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All damaged weapons and equipment must first pass a check to see if they can be repaired. The player must roll 10 or greater on a 2D6 roll. This does
not apply to engines or gyros which are always repairable unless all critical locations are hit.
Weapons and equipment are considered damaged in locations where all internal structure has been destroyed.
Limbs or a head blown off from 12 rolls on Determine Critical Hits Table or arms blown off because a torso location was destroyed, suffer no additional
damage and may be re attached.
Damage caused by internal ammunition explosions destroys all weapons and equipment in locations where all internal structure is destroyed and cannot
be repaired or salvaged.
If the center torso of a mech is destroyed, that mech is considered destroyed beyond repair. Only weapons and equipment from the limbs and head
may be salvaged.
If the center torso is destroyed by an area effect attack (artillery, bombing, etc.) centered on the hex that mech occupies, it is utterly destroyed and
nothing remains to be repaired or salvaged.