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3030MUX Training Home
Glossary

Introduction
Introduction, Part 2

In the beginning...
- Telnet and connecting
- Creating a character
- Setting up your character

Basic MUX
- Help and News
- Say, Pose, and Page
- @Mail
- Enter and Leave

BMI Introduction
- Starting Up
- Heading and Navigate
- Speed
- Turning while Moving
- Dropping Prone
- Jumping
- Status

Contacts
- Sensors and Weather
- Lock
- Scan
- Tactical
- Long Range Scan
- Arc of Fire
- Rotating Torsos

Sighting and Firing
- Weapons
- Melee Attacks
- Weapon Tics
- Gunnery Modifiers
- Hit Locations
- Heat
- The End

Fun With Macros
- Adding Sets
- Commands

Repair Corps Handbook
- !commands
- Damage, Repair, Fix
- Guns, Ammo, Other
- Scrapping
- 'Mech Information

3030 Scenario Information
Combat Unit Commands
What is 3030MUX?
Live, Eat, Breathe 3030MUX
"I Can Do It Better!"


6. BEING HIT

In the struggle for victory, you will both allocate damage, and receive damage, based on the various abilities to minimize the BaseToHit roll. When your enemy rolls a number (on 2d6) which is greater than the BTH required, he/she scores a 'hit'. The location of that hit, and the damage that is inflicted will be discussed in this section.

6.1 HIT LOCATIONS

When your enemy successfully exceeds her BTH, you are hit in a location based on your relative position to her. If you are facing them forward, you may be hit anywhere. If they is standing on one side of you, then the side they are standing on will more likely be hit. If you are standing behind a level higher elevation or in depth 1 water, you are determined to be in partial cover, and thus cannot normally be hit in the legs. These things should be considered carefully and understood. The following is the hit location charts, along with the roll needed for a hit in a given location, and the probability of being hit there.

Also note that turning the torso of your mech does not change the hit location chart used. The facing/heading of the unit is used to determine the table used.

6.1.1 HIT LOCATION CHART


FRONT/BACK LOCATION ROLL HIT PER.(%) (H) Head (H) 12 2.777778 /LT|CT|RT\ Left Torso (LT) 8 13.888889 (LA/ || \RA) Center Torso (CT) 7 16.666667 / /\ \ Right Torso (RT) 6 13.888889 (LL/ \RL) Right Arm (RA) 3 - 4 13.888889 Right Leg (RL) 5 11.111111 Left Arm (LA) 10 - 11 13.888889 Left Leg (LL) 9 11.111111 Center Torso (CT/crit) 2 2.777778
LEFT LOCATION ROLL HIT PER.(%) (H) Head (H) 12 2.777778 /LT|CT| Left Torso (LT) 7 16.666667 (LA/ || Center Torso (CT) 8 13.888889 / / Right Torso (RT) 9 11.111111 (LL/ Right Arm (RA) 10 8.333333 Right Leg (RL) 11 5.555556 Left Arm (LA) 4 - 5 19.444443 Left Leg (LL) 3 - 6 13.888889 Left Torso (LT/crit) 2 2.777778
RIGHT LOCATION ROLL HIT PER.(%) (H) Head (H) 12 2.777778 |CT|RT\ Left Torso (LT) 9 11.111111 || \RA) Center Torso (CT) 8 13.888889 \ \ Right Torso (RT) 7 16.666667 \RL) Right Arm (RA) 4 - 5 19.444443 Right Leg (RL) 3 - 6 13.888889 Left Arm (LA) 10 8.333333 Left Leg (LL) 11 5.555556 Right Torso (RT/crit) 2 2.777778



6.1.2 PUNCH LOCATION/PARTIAL COVERAGE CHART


      FRONT/BACK        LOCATION                ROLL            HIT PER.(%)

          (H)           Head          (H)       6               16.666667
      /LT|CT|RT\        Left Torso   (LT)       2               16.666667
  ___(LA/_||_\RA)___    Center Torso (CT)       3               16.666667
 |   Partial        |   Right Torso  (RT)       4               16.666667
 |       Coverage   |   Right Arm    (RA)       5               16.666667
 |__________________|   Left Arm     (LA)       1               16.666667




LEFT LOCATION ROLL HIT PER.(%) (H) Head (H) 6 16.666667 /LT|CT| Left Torso (LT) 1 - 2 33.333333 ___(LA/ ||_____ Center Torso (CT) 3 16.666667 | Partial | Left Arm (LA) 4 - 5 33.333333 | Coverage | |_______________|
RIGHT LOCATION ROLL HIT PER.(%) (H) Head (H) 6 16.666667 |CT|RT\ Right Torso (RT) 1 - 2 33.333333 _______|| \RA)___ Center Torso (CT) 3 16.666667 | Partial | Right Arm (RA) 4 - 5 33.333333 | Coverage | |_________________|




6.1.3 KICK LOCATION CHART



      FRONT/BACK        LOCATION                ROLL            HIT PER.(%)

       /  /\  \         Right Leg     (RL)      1-3             50.00000
      (LL/  \RL)        Left Leg      (LL)      4-6             50.00000

        LEFT  ROLL                      RIGHT   ROLL

       /  /   1-6                        \  \   1-6             100.00000
      (LL/                                \RL)




7. PILOT INJURY

When a mech gets hit in the head, falls over from from damage, runs into a building, or falls out of the sky, this can give the pilot injury. When a pilot receives injury, it can be noted in the status i display.

Graphic 5G

> status i
Mech Name: Al Vulcan           ID:[KL]   Mech Reference: VL-5T
Tonnage:    40       MaxSpeed:  96       JumpRange: 6
Pilot Name: Tony                         Pilot Injury: 3
FALLEN
X, Y, Z:  7,  6, -2  Excess Heat:    0 deg C.  Heat Production:    0 deg C.
Speed:        0 KPH  Heading:      300 deg     Heat Sinks:        12
Des. Speed:   0 KPH  Des. Heading: 300 deg     Heat Dissipation: 180 deg C.
 




Everytime a pilot is injured a consciousness roll takes place, if the pilot fails the roll, the pilot will be unconscious. The following table is used to determine the rolls needed.


Total Damage Consciousness number ------------ -------------------- 1 3+ 2 5+ 3 7+ 4 10+ 5 11+ 6 DEAD




An unconscious pilot cannot do anything until a future conscious roll is made. A pilot get's one attempt every 30 game ticks currently.

Note: A unit which is shutdown/has it's pilot unconcious is a MUCH easier target to hit.

When a character has stats (their gunnery and piloting skills, for Mechwarriors) there is an optional advantages to purchase. Toughness will allow the character to have choose the best 2 of 3d6 for consciousness rolls (This will be done automatically for you).

Move on to the next section...