At Spin Two Swords
Robot Damage Table
|0 or less||No damage|
|4–6||Two Single Hits|
|10–12||Three Single Hits|
|13–15||Two Single Hits, Double Hit|
|16–18||Two Double Hits|
|22–24||Triple Hit, Single Hit|
|25–27||Triple Hit, Double Hit|
|28–30||Triple Hit, Double Hit, Single Hit|
|31–33||Two Triple Hits|
For every extra three points +1 Single Hit
For every extra six points +1 Double Hit
Each hit is then applied to a particular location on the
robot. Double or Triple hits count as two or three hits on
the same location.
Advanced Robot Hit Location Table
|2d6||External Hit||Internal Hit|
|10||External Transportation||Internal Transportation|
This table is different from the one found in the Traveller Core Rulebook. It is less lethal, which makes it more suitable for campaigns where some of the players have robot characters.
Reduce the robot’s Hull by one. If a robot runs out of Hull, further Hull hits become hits on the same row of the Internal Damage table. A robot whose Hull has been reduced to zero has his Dexterity halved and moves at half speed. The loss of speed is not cumulative with the one caused by damage to the Transportation System or thermal shock. Instead, use the greatest reduction.
Frame damage also damages or destroys any coating the robot might have had (see individual coating descriptions) and leaves the robot dented and punctured, possibly causing a negative DM to Social Standing.
Reduce the robot’s Structure by one.
If a robot runs out of Structure, it is destroyed. Structural damage is internal and does not disfigure the robot.
Severe damage is done to the cables transmitting electricity from the frame to the robot’s hardware.
First Hit: Shut down a random device.
Second Hit: Shut down two devices.
Third Hit: Shut down all devices.
If a robot has circuit protection then the first hit can be ignored and will destroy the protection instead. Effects of subsequent hits follow the progression above, starting with the ‘First’ Hit.
Reduce the Robot’s Armour by one. If the robot does not have armour or its armour was reduced to zero, reduce its Hull by one instead.
A leg, a track, a wheel, a wing, the rotors or a propeller is hit and taken out of commission. This may slow down or immobilize the robot altogether, depending on the amount of alternative transportation it has (consult relevant item listing in ‘robot generation’).
A robot reduced to 50% of its required amount of legs, tracks or wheels, loses two point of Dexterity, moves at 75% speed and its carrying capacity is calculated as if its Strength was reduced by 10 points (minimum 1).
Robots with 50% damaged wings or rotors move at minimum speed and must make a Very Difficult Flyer check each round to continue flying. Failing in this check results in the robot losing control and falling. A robot without wings or rotors automatically falls, even if its engine is intact.
Damage to 50% required propellers causes the robot to move at half speed. The destruction of all propellers may result, depending on the robot’s frame, in immobilisation or sinking.
Robots with manipulators and the floating upgrade can swim.
If no external transportation systems remain to be destroyed, further hits on this location become Hull hits.
An engine, a jet or an anti-grav is hit and taken out of commission.
First Hit: The robot moves at half speed.
Second Hit: The robot loses the ability to move with the damaged system.
If no internal transportation systems remain to be destroyed, further hits on this location become Structure hits.
Choose an external weapon randomly for each hit. External weapons are weapons installed on the robot’s surface or inside its manipulators or transportation system.
First Hit: The weapon suffers a –2 DM to all checks related to its operation.
Second Hit: The weapon is destroyed.
If no external weapons remain to be destroyed, further hits on
this location become frame hits.
Same as previous, only targets can be weapons installed inside the robot’s frame, transportation system, head and so forth.
If no internal weapons remain to be destroyed, further hits on this location become Structure hits.
A random input system is destroyed, leading to the loss of the sense it is responsible for. NAS and motion detectors are almost always internal and count as gadgets.
If no input systems remain to be destroyed, further hits on this location become Hull hits.
A random output system is destroyed.
If no output systems remain to be destroyed, further hits on this location become Structure hits.
A random internal gadget is destroyed.
If no gadgets remain to be destroyed, further hits on this location become Structure hits.
First Hit: The robot suffers –2 to Strength and Dexterity when employing this manipulator.
Second Hit: The manipulator is destroyed.
If no manipulators remain to be destroyed, further hits on this location become Hull hits.
A random head is hit.
First Hit: Reduce the robot’s Hull by one.
Second Hit: A random system inside the head takes a hit.
Third Hit: The damaged system is destroyed.
If the robot does not have a head, treat hits on this location as Hull hits.
One of the robot’s computers is hit. If the robot has a head, treat this as a Structure hit instead.
First Hit: The robot loses 1d6 random programs and two points of Intelligence. A robot that loses its personality program or command algorithm continues to mindlessly fulfil its last
command in the most literate way possible. A robot that loses its personality program or command algorithm but remains with an emotion generator goes into an insane rampage, trying to
tear apart its enemies with its bare manipulators or runs away in utter panic (Referee’s decision). A robot that has lost a skill package immediately and completely loses the ability to use this skill. For example: a robot whose Gun Combat skill package has been lost, would not know what a gun is, how to operate it, or what its purpose is.
Second Hit: The computer is destroyed. The robot shuts down unless it has a backup computer. Switching from a destroyed computer to a secondary computer takes three rounds.