Table: Mecha Critical Hits
|
d%
|
Roll Effect(s)
|
01-15
|
Normal damage, crew dazed |
16-35
|
Normal critical hit, crew dazed |
36-45
|
Normal critical hit, mecha knocked prone |
46-50
|
Severe critical hit, crew dazed, mecha stunned |
51-55
|
Severe critical hit, mecha knocked prone |
56-60
|
Crew hit (normal damage) |
61-70
|
Normal damage, equipment damaged |
71-80
|
Normal damage, equipment destroyed |
81-90
|
Normal critical hit, slot damaged |
91-100
|
Normal critical hit, slot destroyed |
Crew Dazed: Each crewmember aboard the
mecha, including its operator, must succeed on a Fortitude save (DC 15) or be dazed for 1 round. Unable to act, a dazed character can take no actions, but still retains his or her full
Defense.
Mecha Knocked Prone: The force of the attack knocks the
mecha prone. All crewmembers and passengers aboard take 1d6 points of bludgeoning
damage as they are knocked about their cockpits. A prone
mecha takes a -4 penalty on melee
attack rolls and can't use thrown
ranged weapons. The
mecha gains a +4
bonus to Defense against ranged attacks, but takes a -4 penalty to Defense against melee attacks.
Mecha Stunned: The
mecha automatically drops what it is holding and can take no attack or
move actions for 1 round. While the
mecha is stunned, apply a -2 penalty to the
mecha operator's
Defense (even though the operator is not stunned).
Equipment Destroyed: One piece of equipment (attacker's choice) is damaged and ceases to function until repaired. It can be a flight system,
sensor system,
defense system,
weapon (handheld or integrated), or miscellaneous system. Repairing a damaged system requires 1 hour of work and a successful Repair check (DC 20).
Equipment Destroyed: One piece of equipment (attacker's choice) is destroyed and ceases to function. It can be a flight system,
sensor system,
defense system,
weapon (handheld or integrated), or miscellaneous system. A destroyed system cannot be repaired, only replaced.
Slot Damaged: One of the
mecha's equipment slots (attacker's choice) is damaged. Any piece of equipment wholly or partially installed in that slot will not function until the slot is repaired. Repairing a damaged equipment slot requires 1 hour of work and a successful Repair check (DC 25).
Slot Destroyed: One of the
mecha's equipment slots (attacker's choice) is destroyed, along with any piece of equipment wholly or partially installed in it. Rebuilding a destroyed equipment slot requires 12 hours of work and a successful Craft (mechanical) check (DC 30).