Hit Chart: Difference between revisions
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!Effect | !Effect | ||
|- | |- | ||
|1 | |1 |Bow |Damages Bow section | ||
|Bow | |||
|Damages Bow section | |||
|- | |- | ||
|2 | |2 |Main Weapon |Main weapon/turret damaged. | ||
|Main Weapon | |||
|Main weapon/turret damaged. | |||
|- | |- | ||
|3 | |3 |Secondary Weapon |Secondary weapon/turret damaged. | ||
|Secondary Weapon | |||
|Secondary weapon/turret damaged. | |||
|- | |- | ||
|4 | |4 |Right Hull |Damages main structure, hull weapons. | ||
|Right Hull | |||
|Damages main structure, hull weapons. | |||
|- | |- | ||
|5 | |5 |Center Hull |Damages main structure. | ||
|Center Hull | |||
|Damages main structure. | |||
|- | |- | ||
|6 | |6 |Left Hull |Damages main structure, hull weapons/ | ||
|Left Hull | |||
|Damages main structure, hull weapons/ | |||
|- | |- | ||
|7 | |7 |Bridge |Usually armored. If unarmored, crew takes hit. | ||
|Bridge | |||
|Usually armored. If unarmored, crew takes hit. | |||
|- | |- | ||
|8 | |8 |Engine |Engine damage. | ||
|Engine | |||
|Engine damage. | |||
|- | |- | ||
|9 | |9 |Aft |Damages Aft section. | ||
|Aft | |||
|Damages Aft section. | |||
|- | |- | ||
|10 | |10 |Catapult/Hangar |Catapult damaged. If no catapult (or already damaged), Hangar/Cargo room takes hit. | ||
|Catapult/Hangar | |||
|Catapult damaged. If no catapult (or already damaged), Hangar/Cargo room takes hit. | |||
|- | |- | ||
|11 | |11 |AA Turrets |AA turrets damaged. Loss of AA firepower. | ||
|AA Turrets | |||
|AA turrets damaged. Loss of AA firepower. | |||
|- | |- | ||
|12 | |12 |Thrusters/Boosters |Hits booster unit. Loss of movement in space. Loss of lift in atmosphere. | ||
|Thrusters/Boosters | |||
|Hits booster unit. Loss of movement in space. Loss of lift in atmosphere. | |||
|} | |} |
Revision as of 01:50, 8 August 2012
IRC Bot
To use the bot, Sprite, on IRC, type these commands to roll for a hit location.
- !hit body / !hit person
- !hit fighter
- !hit mecha / !hit mech / !hit robot
- !hit ship
To roll a die using the bot, simply type !roll and then your number. Here is an example.
- !roll 10
- !roll 100
To use the other dice function, for modifiers, type !sroll your 1dnumber and then your modifier. Here is an example.
- !sroll 1d10 5 (this will give you 1d10+5)
- !sroll 2d12 3 (this will give you 2d12+3)
Body
D12 Roll | Hit Location | Effect |
---|---|---|
1 | Head Shot | Varies. Usually bad. |
2 | Right Arm | Damages right arm. |
3 | Left Arm | Damages left arm. |
4 | Right Chest | Damages right chest. Possibly bad. |
5 | Left Chest | Damages left chest. Possibly bad. |
6 | Center Chest | Damages main body. Bad. |
7 | Lower Chest | Lower chest damage. |
8 | Abdomen | Midsection damage. |
9 | Hip Area | Hip damage. May cause mobility loss. |
10 | Right Leg | Right leg damage. |
11 | Left Leg | Left leg damage. |
12 | Critical Booster | Right in the junk. May render target immobile or grounded. |
Mecha/Robots
D12 Roll | Hit Location | Effect |
---|---|---|
1 | Head Shot | Varies. Usually bad. |
2 | Right Arm | Damages right arm. |
3 | Left Arm | Damages left arm. |
4 | Right Chest | Damages right chest. Possibly bad. |
5 | Center Chest | Damages main body. Bad. |
6 | Left Chest | Damages left chest. Possibly bad. |
7 | Lower Chest | May or may not hit cockpit. |
8 | Abdomen | Midsection damage. |
9 | Hip Area | Hip damage. May cause mobility loss. |
10 | Right Leg | Right leg damage. |
11 | Left Leg | Left leg damage. |
12 | Critical Booster | Hits main booster unit. May render unit immobile, or grounded. |
Fighters
D12 Roll | Hit Location | Effect |
---|---|---|
1 | Nose | Damages nose. Sensors usually here. |
2 | Right Wing | Varies. Wing weapons, fuel, lift in atmosphere. |
3 | Left Wing | Varies. Wing weapons, fuel, lift in atmosphere. |
4 | Right Fuselage | Damages main structure, body weapons. |
5 | Center Fuselage | Damages main structure |
6 | Left Fuselage | Damages main structure, body weapons. |
7 | Cockpit | Usually armored, if unarmored pilot takes hit. |
8 | Lower fuselage | Reactor/Engine usually here. |
9 | Tail | Damages tail. May effect maneuverability/stability. |
10 | External Weapon | Externally mounted weapon hit. |
11 | External Fuel | Externally mounted fuel hit. If none, reroll. |
12 | Thrusters/Boosters | Hits booster unit. Loss of movement in space, loss of lift in atmosphere. |
Ships
D12 Roll | Hit Location | Effect |
---|---|---|
Bow |Damages Bow section | ||
Main Weapon |Main weapon/turret damaged. | ||
Secondary Weapon |Secondary weapon/turret damaged. | ||
Right Hull |Damages main structure, hull weapons. | ||
Center Hull |Damages main structure. | ||
Left Hull |Damages main structure, hull weapons/ | ||
Bridge |Usually armored. If unarmored, crew takes hit. | ||
Engine |Engine damage. | ||
Aft |Damages Aft section. | ||
Catapult/Hangar |Catapult damaged. If no catapult (or already damaged), Hangar/Cargo room takes hit. | ||
AA Turrets |AA turrets damaged. Loss of AA firepower. | ||
Thrusters/Boosters |Hits booster unit. Loss of movement in space. Loss of lift in atmosphere. |