Post by hardlec on Oct 11, 2018 18:34:28 GMT
Universal Damage results chart
10: (Natural 10 only) catastrophic destruction. All elements within 6 inches of the center of the model suffer a critical damage hit.
9: Target is destroyed.
8: Severe structural damage. Reduce the target’s armor by 1D10. If the result is armor of 0 or less, target is destroyed.
7: Weapon hit, Roll on weapon hit chart. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
5-6: Mobility hit. Roll on the Mobility hit chart. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
1-4: Structure damage. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
Weapon damage: If the target has more than one weapon, both players roll a die. The player who rolls higher chooses which weapon is affected. Re-roll ties.
10: Weapon destroyed
9: Weapon damaged, ranged reduced to ½
8: Weapon damaged, -2 to hit (cumulative)
7: Weapon damaged, -1 to hit (cumulative)
6: Weapon damaged, -2 to power (cumulative)
5: Weapon damaged, -1 to power (cumulative)
1-4 Weapon jammed. Owner rolls each fire phase until the weapon is repaired. Weapon is repaired on a 7+ Results are not cumulative.
Movement Damage chart
10: Target movement reduced to 1. Target defense is deduced to 3.
7-9: Target movement is permanently reduced by ½, cumulative.
5-7: Target movement is permanently reduced by 1, cumulative
1-4: Target is stuck and may move 1 inch until it is freed. Each movement phase roll a die AT THE END OF THE PHASE. On a 6+ the target is freed and may move next movement phase. Defense is reduced by 1 for each 2 inches of movement lost.
Movement reduced by ½:
7-8 becomes 4
5-6 becomes 3
3-4 becomes 2
1-2 becomes 1
Defense is reduced by 1 for each 2 inches of movement lost.
Entanglement: If a target is entangled, such as by a Rough Rider grapple attack, the target’s owner must roll every movement phase. On a natural 1, the target face plants and is destroyed. On a 2-6 the target remains entangled. On a 7+ the target breaks free. There is a -1 to the die roll for each additional entangle result. The face plant only occurs on a natural 1. A natural 10 is always successful. An entangled target is movement 0 and has a defense of 2.
10: (Natural 10 only) catastrophic destruction. All elements within 6 inches of the center of the model suffer a critical damage hit.
9: Target is destroyed.
8: Severe structural damage. Reduce the target’s armor by 1D10. If the result is armor of 0 or less, target is destroyed.
7: Weapon hit, Roll on weapon hit chart. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
5-6: Mobility hit. Roll on the Mobility hit chart. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
1-4: Structure damage. Armor of target is permanently reduced by 1. If the result is armor of 0 or less, target is destroyed.
Weapon damage: If the target has more than one weapon, both players roll a die. The player who rolls higher chooses which weapon is affected. Re-roll ties.
10: Weapon destroyed
9: Weapon damaged, ranged reduced to ½
8: Weapon damaged, -2 to hit (cumulative)
7: Weapon damaged, -1 to hit (cumulative)
6: Weapon damaged, -2 to power (cumulative)
5: Weapon damaged, -1 to power (cumulative)
1-4 Weapon jammed. Owner rolls each fire phase until the weapon is repaired. Weapon is repaired on a 7+ Results are not cumulative.
Movement Damage chart
10: Target movement reduced to 1. Target defense is deduced to 3.
7-9: Target movement is permanently reduced by ½, cumulative.
5-7: Target movement is permanently reduced by 1, cumulative
1-4: Target is stuck and may move 1 inch until it is freed. Each movement phase roll a die AT THE END OF THE PHASE. On a 6+ the target is freed and may move next movement phase. Defense is reduced by 1 for each 2 inches of movement lost.
Movement reduced by ½:
7-8 becomes 4
5-6 becomes 3
3-4 becomes 2
1-2 becomes 1
Defense is reduced by 1 for each 2 inches of movement lost.
Entanglement: If a target is entangled, such as by a Rough Rider grapple attack, the target’s owner must roll every movement phase. On a natural 1, the target face plants and is destroyed. On a 2-6 the target remains entangled. On a 7+ the target breaks free. There is a -1 to the die roll for each additional entangle result. The face plant only occurs on a natural 1. A natural 10 is always successful. An entangled target is movement 0 and has a defense of 2.