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Clarification on damage status markers
#1
Haven't been able to find a clear explaination about the differences in damage status markers (light damage, heavy damage, crippled, etc.)

This is what I've been able to surmise to be generally true:
Undamaged
Light Damage = no internal damage
Moderate Damage = no internal damage, heavy armor damage
Heavy Damage = internal damage
Crippled = heavily damaged/not combat ready
Inoperable = power/control system destroyed
Salvage = scrap

Anyone care to explain further (or have a link if this is already covered somewhere else)?  I'm trying to come up with a shorthand way of dealing with repairs that is faster than using the detailed repair system we have currently (good for when you have a LOT of repairs and a busy schedule).  I figure basing it off these damage status markers would be a good place to start.

=====

On a somewhat related note, "gm mode - edit damage" seems to fix everything except weapons/equipment that is damaged.  I assume this is a known bug, but can I get confirmation that it is being addressed?
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#2
sorry to bump an old thread, but anyone know where i can get more info on this?
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#3
I thought they came from SO, but I can't remember where in SO...
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#4
The damage levels are based of the Crippling Damage rules found in TW.

Mechs
Any of the following counts as Crippled:
  • Unit no longer has viable weapons (range >= 6) or it's total damage output is less than 5.
  • Immobilization
  • Pilot takes 4+ hits.
  • 3 limbs have taken internals.
  • 2 torsos have taken internals.
  • 1 torso has been destroyed.
  • 2 engine hits.
  • 1 engine + 1 gyro hit.
  • Sensor destruction.

Any of the following counts as Heavy Damage:
  • 75% of the unit's weapons have been rendered inoperable.
  • Pilot takes 3 hits.
  • Head Armor has been reduced to 33% of starting total.
  • 2 limbs have taken internals.
  • 1 torso has taken internals.
  • 1 engine hit
  • 1 gyro hit.
  • Total Armor has been reduced to 25% of starting total.

Any of the following counts as Moderate Damage:
  • 50% of the unit's weapons have been rendered inoperable.
  • Pilot takes 2 hits.
  • Head Armor has been reduced to 66% of starting total.
  • 1 limb has taken internals.
  • Total Armor has been reduced to 50% of starting total.

Any of the following counts as Light Damage:
  • 25% of the unit's weapons have been rendered inoperable.
  • Pilot takes 1 hit.
  • Head armor has taken any damage.
  • Total armor has been reduced to 75% of starting total.

Tanks
Any of the following counts as Crippled:
  • Unit no longer has viable weapons (range >= 6) or it's total damage output is less than 5.
  • Immobilization
  • Any location lost all its armor.
  • Turret destruction.

Any of the following counts as Heavy Damage:
  • 75% of the unit's weapons have been rendered inoperable.
  • Movement reduced to 1/2 or less.
  • Total Armor has been reduced to 50% of starting total.

Any of the following counts as Moderate Damage:
  • 50% of the unit's weapons have been rendered inoperable.
  • Total Armor has been reduced to 66% of starting total.

Any of the following counts as Light Damage:
  • 25% of the unit's weapons have been rendered inoperable.
  • Movement has been reduced to less than 100% of starting total.
  • Total Armor has been reduced to 80% of starting total.

Aeros
Any of the following counts as Crippled:
  • Unit no longer has viable weapons (range >= 6) or it's total damage output is less than 5.
  • Immobilization
  • Internals have been reduced to 50% of starting value or less.
  • Any engine hit.
  • Fuel tank crit.
  • Pilot takes 4+ hits.

Any of the following counts as Heavy Damage:
  • 75% of the unit's weapons have been rendered inoperable.
  • Pilot takes 3 hits.
  • Internals have been reduced to 66% of starting total.
  • Total Armor has been reduced to 33% of starting total.

Any of the following counts as Moderate Damage:
  • 50% of the unit's weapons have been rendered inoperable.
  • Pilot takes 2 hits.
  • Internals have been reduced to 75% of starting total.
  • Total armor has been reduced to 50% of starting total.

Any of the following counts as Light Damage:
  • 25% of the unit's weapons have been rendered inoperable.
  • Pilot takes a hit.
  • Internals have been reduced to 90% of starting value.
  • Total armor has been reduced to 75% of starting value.

Protos
Any of the following counts as Crippled:
  • Unit no longer has viable weapons (range >= 6) or it's total damage output is less than 5.
  • Immobilization
  • Pilot takes 4+ hits.

Any of the following counts as Heavy Damage:
  • 75% of the unit's weapons have been rendered inoperable.
  • Pilot takes 3 hits.
  • Total armor has been reduced to 25% or less of starting total.

Any of the following counts as Moderate Damage:
  • 50% of the unit's weapons have been rendered inoperable.
  • Pilot takes 2 hits.
  • Total armor has been reduced to 50% of it's starting total

Any of the following counts as Light Damage:
  • 25% of the unit's weapons have been rendered inoperable.
  • Pilot takes a hit.
  • Total armor has been reduced to 75% of starting total.

BA and Infantry
Status depends on remaining squad size.
Code:
Type        Crippled   Heavy   Moderate   Light
BA             50%      66%      75%       90%
Infantry       25%      50%      75%       90%
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#5
So does that mean a Mech like the CGR-1A1 starts the game as crippled?  Since it's 5 small lasers do not reach past range 4 (even with Extended Range Rules enabled)
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#6
No.  If a unit starts play without any range 6 weapons, that test is skipped.
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#7
thank you!  this was very helpful.
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