Mecha/RPA Critical Tables, by Stan Bundy

NOTES: Effects of Severs on Power Armors and their Pilots

  1. If the total damage from the critical (default for severs is triple, unless otherwise stated) would not normally destroy the limb, then treat a "Sever" result as follows:
    Section of limb crushed, locking up the joints, and it will have to be cut off of the pilot's own
    limb. This requires one of the following skills by the person doing the removing (pilot is -50% to
    attempt on self):
         Robot or Mecha Mechanics (-10%),
         Medical Doctor (-30%),
         M.D. Cybernetics (-20%),
         M.D. Bionics (no penalty),
         Any other mechanical or medical skill that includes ability to use M.D. cutters (-50%)
  2. If the damage exceeds the limb's M.D.C., check for the following:
    1. Is the Pilot wearing body armor underneath the power armor? This is required for Cyclones, and usually true for Glitter Boys, but is impossible for most types. If secondary body armor present (cyber-armor or Altarian body armor don't count unless it's a shoulder hit), then the excess damage goes against it. If its M.D.C. is surpassed as well, go to B.;
    2. Is the pilot a Mega-damage creature? Unlikely, but possible. Most M.D.C. races in Rifts usually go around without even body armor, and possess magic, psionics and/or the P.S. to pack a railgun; sometimes, all three! The most likely candidates are agent types trained in N&S Martial Arts Forms and Heroes Unlimited characters that have M.D.C. as a result of alien origin, a mutant skin or Super abilities such as Extraordinary P.E., Invulnerability or Alter Physical Structure (Metal or Stone). If super characters have no offensive powers, and/or are slowed by their powers, they may very well wear power armor for an increase in P.S., speed and offensive capability. If the pilot is an M.D.C. structure, then 1/6 of his maximum total body M.D.C. would be required to possibly destroy a limb. See the table below:
      Damage taken             | Roll needed on D% to keep arm
      -------------------------+---------------------------------
      1/6 to 1/3 Total M.D.C.  | Over M.D.C. done by attack(s)
      1/3 Total M.D.C. +       | Under (P.E.-damage over 1/3)
      
      If a separate limb listing is already given, treat that number as 1/2 in the equations above.
      If the pilot is S.D.C., go to C.;
      
    3. If all else fails, how serious is the wound? Treat each MD point over the armor's as a cumulative 20% chance that the S.D.C. limb will be lost. If the limb survives, it takes 4D6 S.D.C. per MD point that got through.

Losing a limb: the character is automatically out of the offensive part of combat, losing 1/6 of his combined S.D.C./Hit points or M.D.C. immediately, and must save vs. Lethal Poison each round to keep from losing consciousness. If the limb was severed where it can still have a tourniquet placed, the character can attempt it. If on their own arm, the roll is at a -30%. Until the tourniquet is placed, the character loses 2D6 HIT POINTS per round (including that round), and afterward will lose 1 hit point per minute unless a successful medical check (first aid, paramedic, holistic or any doctor) is made each minute (or one successful check with the Field Surgery skill will stop all the bleeding for the duration - of course, failing that skill check results in death). This condition continues until treated by surgery, magic or psionics (at any time), or a paramedic in a non-combat situation. To rejoin the limb in Rifts would take a Restoration spell; otherwise, the character would need cybernetic or bionic implantation. M.D.C. creatures will lose 2D6 M.D.C. per round until the blood flow stopped, then 1 M.D.C. per minute thereafter. Regeneration will stop all bleeding, regardless of how much is regenerated.

Wing Criticals(d%) NOTE: Disregard speed & dodge penalties in space.

01-40 Double Damage. Speed reduced by 25%. -1 to dodge.
41-70 Double Damage. Speed reduced by 50%. -3 to dodge.
71-82 Double Damage; Wing broken. Speed reduced by 75%. -5 to dodge.   Pilot roll needed at -30% each round
     to stay airborne. Best chance is to hover/go VTOL or go to Battloid mode(if a Veritech).
83-90 Wing sheared off. No combat, -60% roll to stay in air & transform.
91-97 Wing missiles hit, if applicable. Roll on Missile Critical Table at a -30% penalty (results of zero
     or less are ignored). Otherwise, treat as 83-90.
98-00 Plane starts to break up. Pilot must roll under 1/2 P.P. by the end of the round or be killed.
     Character can make as many attempts as he has left, or one if no attacks are left.
NOTE: Results of 71-90 make atmospheric reentry impossible.

