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:

  1. The attacker rolls Damage, and applies any relevant reductions or increases (such as the doubling from the Exposed status).
  2. The target’s Armor is subtracted from the total.
  3. Any other deductions from the defender are subtracted from the remaining damage. This includes reductions from Resistance, and any relevant systems, talents, or reactions.
  4. 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.