Speeds-95% |
6 | Gyro Hit. 85% fall chance. |