This
chapter is divided into two pages (this is the first). To access sections
within either page, use the jump menu above or the buttons
at the bottom of each page.
Piercing
Armor
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These
rules are intended to cover combat from kevlar vests and guns to MechTitans
and rail guns.
One caveat: this chapter is rather experimental (especially the
tables). If you have any questions or any suggestions for improvement,
email me.
There
are two new terms: Armor Index (AR) and Piercing Rank
(PR). The first is, naturally, assigned to armors, and the second is
assigned to weaponsso now weapons will have both SR and
PR. Note however that there is no 1 to 1 relation between SR
and PR, so a weapon can have, say, SR 5 and PR of 2 (or no PR at all).
To
determine whether an armor was pierced or not, subtract the armor’s
AR from the weapon’s PR result:
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If
the number is positive or zero, that means the armor dissipated the
energy of the impact, so no damage is dealt to either the armor or
the person. If the result is negative it means the armor was pierced
(or that damage filtered through with a blunt object, such as a mace) and
you need to assess the damage by subtracting the weapon’s SR from the armor’s
AR:

The
resulting number is the modified SR used to roll for damage. If the number
is positive, the armor took some damage but managed to absorb the brunt of
the impact, so no significant damage is dealt to the character. With a zero
(0), the character rolls for STA loss only. If the number is negative, both
Wounds and STA loss are dealt. Note that even if the result is zero, the armor
was pierced and may have taken serious damage that
can lower its rating permanently.
The
guidelines shown above apply only to armored humans. With SiGoMechs,
armored vehicles, and MechTitans
do the following:
- Pierced
armorSR reduced AR units. A C roll downgrades the AR 1 unit.
- Unpierced
armor- no damage
In
addition, PR decreases with distance:
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PB
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N
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F
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E
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PRx2
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PR
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PR/2
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PR/4
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With
some "area-of-effect" weapons, such as grenades or mines, the PR
(if any) decreases with distance even more, so a Near would be PR/2, Far would
be PR/4, and Extreme would be PR/8.
Damage
to Armor
For
every piercing roll of H or C (or C only for blunt weapons like maces),
the AR of the armor is reduced by 1 or 2 respectively (or just 1 for both,
CM's discretion). Every time the armor loses 25% of its armor index (AR/4,
rounding up) one of the systems of the machine will malfunction (select randomly).
Once the AR of the armor is reduced to zero, the armor is useless, no longer
capable of soaking weapon hits.
Example
of Armor Combat
Let’s say your character has a SmartSuit
with AR of 7. Someone hits you with a weapon of SR 5 and PR 4, and rolls a
C, which bumps the damage up to SR 9 and PR to 12 (see the PR
table below). Then,
-
Subtract the armor’s AR from the weapon’s PR result: AR - PR = 7-12 = -5,
so the armor was pierced.
-
AR - SR = 7 - 9 = -2, so SR 2 damage is dealt.
- Since
the roll was a C and the armor was pierced, the armor receives damage, losing
2 units of AR, so it is now AR 5. The next time the armor gets hit, the
players use this new AR index to assess the damage.
- Since
the armor lost 25% of its original index (AR/4=7/4=1.75, which rounds up
to 2), you now determine randomly which system malfunctions. First roll
randomly for the general area (head, torso, or limbs), then for the exact
spot. The equipment in that spot no longer works.
If the STA loss rolled was enough to knock your PC unconscious, the armor’s
Vmed unit (if one is
present) kicks in to restore your STA.
AR
and PR Tables
Piercing
Rank (Column determined by SR shift)
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PR
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F
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M
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H
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C
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0
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0
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0
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0
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1
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1
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0
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0
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1
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2
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2
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0
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1
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2
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4
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3
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1
|
2
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4
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8
|
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4
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2
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4
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8
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12
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5
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4
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8
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12
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16
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6
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8
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12
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16
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20
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7
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12
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16
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20
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24
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8
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16
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20
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24
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28
|
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9
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20
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24
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28
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32
|
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10
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24
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28
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32
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34
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11
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28
|
32
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34
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37
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12
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32
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34
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37
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40
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The
following table is to be used as a guide to determine how much armor to give
to a vehicle or Mech. It is adapted from a similar one found in the Dark
Conspiracy game book:
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Armor
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AR
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Vehicles (ordinary),
Servbots
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1
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Vehicles (armored),
Servbots, Body Armor
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3
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Vehicles (Combat),
Body Armor, Bots
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4
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Vehicles (Combat),
Bots, Smart Armors
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7
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Vehicles (Combat),
Bots, Smart Armors
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10
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MechTitan, Smart
Armors
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15
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IntelliTanks, MechTitan,
Zeus SmartArmor
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20
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IntelliTanks, MechTitan
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25
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IntelliTanks
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30
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Note:
chemical and gaseous attacks may cause damage to the character, totally ignoring
the AR, unless the armor has the Sealed Systems advantage.