Shoulder/Arm/Hand Criticals(d%)

NOTE: Shoulder/Arm Missile launchers. There is a percentage chance equal to 1/2 of the M.D.C. done to the arm for a Missile Pod Critical(side effects only). No additional damage is done, unless 96-00 is rolled on the latter table.

01-30 Double Damage. Hand to hand damage and P.S. reduced by 50%, and hand-held weapons are -5 to strike.
31-60 Double Damage. Arm immobile. -1 attack until repaired. If variable-mode, then cannot transform.
61-80 Triple Damage. No further effects.
81-90 Triple Damage. Arm sluggish. -1 attack, No strike/parry bonuses.
91-00 Quadruple Damage, and the arm is severed at the impact point. If impact point not given, roll 1D20:
     1-5 Shoulder; 6-13 Upper Arm; 14-17 Lower Arm; 18-20 Hand.

Head/Sensor Head Criticals(d%)

01-40 Double Damage. If Sensor head hit, -1 to strike as well.
41-70 Triple Damage. If Sensor head, it is destroyed (lose primaries).
71-90 Double Damage. Head-mounted weapons and/or sensors destroyed.
91-00 Head destroyed. -4 to all combat rolls.

Pilot's Compartment Criticals(d%)*

01-60 Double Damage to Compartment.
61-70 Double Damage to Compartment, 2d6 S.D.C. damage to occupants.
71-80 Triple Damage to Compartment, 3d6 S.D.C. damage to occupants.
81-88 Triple Damage to Compartment, 3d6 S.D.C. and 1D6 HP to occupants.
89-93 Triple Damage to Compartment, 4d6 S.D.C. and 2d6 HP to occupants.
94-97 As 81-88, except Pilot knocked unconscious.#
98-00 As 89-93, except Pilot is comatose (0 S.D.C. and Hit Points).#

* Includes Beta Bomb Bay criticals. Damage to M.D.C. creatures is MD, unless S.D.C. crew are aboard, in which case, the M.D.C. person(s) must save vs. drugs or be stunned (no actions this round, halve attacks and bonuses for the next).

# Ignore Pilot damage if a Bomb Bay Critical. Otherwise, someone must take over the controls of a flying mecha, or it will crash in 1D4 rounds(Roll on Crash Landing table Under Pilot Skills).

Body Armor Criticals(vs. certain attack forms; See notes below)

Location (Roll 1D10) -

1  = Head       4-6 = Main Body
2  = Right Arm  7-8 = Right Leg
3  = Left Arm   9-0 = Left Leg

Notes: Each area above can withstand damage equal the armor's listed S.D.C./M.D.C.. However, explosions do equal damage to all parts of the armor (due to burst radius), as do vehicle-sized plasma weapons. Guns, autocannons, hand-held energy weapons, and hand to hand combat do damage to one part only. Some criticals allow S.D.C. weapon attacks to bypass M.D.C. armor. This is a matter of hitting a weak spot in the armor. Of course, these weak spots aren't the same in any two sets of armor, and result from use and abuse by the wearer(s), previous weapon hits, etc. Also, the concussion of normal M.D.C. attacks can cause damage through armor. Critical rolls that bypass M.D.C. armor are marked with a "*"

Head:

   01-50 Double Damage. 30% chance for stun 1D4 rounds.
   51-85 Triple Damage. 60% chance of knockout 1D20 rounds.
 * 86-95 Faceplate cracked. Further hits vs. AR 14 will penetrate.
 * 96-00 Faceplate destroyed. 1/2 damage done to the person inside. Called shots on the head will hit face
         for straight HP damage.

Arms/Legs:

   01-40 Double Damage.
   41-60 Double Damage. Limb injured; -1D6 S.D.C., An arm hit results in a -2 to Strike & Parry, 
         while a leg hit results in a -2 to Dodge & Roll.
   61-80 Triple Damage. Penalties and S.D.C. are double that of 41-60.
 * 81-90 Quadruple Damage if M.D.C. weapon. S.D.C. weapon finds weak spot in armor, does 1/2 damage
         to character.
 * 91-98 As 81-90, except S.D.C. weapon does normal damage.
 * 99-00 As 81-90, except S.D.C. weapon hit is a critical strike.

Main Body:

   01-50 Double Damage.
   51-70 Triple Damage.
   71-80 Double Damage to armor, impact cracks 1D4 ribs(-2d6 S.D.C. and -2d6 HP). Injury needs treatment 
         by someone with at least Paramedic skill to be set.
 * 81-90 Quadruple Damage if M.D.C. weapon. S.D.C. weapon finds weak spot in armor, does 1/2 damage
         to character.
 * 91-98 As 81-90, except S.D.C. weapon does normal damage.
 * 99-00 As 81-90, except S.D.C. weapon hit is critical strike.

