Damage
Every pilot hopes to avoid as much enemy fire as possible, but they know this truth: sooner or later someone’s going to punch a few holes in your kit. There are four types of Damage pilots need to reckon with: explosive, energy, kinetic, and burn, each representing a different sort of weapon or projectile
Calculating Damage
After an attacker has successfully rolled an attack, the total Damage is calculated in the following order:
- The attacker rolls Damage, and applies any relevant reductions or increases (such as the doubling from the Exposed status).
- The target’s Armor is subtracted from the total.
- Any other deductions from the defender are subtracted from the remaining damage. This includes reductions from Resistance, and any relevant systems, talents, or reactions.
- Remaining damage is subtracted from the target’s HP.
Let’s say your mech has a total HP of 15. An enemy shoots at you and scores a successful hit by beating your mech’s Evasion on an attack roll. Thanks to another good roll, their cannon is going to deal 12 Kinetic Damage; luckily for you, you’ve installed Armor on your mech. Your Armor subtracts two from all incoming Damage, reducing the incoming Damage to 10. You’re left with only 5 HP – take cover!
As another example, an attacker fires at an Exposed target, dealing 5 energy Damage. The target has Resistance to energy and has 2 Armor. Exposed doubles the incoming Damage to 10, minus the 2 Armor means the target takes 8 energy Damage, which is halved to 4 energy by their Resistance.