Difference between revisions of "ReflexTech (BattleTech)"
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-7 ... critical hit on machine gun ammo | -7 ... critical hit on machine gun ammo | ||
-4 ... critical hit on ac/2, ac/5 ammo | -4 ... critical hit on ac/2, ac/5 ammo | ||
| + | |||
| + | |||
| + | ===Critical hit on weapons and equipment=== | ||
| + | '''2d20L''' | ||
| + | Roll Effect | ||
| + | 1-5 No | ||
| + | 6-8 One minor critical | ||
| + | 9-12 Two minor criticals | ||
| + | 13-16 One major critical | ||
| + | 17-18 Two major criticals | ||
| + | 19-20 Three major criticals | ||
| + | |||
| + | minor critical on structural items - a +2 penalty to actions, requires maintenance to work normally again | ||
| + | minor critical on equipment - special rules (usually a +2 penalty), requires maintenance to work normally again | ||
| + | minor critical on ballistic weapons - +2 to-hit, requires maintenance to work normally again | ||
| + | minor critical on energy weapons - weapon is out of order, requires maintenance to work again | ||
| + | major critical - requires large repairs / replacements | ||
| + | |||
| + | '''Modifiers:''' | ||
| + | -2 ... critical hit was by an energy weapon | ||
| + | -2 ... critical hit was by a non-AP ballistic weapon | ||
| + | -5 ... critical hit was by a machine gun | ||
| + | +3 ... critical hit was caused by a hit directly to internal structure | ||
Revision as of 05:37, 18 December 2014
Initiative
Commanders of each side rolls Command(AWA) check. Players of each side add half the MoS (max 5) to their initiative rolls, if the commander was successful. If the commander failed, players of that side receive a penalty of -2 to their initiative rolls.
Each player rolls OODA-check with the modifiers above. The player with the highest MoS acts first. The player with higher CUF wins ties. If both sides have equal CUF, then reroll OODA-check for both sides to resolve who acts first.
Damage
Every time a Unit suffers a hit that exceeds its BAR rating, a chance exists for a critical hit (called a penetrating critical hit), even if armor remains in that location. Penetrating critical hits are rolled using the Penetrating Critical Hit Table.
Critical hits
Critical hit on Ammo
2d20L Roll Effect 1-4 Jammed; nothing actually broken, but requires maintenance to work again. 5-11 Damaged; ammo feed mechanism/ammo bin seriously damaged. 12-16 Fire; ammo catches fire. 17-18 Partial ammo explosion; apply damage equal to 1/10th of the CAE value of the the remaining ammunition 19-20 Critical ammo explosion; apply damage equal to 1/4th of the CAE value of the the remaining ammunition
Modifiers: +2 ... critical hit was by an energy weapon +1 ... critical hit was caused by a hit directly to internal structure -7 ... critical hit on machine gun ammo -4 ... critical hit on ac/2, ac/5 ammo
Critical hit on weapons and equipment
2d20L Roll Effect 1-5 No 6-8 One minor critical 9-12 Two minor criticals 13-16 One major critical 17-18 Two major criticals 19-20 Three major criticals
minor critical on structural items - a +2 penalty to actions, requires maintenance to work normally again minor critical on equipment - special rules (usually a +2 penalty), requires maintenance to work normally again minor critical on ballistic weapons - +2 to-hit, requires maintenance to work normally again minor critical on energy weapons - weapon is out of order, requires maintenance to work again major critical - requires large repairs / replacements
Modifiers: -2 ... critical hit was by an energy weapon -2 ... critical hit was by a non-AP ballistic weapon -5 ... critical hit was by a machine gun +3 ... critical hit was caused by a hit directly to internal structure