Editing
Stars Without Number: The High and the Mighty
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Mecha Critical Hits === *Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech) *'''On a Critical Hit''', first determine whether the hit dealt any damage after applying the target's armor. If the hit dealt no damage, reduce the target mech's armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6: **1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1. **2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced. **3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech's ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced. **4: Systems Damage. Roll 1d4. ***1: Power Fluctuation. The mech loses its next action. ***2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left. ***3: Power Drain. The mech's energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example. ***4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation. **5: Electronics Damage. Roll 1d4. ***1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available. ***2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable. ***3: Comms Down: The mech loses access to its communications suite. ***4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be ''really bad.'' **6: Pilot Damage. Roll 1d4. ***1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly. ***2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments. ***3: The pilot suffers 1d4 damage and a suit tear to their pilot suit. ***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required. *Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information