| Any internal box not having a (shaded) component listed on it is considered Ballistic Protection. |
0 1 2 3 4 5 6 | Damage Taken |
9 9 7 5 3 1 D |
Destroyed Save Short Save |
0 1 2 3 4 5 6 | Damage Taken |
9 9 7 5 3 1 D |
Destroyed Save Short Save |
| Special: Each box hit is a -1 to hit number penalty. |
0 1-3 4-6 7 8-10 11-13 14 | Damage Taken |
9 8 6 5 4 2 D |
Destroyed Save Short Save |
| For every three boxes of damage, assign a -1 penalty to every piloting roll made for the tank. | |||
0 1-2 3-5 6-8 9-11 12 | Damage Taken | ||
9 8 6 4 2 D |
Destroyed Save Short Save | ||
| For each two boxes (one for engineering vehicles) one digging is destroyed. |
| For each two boxes destroyed, a -1 penalty is assessed to every subsequent piloting roll for that tank. | |||
0 1-3 4-6 7-9 10-12 13 14 | Damage Taken | ||
9 8 6 4 2 1 D |
Destroyed Save Short Save | ||
0 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16 | Damage |
9 8 7 6 5 4 3 2 1 D |
Destroyed Save Short Save |
| Special: The base to avoid an explosion is 7 minus the amount of damage taken this turn. Add one if the hit was by an APDS, subtract two if the damage was caused was by a missile or TVLG-like mine. If all boxes are destroyed, and the vehicle does not explode (ie, it was lucky) then no more weapons fire is permitted for the rest of the battle. |
| Special: The boxes in the weapon locations must be split up into distinct weapons. Any "odd" number of boxes (due to the division) must be assigned to the largest weapon in the location. A weapon is destroyed automatically when one of it's boxes is hit--there is no save. |
| Targeting Laser. Destroyed on the first hit, no save. |
| The first two hits on a crewmember are "free" -- component armour hit, console destroyed, etc. Afterwards, the crewmember begins to take damage, and must roll a consciousness roll every time they get hit. | |||
1 2 3 4 5 6 | Number of hits taken | ||
8 6 4 2 1 D | Consciousness Roll | ||
| Special: For every 4 boxes hit, one infantry member is killed. |
| Special: For every full 8 boxes hit, the plant is reduced in it's power output by 1/4. Strike out the current level of capacity on the record sheet and use the new thrust value. | |||
0-7 8-15 16-23 24-31 32 | Damage Taken | ||
1 3/4 1/2 1/4 Dest | Plant Power Value | ||
0 1-4 5-8 9-12 13-16 17-20 21-24 25-28 29-31 32 | Damage |
9 8 7 6 5 4 3 2 1 D |
Destroyed Save Short Save |
| This is the link between the Power Plant and the Grav Drive. Damage on the Bottom Location is _not_ cumulative with the damage on the body location. | |||
1 2 3 4 | Damage Taken | ||
8 5 2 D |
Destroyed Save Short Save | ||
| The internal structure of the tank is what holds it all together. All the darker shaded boxes on the Damage Diagram are part of the internal structure damage track, and all damage is cumulative. If all the boxes on one side (left or right) are marked off, apply a further -1 penalty to the save number on the table below. | |
1-5 6-10 11-14 15-18 19-22 23-26 27-29 30-32 33-35 36 | Damage |
9 8 7 6 5 4 3 2 1 D | Save |
Back to the Damage Rule Main Page Centurion Damage -==- Killing a Tank Interceptor Damage -==- Killing a Fighter Send Comments
Last Updated: 09 26 97