Weapons Criticals(other than missile launchers)(d%)

01-40 Double Damage.
41-60 Triple Damage. If not destroyed, 70% chance of systems failure.
61-84 Weapon destroyed.
85-95 Weapon destroyed, doing single shot damage x10 (or short burst damage x5) to adjacent areas.
96-00 Weapon explodes, overloading all systems. Vehicle shuts down for 1D4+2 rounds, + roll main body
      critical (base damage 4D6 MD).
Flying aircraft may attempt emergency landing as per normal rules.
NOTE: Weapons become useless after taking full M.D.C.. However, gun pods/railguns can be used as clubs(punch damage +1D6), with WP Blunt bonuses only.

Leg/Engine/Missile Criticals Table.

This table's purpose is to determine what table(s) to roll on when certain criticals are rolled, as many mecha & robot vehicles have combination legs/engines, engines/missile launchers or even all three combined. When a combination critical is rolled, divide the damage rolled by the number of criticals, then roll the appropriate critical for each. Example: A 98 is rolled for a Beta Veritech (a combination Leg/Engine/Missile Pod critical, in the RPG version). Base damage rolled is 60 M.D.C.. One critical is rolled on each table, using 20(60/3) as the base damage for each table. The Missile Pod critical results in double damage, and jammed pod doors; the leg critical in triple damage(but no other penalties); finally, the engine critical in double damage and a coolant leak. Total damage is 20x(2+3+2)=20x7=140 M.D.C., jammed missile pod doors on that leg, and a engine shutdown in that leg in 1D4 minutes.

Type of Criticals

Category           |   A   |   B   |   C   |   D   |   E   |
-------------------+-------|-------|-------|-------|-------|
Leg only           | 01-40 | 01-32 |       | 01-85 | 01-60 |
Engine only        | 41-80 | 33-60 | 01-50 | 86-95 |       |
Missile Pod only   |       | 61-75 | 51-80 |       | 61-85 |
Leg and Engine     | 81-00 | 76-85 |       | 96-00 |       |
Leg and Missile    |       | 86-91 |       |       | 86-00 |
Engine and Missile |       | 92-97 | 81-00 |       |       |
All Three          |       | 98-00 |       |       |       |

Categories: While I've tried to be complete in my listings below, it's quite possible some mecha, robot vehicles and power armor may have slipped through. If the item in question is not listed, use the category it best fits.

Category A: Main engines located in legs. Examples are -
    Robotech: RDF VF-1s (regular & Super), SCA AJACS and Logan;
    Macross II: VF-2JA, VF-2SS(base model), VC-079, VF-XX, Gilgamesh I/II;
    Rifts: All Rifts Space robots (except Steel Dragon), Triax X-2700.

Category B: Main engines AND Missiles located in legs. Examples are -
    Robotech: Armored VF-1, Alphas, VF-1V Vindicator, Beta;
    Macross II: VF-2JSS/SAPS(I/II), Metal Siren, Marduk Annihilator.

Category C: Engines & Missiles present together on back. Examples are:
    Robotech: RDF Super VF-1s & Invid Royal Command Battloid;

Category D: Directional thrusters only located in legs. These results are modified as follows:
    cut power loss by 1/2, no engine shutdowns or explosions. Results that would have resulted in shutdown
or explosion do triple damage instead. However, there is a -5 to dodge after any resulting thruster
critical until repaired. Examples are -
    Robotech: Invid Mecha (all);
    Macross II: Zentran & Meltran Power Armors, UN SPACY Phalanx Upgrade.
    Rifts: Space Glitter Boys

Category E: No engines in legs, but Missiles are present. Examples are -
    Robotech: RDF Excaliber, RDF & REF Gladiators;
    Macross II: Tomahawk, AGA Fighter.

Leg Criticals Table(d%)

Doing 200% M.D.C. to one leg results in an automatic 90-00, even if no critical was rolled. On this table, penalties are to ground operation unless noted otherwise. This includes jumps, leaps & climbing.

