VEHICLE DAMAGE CHARTS

When a vehicle suffers damage to one of it's locations, you should consult whichever of these charts is indicated to see exactly what has happened. All levels of damage rolled apply.

LEG DAMAGE CHART
1: SUPERFICIAL DAMAGE
Though damaged, the leg can still just about support the walker's weight. Forced to move with a pronounced limp, the vehicle is neither as fast nor as manouevrable as it once was.

The walker may still move at normal rate but can no longer run and must now manouevre as if it were running at all times. Agile walkers also lose this ability.

2-5: SERIOUS DAMAGE
The leg buckles under the attack and is rendered inoperable. Though the leg holds, it has ceased to function and the vehicle is immobilised.

The walker may no longer move at all and must remain in place with the same facing for the rest of the game.

6: CRITICAL DAMAGE
The leg is destroyed, either blown off or crushed by the vehicles own weight, sending the walker crashing to the ground.

The walker topples over in a random direction. All models underneath it must pass an initiative test or be taken out of action, and all the vehicles other locations suffer damage (roll for severity as normal).



HULL DAMAGE CHART
1: SUPERFICIAL DAMAGE
The shot slams into the vehicle's armoured hide, briefly shocking the unfortunate crew member behind the point of impact into inaction but leaving the vehicle otherwise unharmed.

One random member of the vehicles's crew is stunned and cannot do anything in the next turn, the effects of which depend on the crewmember's role.

2-5: SERIOUS DAMAGE
The impact of the shot reverberates amound the vehicle's interior, stunning the crew with the noise and shock but leaving the vehicle largely intact.

All of the vehicles crew are stunned and can do nothing in the next turn.

6: CRITICAL DAMAGE
Parts of the armour plating shatter inwardly, sending metal splinters and shrapnel flying around amongst the crew with potentially fatal consequences.

D3 random crew members are taken Out of Action. Surviving crew members are Stunned (see above).



WHEELS/TRACKS DAMAGE CHART
1: SUPERFICIAL DAMAGE
Though damaged the vehicle is able to keep moving, though it is neither as fast or manouevreable as it should be.

The vehicle may no longer move above Slow speed and must score a 3+ on 1D6 each time it wishes to make a turn.

2-5: SERIOUS DAMAGE
With a shriek of tortured metal the vehicle grinds to a halt, throwing track links and road wheels into the air.

The vehicle is immobilised

6: CRITICAL DAMAGE
The shot buckles axles and smashes the vehicle's transmision. As the wounded beast slews to a halt, the engine adds it's own voice to the din.

The vehicle is immobilised and the engine also suffers damage - roll to determine severity normally.



WEAPON DAMAGE CHART
1: SUPERFICIAL DAMAGE
The shot slams into the hull next to the weapon's mounting, severing control cables and ammo feeds and rendering the weapon useless until repairs can be made.

The weapon is damaged and cannot be used for the rest of the game.

2-5: SERIOUS DAMAGE
The weapon is hit square, smashing it to pieces. There's no fixing this one - the gun's a gonner!

The weapon is destroyed and cannot be used again.

6: CRITICAL DAMAGE
The shot hits the weapon's ammunition, setting off a spectacular explosion

The weapon is destroyed as above but there is also a flashback to the hull - roll once on the Hull Damage Table.



ENGINE/POWER PLANT DAMAGE CHART
1: SUPERFICIAL DAMAGE
Something is broken, but the engine just about keeps running - not so well as it had been, but enough to keep moving.

The vehicle can no longer move above slow speed.

2-5: SERIOUS DAMAGE
With a lound bang and the engine cuts out and the vehicle rolls to a halt in a cloud of smoke and steam.

The engine is smashed and the vehicle is immobilised.

6: CRITICAL DAMAGE
Kaboom! The engine goes up, tearing the vehicle apart in a massive explosion.

Locations to either side of the Engine on the vehicle's Hit Location Chart suffer critical damage. The vehicle is immobilised and set aflame - all crew must roll a 4+ on 1D6 to escape or be trapped in the blazing wreckage and killed.