Damage Assessment in Centurion


Ballistic Protection
Any internal box not having a (shaded) component listed on it is considered Ballistic Protection.


T S & R
0   1   2   3   4   5   6
Damage Taken
9   9   7   5   3   1   D
9 8 6 4 2 1 D
Destroyed Save
Short Save


COM (COMM)
0   1   2   3   4   5   6
Damage Taken
9   9   7   5   3   1   D
9 8 7 4 2 1 D
Destroyed Save
Short Save


TARG
Special: Each box hit is a -1 to hit number penalty.


SHLD (Shield)
0   1-3   4-6   7   8-10   11-13   14
Damage Taken
9    8     6    5    4       2      D
9 7 5 4 3 13 D
Destroyed Save
Short Save


L/R VANE
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
9 7 5 3 1 D
Destroyed Save
Short Save


DIG CANNON
For each two boxes (one for engineering vehicles) one digging is destroyed.


HELM
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
9 7 5 3 1 1 D
Destroyed Save
Short Save


GRAV DRIVE
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
9 7 6 5 4 3 2 1 1 D
Destroyed Save
Short Save


AMMO
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.


WEAPONS
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.


T LAS
Targeting Laser. Destroyed on the first hit, no save.


DRIVER / GUNNER / COMMANDER
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


INFANTRY
Special: For every 4 boxes hit, one infantry member is killed.


POWER PLANT
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
The plant must also roll for destruction:
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
9 7 6 5 4 3 2 1 1 D
Destroyed Save
Short Save


POW CPL
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
7 4 1 D
Destroyed Save
Short Save


INT STRUCTURE
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
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Page design/contents © Kannik, 1997 Last Updated: 09 26 97