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Failiure Table For Experimental and Prototype Systems


Experimental system: When the pilot has a natural combat roll of 1 or 2. Or a control roll is above 90%. Or, when an opponent rolls a critical strike, or inflicts 25% total damage to an area in a single attack.

Prototype system: When the pilot has a natural combat roll of 1. Or a control roll is above 95%. Or, when an opponent rolls a critical strike, or inflicts 50% total damage to an area in a single attack.

Upon the occurance of the events as detailed in the preceding roll on the following table

Failure table (Select an appropriate result, or roll randomly.)

01% Massive failure: The power plant suffers a massive overload and explodes. The blast inflicts 2d4x10 M.D. to a 20' radius. This is VERY bad news, unless a redundant system is on-board.

02% Massive failure: A mechanical failure causes a critical portion of the mecha to tear loose. Immediate control roll at -50%, or suffer an uncontrolled crash. Either way, you're coming down.

03% Massive failure: A weapon system suffers an unknown failure, and detonates. Damage is for the maximum damage of the weapon to a 10' radius. The weapon is destroyed, and if a missile system, additional payload may detonate. Oh, that's not good.

04-06% Critical failure: A system surges and burns out, fusing two additional components.3d6+2 M.D. to that area, and all affected components are reduced to slag. Why isn't my landing gear deploying?

04-05% Critical failure: A component suffers a partial overload, tripping control devices. Power is lost for two actions as the safety resets, and the affected system is rendered inoperable, needing repairs. Hey, it could have been a whole lot worse!

07-10% Critical failure: All optical sensors go down. The bonuses they provide are lost, as well as an additional -1 to strike. New sensors will need to be installed. Being blind is a really bad thing!

11-14% Critical failure: Power delivery regulator goes off-line, and requires repair and re-calibration. Craft moves 20% faster, but the pilot is -10% on control rolls. Now you're cooking with fire...

15-20% Moderate failure: The weapon fires at it's maximum rate for two melees, or until all ammo is expended, and cannot fire for two minutes while it cools. Runaway guns are not a good thing.

21-30% Moderate failure: The entire communications system crashes, and is out for five minutes while the system reboots. Hopefully you didn't miss any important traffic.

31-35% Moderate failure: Dynamic stresses cause a mechanical failure, and -20% to all control rolls until repairs are effected. Where did I put that roll of duct tape?

36-40% Moderate failure: The radar system goes nuts, reading multiple echos from every target it is scanning. The unit requires re-calibration. Sir! I read one really BIG bandit on my scope!

41-50% Moderate failure: The primary targeting computer crashes, and the pilot looses all bonuses from the system. The computer will need the software reinstalled. Where did the cross-hairs go?

51-55% Incidental failure: The tactical band radio either will not transmit or receive, and requires servicing. This makes local comms difficult at best.

56-65% Incidental failure: A random weapon system fires spontaneously, striking a random target. Dangerous as well as embarrassing.

71-75% Incidental failure: A control surface is not responding properly. The pilot is at -5% to control rolls until repairs are made. Left! I want to go LEFT!

76-80% Incidental failure: The weapon system that was activated does not fire due to a stoppage. The weapon clears itself in one melee. Things like this can really ruin your day.

81-85% Incidental failure: The weapon triggered does not fire. Can attempt to fire again with the next action. It's the loudest silence you'll ever hear.

86-90% Incidental failure:Combat computer loses the ability to toggle weapons or select status for one minute before the system self-corrects. Hopefully you weren't weapons cold, and have a good weapon up.

91-95% Quirk: One or more warning indicators go off simultaneously, and continue blaring for two minutes before shutting off. Craft functions normally, but -2 to combat rolls due to the distraction.

96-00% Quirk: Acrid smoke begins to fill the pilot's compartment, and it takes four minutes for the environmental system to clear the cockpit. -1 to combat rolls from the watering eyes and headache the fumes cause.





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