ReflexTech (BattleTech)
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