Vehicle/Mecha Combat Supplement Collision: Damage is determine by the weight of the colliding objects. This damage is multiplied for every 10 MPH or divided if speed is under 10 MPH (target not moving would do one-tenth damage - minimum consideration of 1 MPH). The damage is one point of DAP for every ton the vehicle weighs, but there is a minimum of 1d6 damage for things under 400 lbs. Heavier items under and up to one ton do 1d8 while things that weigh much over one ton do 1d10 minimum. Dice that can add up to this total (one point per ton) are rolled. The speed for the two is added up, but the vehicles may damage each other differently depending on their differing weights. Example: Two vehicles strike each other, a 16-ton semi going 80 MPH and a 1 ton car going 50 MPH. The total is 130 MPH, so the damage will be multipled by 13 DAP. The semi weighs 16 tons (16 points), so 2d8 is rolled and multiplied by 13. The car takes that much damage. The semitruck takes 1d8x13 DAP because the car weighs one ton. DDP vehicles do this normal damage amount divided by 10 in DD to each other while doing double normal damage to DAP vehicles. DAP vehicles inflict 1/20 damage to DDP vehicles. Optional: Realism Note (gasp, not that!): Anything that rams something weighing/being half or more of the rammer's weight/size inflicts the same damage on the rammer that is inflicted on it (the ram target). The rammer only takes the damage inflicted that hit something, so if the damage done is more than the target had, the rammer only takes however much damage was needed to destroy the target. Said differently, two things that ram each other simultaneously weighing half or more of each others' weight do the same damage to each other which is determined by how much damage the heavier one does. Dropped items do 1d10 DAP per 100 lbs. This damage added again for every 10' fallen to a maximum of x10 damage. The same DAP -> DDP rules from Collision apply here. Critical Hits on Mecha/Power Armor: This type of damage occurs when a 17-20 is rolled naturally, but these must be critical hits for the character or it has no effect. This also happens when a section takes 1/4 (25%) its max normal DDP/DAP in one blow. There is a 25% chance of this causing a critical hit. Head/Sensor Self-Controlling Robots must make a DX save to not fall down (-1 APM), a ME save to avoid disorientation (-1 APM), and a PE save to see if the pain stuns it for 1 APM (very rarely needed as most bots don't feel pain.) This can also be used for living targets (people). Saving Throw bases are 15 The penalty/bonus to the save depends on what percentage the damage is of how much the head had just before being hit. 1-5%: +5 to save 6-10%: +3 11-20%: +1 21-30%: 0 31-40%: -1 to save 41-50%: -2 to save (-1 per 5% beyond this) 51-60%: -4 to save 61-70%: -6 71-80%: -8 81-90%: -10 91-95%: -12, 96%-: -14 Effects of Critical Head Hit (roll 1d4): If an effect isn't possible, use next one. 1. Targetting Systems knocked offline (damage done is % penalty to repair) 2. IR and thermal vision lost (knocked offline) 3. Head weapon lost 4. System Backlash: Machine blinded for current and next action Body Effect of critical hit (1d4): 1-2. A weapon is lost 3. Controls hit (1d12) 1-5. Falls down (lose one action) 6-10. Controls damaged (1d10) 1-8. S/P/D -1d6 until fixed 9. S/P/D -2d6 until fixed 10. S/P/D -3d6 until fixed 11-12. Controls destroyed - vehicle shut down 4. Engine/Power Plant hit (1d10) 1-4. System Failure - immobilized for 1d6 actions 5-6. System Failure - shut down for 1d4 melees 7-10. Power Surge (1d8) 1-3. Random weapon destroyed (anywhere on vehicle) 4. Critical Head Hit 5. Critical Arm 6. Critical Leg 7. Critical Pilot Compartment Hit 8. Top Speed reduced to 3/4 If a form-shifting machine, 25% chance form-shifting ability lost (stuck in current mode) instead of speed loss. If more than two forms are available, roll to see which one is lost. 9. Top Speed reduced to 1/2 50% form-shifting ability lost instead 10. Top Speed reduced to 1/4 75% form-shifting ability lost instead 11. Power Output reduced by 1d4 fourths (affects speed, strength and top damage of weapon systems). If output cannot be determined, reduce damage of all energy weapons, speed, and strength by this amount. 12. Engine explodes (vehicle self-destructs) Self-destructing destroys all internal components (CPU, force field generators, systems, etc, but not pilot's compartment). The damage done to the inside of the robot is 2d6 x (power output divided by 10) if output is unlisted, use max damage of its largest energy weapon or half max of largest physical weapon. The blast radius if the body is destroyed is output divided by 10 in feet, doing half the damage that escaped the body to all in the radius. Reinforced Pilot Compartment Hit Effects of Critical Hit (1d6): 1. All targetting systems lost 2-3. Access to use of one weapon lost 4. All optics lost (not targetting) except physical windows,etc 5. Controls Hit (see Body #3) 6. Life Support (1d6) 1. Offline for 1 melee 2. - for 1d4 melees 3. - for 1d6 minutes 4. - for 2d6x5 minutes 5. - for 1d6 hours 6. - destroyed There is a chance for an internal explosion equal to the percentage of the armor just before being struck that damage equals. Example: 240 DDP RPC is hit by 120 damage, so there's a 50% chance. This will damage the pilot and an additional critical hit effect is rolled for the RPC. Internal Explosion Damage to pilot/RPC interior (1d6) 1. 1/100 (1%) of the damage inflicted to the RPC 2. 1/50 (2%) of the damage inflicted to the RPC 3. 1/25 (4%) 4. 1/10 (10%) 5. 1/7.5 (25%) 6. 1/5 (50%) Half the damage inflicted to RPC inflicted upon pilot Arm Critical Hit Effects (1d6): 1-2. Strength is reduced to 1/4 3-4. Moving part damaged, Strike/parry with that arm/hand is -2d4 5-6. Weapon destroyed Arm Destruction Effects (1d6): 1-2. Blown off at shoulder 3-4. Blown off at elbow 5-6. Blown to useless slag but still attached Hand Critical Hit Effects (1d4): 1. Drop whatever is being held 2-3. Hand actuators damaged -2d4 to strike/parry with any hand weapon 4. Hand frozen in current position Leg Critical Hit Effects (1d8): 1-2. Strength/speed reduced to half, -2d4 to strike with kick 3-4. Leg weapon knocked offline until fixed 5. Foot frozen in place, speed reduced to 75%, kick does half damage 6. Speed/strength of leg reduced by (roll % dice) 7. Knee frozen, speed reduced to 25%, -2d6 to kick (1/4 damage) 8. Leg frozen/immobilized, speed reduced to 5% Leg Destruction Effects (1d6): 1-2. Blown off at hip 3-4. Blown off at knee 5-6. Reduced to scrap but still attached Other Equipment: Critical Hit Effects (1d8): 1-2. All Effectiveness reduced by half (damage and range if weapon,etc) 3. Activates suddenly 4-5. Lost/frozen/knocked offline for 1d6 melees 6. Offline for 1d6 minutes 7. Offline for 1d6x5 minutes 8. Offline for 2d6x5 minutes