HP and Structure

0Like your pilot, your mech has Hit Points (HP). Your mech, however, isn’t destroyed when it reaches 0 HP. Mechs have 4 Structure – when they reach 0 HP, they take 1 Structure damage and their HP resets. When they lose Structure like this, mechs have to make a special Structure damage check and receive a consequence based on the roll. Most mechs have 4 Structure and are destroyed when they reach 0 Structure.

Structure Damage

When a mech is reduced to 0 HP and takes Structure damage, its player (or the GM) makes a Structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.

To make a Structure damage check, roll 1d6 per point of Structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the Structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.

Structure Damage Table
5-6 Glancing Blow Emergency systems kick in and Stabilize your mech, but it’s Impaired until the end of your next turn.
2-4 System Trauma Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead
1 Direct Hit The result depends on your mech’s remaining Structure: 3+ Structure: Your mech is Stunned until the end of your next turn. 2 Structure: Roll a Hull check. On a success, your mech is Stunned until the end of your next turn. On a failure, your mech is destroyed. 1 Structure: Your mech is destroyed
Multiple 1s Crushing Hit Your mech is damaged beyond repair – it is destroyed. You may still exit it as normal.