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IMPACT DAMAGE

IMPACT: HEAD
1 – The impact of the blow offsets the optics in the head of the Mobile Suit. Its pilot takes
-10 to WS and BS checks for the next round.

2 – The shots damage important components for targeting re-adjustment. The pilot looses
all bonuses given by the MS and User Friendly.

3 – The impact damages the optics enough to blind the MS for its next turn.

4 – The blow is disables the zoom functions on the MS. It no longer gains the bonus of a
full aim action.

5 – The shot permanently damages the optics. The MS takes -10 to WS and BS checks as
well as any visual based checks.

6 – As above but the shots sheer away pieces of armor. The MS’ head looses 2 armor
points to its head.

7 – As above but the optics are destroyed. The MS is considered blind. The cockpit must
be opened, exposing the pilot. All WS and BS checks at made at -20

8 – The head is completely destroyed. The pilot must open its cockpit to make attacks as
above.

9+ – As above but the explosion spreads to the cockpit. The pilot takes 1d10 X damage.
The pilot may spend a fate point to ignore this damage.

IMPACT: BODY
1 – The blow is strong enough to stun the pilot for one round.

2 – Key computers are disrupted by the blow. The pilot can only take half actions on his
next turn.

3 – The shot disrupts the AMBAC system. The pilot must test Agility for moving over
20dm, is and automatically knocked prone if they use venier thrusters.

4 – The pilot is jostled and hits his head on something in the cockpit or is struck by
debris. They take 1d5 I damage, but must also test Toughness or fall unconscious. They
remain unconscious until a successful Toughness test is made, or are given proper
medical treatment.

5 – The shot permanently damages the circuitry used to move the MS. The MS may only
take Half actions until it is fully repaired.
6 – As above, but the AMBAC system is destroyed. The pilot must test Agility any time
he makes a movement action past 20 meters, and automatically falls prone after vernier
thrusting.

7 – As above, but armor is destroyed with the attack, reducing the MS’ chest armor by 2
points.

8-11 – Armor is reduced by 2, and the pilot must test Agility every time he makes a
movement action other than a half move, but for this and every other attack to the chest,
the MS must test Toughness or the cockpit is breached by the attack and deals damage to
the pilot at conversion. The MS is considered destroyed.

12+ – The attack goes clean through the unit and detonates the thrust-pack on its back,
and the Minovsky reactor. The Ms is automatically considered defeated. Roll a 1d10. On
an odd number it deals 10d10+5 X to any MS in a 30dm radius, including the pilot, and
saturates the radius with enough Minovsky interference to block out beam weapons for
1d5 rounds. Any MS that is not the exploding MS may make an agility check to get out
of the blast radius. In addition, any pilots within 150dm who do not shut off their optics
must make a Toughness check or are blinded for 1d5 rounds. If the pilot manages to
survive the blast they must test Toughness at -40 or are unconscious. On an even, the
reactor does not explode but remains in critical condition. Any time the MS is hit roll the
1d10 again.

IMPACT: ARMS

1 – The shot stalls up the arm. It cannot be used on the pilot’s next turn.

2 – The shot causes the MS to drop whatever is held in the arm struck.

3 – The arm’s internals are damaged by the attack, and it is useless for 1d5 rounds. Any
integrated weapons in the arm are considered jammed and must be unjammed.

4 – The blow severely damages the internals and the pilots WS and BS are halved for any
attacks using that arm.

5 – The attack damages the hand on the arm, and if it is holding a ranged weapon forces it
to squeeze the trigger. The hand hangs on by a wire and fires at its maximum fire rate in a
random direction each turn until the magazine is empty.

6 – The arm is removed from the MS at the shoulder, and deals 1d5 I damage to the body,
ignoring armor.

7 – As above but the arm explodes as opposed to being sheared off. It deals 1d5+2 X to
the body.
8+ – The arm explodes, destroying it but the explosion spreads into the cockpit, dealing
1d10 X to the pilot.

IMPACT: LEGS

1 – The blow causes the legs to stall up. The pilot cannot move on his next turn.

2 – The impact offsets damages the internals slightly, the pilot takes -10 to Agility next
turn.
3 – The legs are damaged enough that the MS trips, and is knocked Prone.

4 – As above, but the pilot receives -10 Agility until repaired.

5 – The unit takes a shot to the actuators, and movement is halved until repaired.

6 – As above, but the unit must make Toughness checks if they move. On a failure, the
leg stalls up for 1d5 rounds.

7 – The knee is blown out on the MS. Other than standing, the MS counts as missing that
leg as it is non functional. Any attempts to move knock the MS prone automatically.

8+ – The leg is destroyed and the MS falls prone. The pilot must test Toughness or is
knocked unconscious. If he passes he is just stunned.

EXPLOSIVE DAMAGE
EXPLOSIVE: HEAD
1 – The blast knocks around the internals in the head. The MS is blinded for 1d5 rounds.

2 – The explosion blows away the armor on the MS’ head reducing it by 3

3 – As above but the optics are destroyed, the MS must open its cockpit to make any
attacks.

4 – The head is destroyed completely by the blast.

5 – The head explodes and spreads to the cockpit, dealing 1d10 X damage.

6 – The head is destroyed, but in addition the pilot takes a level of Fatigue

7 – As above, but the explosion turns the head into deadly shrapnel, sending flaming
parts at all targets within 10dm of the MS. These targets must make a Dodge check or are
hit by the pieces dealing 5 static points of Impact damage.
8+ – The head explodes, and the pilot must test Toughness at -10 or is knocked
unconscious, but the explosion sets off a chain reaction. The MS takes 1d5 critical
explosive damage to the body as well.