The
armor table is just a guideline, since there are artifacts that may be above
or beneath normal specs. Use your common sense when assigning AR to armors
and SR to weapons. A typical slug-throwing handgun should never have
a PR greater than 5, and rifles should never have a PR greater than 6 or 7.
PR of 7 or up should be reserved to high-powered weapons on tripods or bipods,
or special weaponry such as railguns
(guns that propel metal slugs at high velocities using a magnetic rail). What
I did was to visualize an armor type and decide what kind or weapon would
be useless against it. For instance, I decided that SmartSuits
cannot be pierced by normal handguns, so I assigned AR and PR accordingly
(or at least tried to, remember this is still experimental).
Blunt
weapons, like bats, hammers, or maces, although incapable of physically piercing
armor, can inflict STA loss and sometimes even Wounds, so they can be given
PR as well. Actually, blunt weapons such as maces
are very effective against armored individuals and could knock them out quicker
than a laser beam. This effectiveness of maces against armor was true in the
Middle Ages and it is still true in 2909. To reflect this, the PR of these
objects could be as high as PR 8.
MechTitan Combat
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I
realized that the combat instructions detailed above are insufficient
for MechTitan combat, so I decided to adapt Battletech’s hit diagrams
to Chill.
Mechs
have nine basic hit areas: head, front torso, back torso, left torso,
right torso, two arms, and two legs. Each area has different WB and
Armor Ranks or AR. Power supplies are set deep inside the heavily armored
torso. Other systemsweapons, computers, medicalare positioned
by the players in any available hit area. There are four basic Mech
models each one with a "male" and "female" version: Phoebe/Krios,
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Rhea/Kottos,
Tethys/Briareus, and Nyx/Hyperion. The "gendered" versions were made to make
the Mechs "fashionable" and do not differ in function. Yes, not even Mechs were
immune from interior decorators and fashion designers. There are also Service
Mechs, but note that these Mechs are used for cargo lift or industrial-sized
repairs, and not for combat. Service Mechs are often slower than battle Mechs
and, although they are sometimes heavily armored, they are too awkward to handle
attacks from other battle-specialized Mechs.
The
diagram will be translated into Chiliad as follows: the external structure
diagram represents the AR, while the internal structure represents the Wounds
the Mech can take before going out of commission. Each area of the Mech
has a particular AR and WB. When armor is pierced, damage is dealt immediately
to the internal structure. When the WB of a particular internal structure
reaches zero:
- the
affected area ceases to function
- if
there is a K roll, the part has been blown off
- if
the area had live ammo within, the pilot rolls his/her current LCK. A failed
roll indicates that the ammo exploded, doing SR 8/PR 7 damage to the internal
structure of the Mech. If the head explodes and the pilot is not wearing
a SmartSuit,
death is instantaneous.
- to
avoid death, i.e. to have enough time to eject from the Mech, the pilot
rolls his/her current Luck. A failed roll means the ejection mechanism malfunctioned
and the pilot dies, a successful roll means the pilot was ejected to relative
safety. Nevertheless, even if the pilot wears a SmartSuit there is still
the danger of being buried under the weight of the Mech. An armored pilot
that has not ejected from a falling Mech must make an AGL check with a –30
penalty to jump out of the Mech. Unless the SmartSuit has its own Thrust
Engines, the pilot takes damage from the fall.
Determine
hit location with the following critical hit table (a simplified version of
Battletech’s Critical Hit Table). Some sections contain vital components
that must go there and nowhere else.
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Left Torso (1)
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Head (Called Shot)
- Sealed Systems/ Life Support
- VMed
- Nav Computer (B-Dat or Neo-S computer,
VRD sensors, etc.)
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Right Torso (2)
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Left Arm (3)
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Center Torso or Back
(4-7)
- Power Supply
- Jump engines
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Right Arm (8)
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Left Leg (9)
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Right Leg (10)
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Use
a d10 to determine the hit location randomly. PCs wishing to make a called
shot must roll a C. If they are moving while making the called shot, their
Mech Piloting Skill (see below) suffers a –40. Called shots while standing
still receive no penalty, however, adversaries can lock their weapons on the
unmoving PCs, getting +20 to hit. Shots to the head are always Called Shots.