01-25 Double Damage.
26-40 Triple Damage.
41-60 Double Damage; mobility impaired. -2 to dodge and -20% to speed.
61-74 Triple Damage; mobility seriously impaired. -4 to dodge and -50% to speed. Any engine functions
      of the leg reduced by 30%.
75-89 Double Damage, but leg immobilized. Must be dragged along like it was in a cast. Mo dodge and -90%
      to walking/running speed. Variable-form mecha cannot switch modes.
90-00 Triple damage & Leg severed, even if damage not high enough to destroy the leg. The effects are:
      Battloid-type mecha/robots(planet-side): No dodge or roll, -10 to parry or strike. Speed 1D4 MPH
            at best(crawl). Mecha falls over;
      Zentraedi pods have a 40% chance of explosion(killing pilot).
      Power Armors and REF Cyclones: See Power Armor notes for effects.
      Battloid-types(space): -10% to pilot rolls.
      Veritechs, Valkyries & Triax Dragonwing (flying), X-6000(water): Transformation impossible,
            plus the following, by mode -
            Battloid/Guardian: Mecha starts cartwheeling. Pilot roll needed at -60%
                 to stabilize long enough to put down(emergency landing roll then needed).
            Battloid/Guardian in Space: -40% Pilot roll to counter rotation.
            Vehicle - Engine shuts down. Reduce speed, dodge and roll by 50%.
            In Water(All modes): Battloid & Guardian mode vehicles may cartwheel if relying 
                 solely on legs for thrust. They might also start to sink from lack of bouyancy.
                 However, it is much easier to compensate for the lack of one thruster, due to the density
                 of the water. Vehicle mode suffers only the wehicle mode penalties listed above, as they
                 should have sufficient lifting & steering ability to counter the now off-center thrust.

Engine/Booster Criticals(d%)

01-15 Double Damage. Engine sputters. Dodges at -10 for 1 round.
16-25 Double Damage. Fuel leak (conventional) or coolant leak (mecha & robot vehicles).
      Engine shuts down in 1D4 minutes(4-16 rounds).
26-50 Double Damage. Debris sucked into intake. Speed & power at -10%.
51-75 Triple Damage. Speed reduced by 25%, and engine begins to overheat (Will shut down in 1D4x10 min.).
76-90 Triple (major) Damage. Engine will shut down in 1D8 rounds.
91-96 Turbine disintegrates, throws 1D4 blades! Engine destroyed, roll where blades go
   (d%, reroll impossible):
      01-15: Out of the mecha and into the air. Whew.
      16-30: Hydraulics or fly-by-wire lines cut. Aircraft lose all control, ground vehicles are immobilized.
      31-50: Missile Pod - Roll missile critical (4D6 MD base damage).
      51-65: Other Weapon - Roll weapon critical (4D6 MD base damage).
      66-80: Wing - Roll Wing critical (4D6 MD base damage).
      81-95: Other Engine. Roll a critical on it (4D6 MD base damage).
      96-00: Pilot's compartment. Roll d% S.D.C. Damage on pilot if S.D.C.. If M.D.C. pilot or wearing M.D.C.
             armor, 4D6 MD is done on top of the S.D.C. (Goodbye, Cruel World!), and S.D.C. reduced by 1/2.
97-00 Mecha Explodes(see Main Body Critical 97-00).

Missile Pod Criticals(d%)

01-30 Double Damage. Targeting computer damaged. Only Reflex Missiles, Smart missiles retain Strike bonuses.
31-60 Double Damage. 1d6x10% of the missiles in the pod will not respond to launch commands.
   Roll 1D8 for reason(s):
     1-4 Firing system damaged.
     5-6 Missiles damaged.
      7  Both 1-4 and 5-6.
      8  Roll again, and add 10% to the number affected.
61-80 Double Damage. Missile Pod doors jam in current position. Further criticals on this pod 
is twice as likely (on a 19 or 20), and are at +20% on this table if the doors are jammed open.
81-90 Double Damage. other effects are as both 31-60 and 61-80.
91-95 Triple Damage. Roll 1D6; on a 1, roll again on this table. Damage is additionally cumulative
      (example: triple + double = 5x damage).
96-00 Normal damage (empty pod takes double damage). 1D6 missiles will detonate in place, doing damage to the
      pod. There is a 15% per missile chance(cumulative) that the entire payload  will chain-react. If that
      happens, the Missile Pod is destroyed, and leftover damage is passed on to the area where it is located.
      If the missile pod is located on the Main Body, the damage from the chain-reaction divided by 10
      is the percentage chance that the mecha will explod as a result (as 97-00 on Main Body table).

