Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Mech Scale Combat in E&E uses a modified version of the damage system presented in Mecha and Manga.
- TOUGHNESS SAVING THROW… EFFECT
- Succeeds No Effect
- Fails: Injured
- Fails by 5 or more: Stunned + Injured
- Fails by 10 or more Disabled + Stunned
- Fails by 15 or more Dying
- Injured: Injured conditions mean that the mecha is damaged, suffering scratches and dents. Each injured condition imposes a -1 Toughness on the Mech.
- Disabled: When a mecha is Disabled, it shuts down. A pilot must make a piloting test at a +10 bonus each round to get it to perform simple actions and a piloting test at a -10 bonus to perform strenuous actions. A failed check does not knock the mecha into the Dying condition, but instead makes it Fatigued or Exhausted. If the mecha does suffer more damage, it becomes Dying.
- Dying: When a mecha gains this condition, it breaks down. It cannot be reactivated until it has been repaired. The mecha is “stable” and does not need to make any check to avoid total destruction, but if it suffers any damage while in this condition, it is permanently destroyed.
- Stunned: The Mecha takes a –2 modifier to Defense, and cannot take actions other than reactions for one turn.
- Fatigued: 'Fatigued' mecha cannot move all out or charge and suffer a –2 penalty to effective Strength and Dexterity and a –1 penalty on attack and defense. Failing a maneuvering check while fatigued makes the mecha Exhausted.
- Exhausted: 'Exhausted' mecha move at half normal speed and suffer a –6 penalty to effective Strength and Dexterity and a –3 penalty on attack and defense Failing a maneuvering check while Exhausted imposes the Disabled condition. If the mecha was already Disabled when becoming Exhausted, it instead becomes Dying.
Advertisement
Add Comment
Please, Sign In to add comment