Mech
Pilot Template and Mech Operations Narrow Skill
The
following template is for a military Mech Pilot. Pilots with a more technical
or scientific bent (like Astronauts) will have different Skills, but they
all have in common the MILITARY SCIENCE Broad Skill and the new Mech Operations
Narrow Skill ([DEX+PCN]/2, [DEX+PCN]/4 Unskilled use). Parenthesis indicate
Mech Titan scientists or engineers. Master-level Mech Pilots (and those that
sometimes even surpass the skills of Masters) are called MechWolfs.
Skills
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S
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T
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M
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SCIENCE
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S
(T)
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S
(T)
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S
(M)
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MILITARY
SCIENCE
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T
(S)
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T
(S)
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M
(S)
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Mech
Operations
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T
(S)
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M
(T)
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M
(T)
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Melee
Combat
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S
(S)
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T
(S)
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T
(S)
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First
Aid
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S
(T)
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S
(T)
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S
(T)
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Information
Sources
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0
(1)
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1
(2)
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2
(4)
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Cost
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18
(25)
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30
(28)
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45
(58)
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Salary
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C
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W
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W
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Time
Commitment
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M
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L
(M)
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L
(M)
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Other
PCs may buy the Mech Operations Narrow Skill independently, but they will
never attain the level of expertise true Mech Pilots have. To reflect this,
non-Mech Pilots can only attain S level at Mech Operations. And this is just
to drive the Mech, since to use the weapons they need also the Heavy Weapons
Narrow Skill. Non-Mech Pilots cannot attain M level with the Heavy Weapons
skill when used with Mechs. Also, while the Mech Operations skill costs 1/2/4
to Mech Pilots, non-Mech Pilots must spend 3 CIPs to get the S level.
Mech
Operations Skill of S allows the driver to do 2 actions, T level 3 actions,
and M level 4 actions. Mech Pilots can do one additional action at T and M
level. The following stunts are forbidden to non-Mech Pilots:
- Mech
Pilots can make called shots while moving without penalty
- Mech
Pilots can avoid damaged parts from blowing off by getting an H roll in
their Mech Operations skill.
- Mech
Pilots get +1 per skill level of Mech Operations on their initiative when
facing non-Mech Pilots (i.e., those with just the narrow Mech Operation
skill and not the Mech Pilot template).
- Mech
Pilots can use their Mech Operation skill to avoid death on a Mech instead
of LCK points, and do not have AGL penalties if forced to jump off the Mech.
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Each
one of these activities is considered an action for a Mech: walking,
attacking, torso twist. Running and jumping take 2 action slots, so
only Mech Pilots at T and M level can actually run (or jump) and attack
in the same round. Running Mechs move twice as fast, and if they run
for two consecutive rounds, they get a +1 in their initiative roll on
the second round. Jumping in order to stomp another Mech takes 3 action
slots, plus the Mech suffers a damage with a target # equal to that
of its attack. Only Master Mech Pilots would be able to jump-stomp-fire
at the same time.
The
following link contains a sheet for Mech creation, which is left generic
enough so that it can be used also for SmartArmors.
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Ignore
the internal structure diagram when using it for SmartSuits. Remember: some
equipment can be placed in specific locations only.
Notes
on Ordinary Combat
The
following are optional rules you might want to use if you want to add realism
to the game. These optional rules were adapted from those in Dark Conspiracy.
- To
determine the SR of a diving blow divide the PCs STR by 20, rounding down.
Know that the PC suffers damage (equal to his/her SR damage) if he/she hits
an armored character.
- The
recoil of a weapon is determined as follows: If (SRx8) > STR, then hitting
probabilities are reduced by (SRx8) - STR.
- For
using two weapons at the same time do the following: the off hand fires
at skill/4. Effective STR for recoil calculation (see above) reduced by
10. However, the character can only fire one of those weapons per round.
To fire with both in the same round the PC must be skilled enough to shoot
more than once per round. If so, the dexterous hand fires at skill/4 and
the offhand fires at skill/8 (or skill/4 if the PC is ambidextrous). The
PC cannot do a Called Shot while firing both weapons at the same time.
- To
resolve automatic fire burst do the following: first, roll to see if you
hit the target. If you did, then at least one round hit the mark. To determine
whether the other shots got there as well roll 1d10: 9-10 represents a hit.

Chill
and the Chill logo are trademarks owned by Iron Crown Enterprises, Inc. Chiliad
and the Chiliad: Dark Millennium logo are copyrights of Edwin Astacio ©1999-2000.
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