Rules Modification/Clarification
Damage across scales
When attacking a human w/RS or Mek sized weapon you roll dice if it's relevant (at some point rolling the dice just isn't worth it. The human can safely be assumed dead) When attacking a RS with RS sized weapons dice can be rolled or the RS damage can be assigned at attackers whim and desire to roll a whole bunch of dice.
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Proportional Armor rules are in effect.
When Layering armor, or wearing armor behind an obstacle or cover, subtract the smaller SP from the larger one. Find the difference on the table below and read across to the other column. This is the bonus number you add to the larger SP to determine overall protection from the armor/armor or armor/cover combination. If you have three or mover layers of protection, calculate in pairs from the inside out. For each layer beyond the first add an additonal point of EV.
| Difference in SP | Bonus SP |
| 0-4 | +5 |
| 5-8 | +4 |
| 9-14 | +3 |
| 15-20 | +2 |
| 21-26 | +1 |
| 27+ | 0 |
Autododge
Target number to hit a person or mecha is determined by the targets Ref + dodge/pilot:mecha + modifiers. This is called the autododge rule.
Lucky Shot
In human scale combat (Crits and Mega-Crits are already defined for Mecha combat) if the attacker exceeds his target to hit by 10 or more treat the damage as AP or -10SP to armor at Defenders option. Has no effect on unarmored foes.
Mekton Staged Penetration
Any shot that hits a target automatically degrades the armor. For human level weapons this degrades by one, while for Road striker it degrades by 5. This is determined by weapon for example a human shooting a 7d6 Assault Rifle will degrade armor by one, A RS firing a 7D6 weapon system will degrade the armor by five. Burst and missle salvos can't degrade any one location more than once per attack.