EXPLOSIVE: BODY
1 – The MS is knocked 1d5 dm and is knocked Prone by the blast.

2 – As above, but the pilot takes a level of Fatigue from the fall.

3 – The blast doesn’t knock the MS over, but the pressure is enough to harm the pilot.
The pilot must test Toughness or is knocked unconscious by the blast.

4 – The explosion blows away the armor on the chest. This destroys 1d5 points of armor
on the MS’ Body section until repaired.

5 – As above but in additional the internals are disrupted. The MS can only take half
actions for 1d5 rounds due to the damage. In addition any ammunition it is carrying is
cooked off, dealing 1d5 of its damage type per reload.

6 – As above but the pilot is knocked unconscious as well. They must test Toughness
every round or remain unconscious.

7-9 – The cockpit is breached by the explosion, dealing 6d10 X to the pilot. The MS is
considered destroyed.

10+ – As above, but the reactor is damaged as well. The reactor explodes immediately;
dealing 10d10+5 X to any MS in a 30dm radius, including the pilot, and saturates the
radius with enough Minovsky interference to block out beam weapons for 1d5 rounds.
Any MS that is not the exploding MS may make an Agility check to get out of the blast
radius. In addition, any pilots within 150dm who do not shut off their optics must make a
Toughness check or are blinded for 1d5 rounds. If the pilot manages to survive the blast
they must test Toughness at -40 or are unconscious.

EXPLOSIVE: ARMS

1 – The explosion knocks the arm backwards, knocking the MS off balance. The MS
takes -10 Agility on its next turn.

2 – As above but whatever is in the MS’ hand is knocked out of it by the blast.

3 – The blast locks the arm up and damages the internals. This arm is useless for 1d5
rounds. Roll a 1d10. On a 1 the weapon is destroyed and the ammunition is cooked off,
dealing an additional 1d5 points of Critical Damage.
4 – The explosion blows away pieces of the arm. The MS looses the hand on that arm and
1 point of armor.

5 – As above but the arm is permanently locked up. This arm cannot be used, but can be
positioned if the MS makes a -10 Strength check.

6 – The arm is destroyed by the explosion and the MS is knocked off balance by the
explosion. The MS takes -10 Agility on its next turn.

7 – As above, by the damage spreads to the cockpit dealing 1d10 X to the pilot.

8+ – As above, but in addition the explosion deals damage to the Body as well, bringing
it to 1d5 Explosive Critical Damage

EXPLOSIVE: LEGS

1 – The blast causes the legs to stall up. The pilot cannot move on his next turn.

2 – As above, but the damage is enough to cause a -10 Agility penalty after the legs are
un-stalled for 1d5 rounds.

3 – The blast stalls up the legs even worse. The MS cannot move for 1d5+1 rounds, and
receives -10 Agility after un-stalling, until repaired.

4 – The limb is heavily damaged by the explosion, reducing its armor by 3 points, and
stalling the leg for 1d5 rounds. Upon un-stalling the MS takes -20 to its Agility until
repaired. If this penalty reduces the MS’ Agility to below 10, the leg is considered useless
and the MS can only make half moves.

5 – The kneecap of the MS is blown out. The leg is rendered useless and the MS may
only make half moves, and cannot dodge if on the ground.

6 – As above, but the unit must make Agility checks if they move. On a failure the MS
trips and is knocked prone after moving.

7 – The lower leg is destroyed, but the MS remains upright. Any attempt to move by
walking automatically knocks the MS Prone, dealing 1d5 I to the body. The pilot takes a
level of Fatigue.

(Under Construction.)
ENERGY DAMAGE
ENERGY: HEAD

2-3 – The shot goes clean through the mobile suits head, destroying its optics.
4-5 – The shot does enough damage to fully destroy the head, melting it or cleaving it
clean off.

5 – As above but the head explodes, sending deadly superheated shrapnel out for 10dm,
dealing 5 points of E damage, ignoring damage.

5+ – The head explodes, and the pilot must test Toughness at -10 or is knocked
unconscious, but the explosion sets off a chain reaction. The MS takes 1d5 critical
Energy damage to the body as well.

ENERGY: BODY

2-3 – The attack melts the armor on the MS, sheering some of it off. The MS looses 1d5
points of armor to the body.

4-5 – As above but the pilot is knocked unconscious as well. They must test Toughness
every round or remain unconscious.

6-8 – The attack passes through the cockpit, killing the pilot instantly. There is nothing
left but a pile of hamburger.

9+ – As above, but the reactor is damaged as well. The reactor explodes immediately;
dealing 10d10+5 X to any MS in a 30dm radius, including the pilot, and saturates the
radius with enough Minovsky interference to block out beam weapons for 1d5 rounds.
Any MS that is not the exploding MS may make an Agility check to get out of the blast
radius. In addition, any pilots within 150dm who do not shut off their optics must make a
Toughness check or are blinded for 1d5 rounds. If the pilot manages to survive the blast
they must test Toughness at -40 or are unconscious.

ENERGY: ARMS

2-3 – The blow passes through the arm, hitting whoever is behind the target in question.

4-5 – The arm is hit at the shoulder, melting the servos and joint into a ball of fused steel.
The arm cannot move, making melee combat impossible, but it can still pull a trigger at -
10 BS.

6-7 – As above but the arm is sheered completely off by the blow.

8+ – The arm explodes instead of just coming off, dealing 1d10 I damage to the body of
the target and anyone standing near it on that side.

ENERGY: LEGS
2-3 – The leg is hit with enough force to trip the mobile suit. It is knocked prone
automatically.

4-5 -

6-7

8+

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