Main Body Criticals(d%)

 Roll || Heavy Weaponry* || M.D. Small Arms || Melee Combat
 (d%) || Times | effects || Times | Effects || Times | Effects
------++-------+---------++-------+---------++-------+---------
01-15 ||  x1.5 |   1d3   ||  x1.5 |    0    ||  x1.5 |   50%
16-60 ||   x2  |   1d4   ||   x2  |   50%   ||   x2  |   1d2
61-80 ||   x3  |  1d4+1  ||   x3  |   1d2   ||   x3  |   1d3
81-90 ||   x4  |   1d6   ||   x3  |   1d3   ||   x4  |   1d4
91-96 ||   x3  |   S.D.  ||   x4  |   1d4   ||   x5  |  1d4+1 
97-00 ||   Explosion!!   ||   x3  |   S.D.  ||   x4  |   S.D.

* Includes all weapons capable of 1D4x10 M.D. or more, even if hand-held.

NOTE: A rear Main Body hit on a Destroid with a Space Propulsion pack or a suit of body armor with a jet or space pack has a 80% chance of hitting the pack instead. Treat a critical on the Pack as an Engine Critical at -10% on the roll. Negatives are treated as 01-15.

Effects: 50% means there is a 50% chance of one side-effect.

S.D.: Mecha Shuts down in 3D4 pilot actions. Also suffers 1d6 side-effects. Can be restarted with a piloting roll at 1/4 or a mecha/robot Electronics skill at normal, after another 1D4 melees (by which time you may already be dead), if in a flying craft.

Explosion!!: Treat damage to target as 1 multiplier over what would be needed to deplete the combined Main Body and Pilot Compartment M.D.C.. If the vehicle had 400 M.D.C. and its PC had 180, and the weapon does 60 MD before the critical multiplier, then the damage to the vehicle is 660 MD (x11). See next page for determining chance of crew ejection and damage to the crew from explosion.

Side Effects from Main Body Critical(d%)

Reroll if system has never been present on the vehicle
DO NOT REROLL if the system was present but has already been destroyed.

01-10 Lose exterior Audio/Visual systems.
11-18 Lose 1 random Communications system present. Backups cannot be destroyed before primaries. *
19-21 Lose Combat Computer(-1 to strike).
22-25 Lose Targeting System(-1 to strike).
26-30 Lose Radar or other standard sensor sensor system(-2 to strike & dodge). Backups cannot be
      hit before primaries. *
31-35 Lose special system (anti-recoil system, Shadow Device, etc.).
36-40 Lose ejection system (just one, if multiple present).
41-45 Lose use/control of special movement or recoil system (VTOL systems, Foot Magnets, Sway pylons,
      jump jets/backpack, etc.).
46-50 Veritechs and other multi-mode vehicles from other games cannot transform.
      Destroids & Robots cannot turn/rotate torso.
51-55 Damage done is 1/2 to Main Body, 1/2 to Pilot's Compartment. For power armor, treat as 96-00 below.
56-60 Pilot stunned ld4 rounds.
61-65 Internal damage to systems(-1 attack, -2 to all combat rolls).
66-72 Power Failure. Mecha shuts down in 1D4 actions, for 3D4 actions.
73-79 Power Failure. Mecha shuts down immediately for 3d6 pilot actions.
80-82 Power Failure. Mecha shuts down until repaired.
83-88 One Weapon System will not fire.
89-90 All Weapons will not fire.
91-95 Engine damage. Power/speed/thrust reduced by d% percent. Jet aircraft require at least 40% thrust
      to stay in flight, 60% to stay in combat. Veritechs must be capable of 15% thrust to remain
      airborne in jet mode, 30% in Guardian mode, 45% in Battloid mode.
      Destroids, Robots and Power Armor have their power reduced as well, reducing their ground speed.
      Drops to below 50% power make flight and leaps impossible.
96-00 Pilot is injured, takes 3d6 S.D.C. & 1D10 Hit Points (5D6 M.D.C. for full-sized Zentraedi
      and other M.D.C. structures). Roll again.

Damage to crew/passengers of exploding vehicle: All persons aboard who have the capability to eject must roll under 1/2 their P.P. on 1D20 to do so before the explosion. Those remaining in the vehicle take the amount of damage exceeding the destruction amount (in the above example, 80 MD), plus 10% of the destruction amount (above, 58 MD). So, in the above example, the total damage to crew left inside is 80+58 = 138 MD. Reduce damage to 1/2 for persons immune to fire (only), to 1/4 if impervious to energy. S.D.C. persons protected by body armor take 1 S.D.C. for each M.D.C. their armor takes from the explosion.