Vehicle Arms Effect Chart

Result Effect
4 or Lower No effect
5-7 The arm is rattled by the impact. Any actions made with this arm, including attacks or parries, take a -5 penalty until the end of your next round.
8-10 Internal mechanisms seize up abruptly. You must make an Operate test; on a failure, any Sponson-mounting weapons on this arm count as 'Fixed' until the end of your next round.
11-13 The arm is jarred; its stability is impaired. Any actions made with this arm, including attacks or parries, take a -10 penalty until the end of your next round.
14-16 Key actuators in the dexterity joints jam. You must make an Operate test with a -10 penalty; on a failure, any Sponson-mounting weapons on this arm count as 'Fixed' until the end of your next round.
17-18 Gyrostabilisers in the arm are damaged. Any actions made with this arm, including attacks or parries, take a -10 penalty for 1d5 rounds.
19-20 The entire arm seizes up and becomes unmanageable. Any Sponson-mounting weapons on this arm count as 'Fixed' for 1d5 rounds.
21-22 The delicate control actuators failsafe release. Any hand-held weapons are dropped.
23 Key elements in the directive circuitry collapse. Make an Operate-20 test; on a failure, you may make no parries with this arm and any half actions using it or any systems on it now take a Full Action. Even on a success, any actions made with this arm, including attacks and parries, take a -20 penalty for 1d5 rounds.
24 Any mobility actuators fry out. All weapons on this arm count as 'Hull' until repaired.
25 The arm is completely unresponsive. You may make no actions with this arm for one round. Furthermore, any actions with this arm, including attacks and parries, take a -20 penalty until the breach is patched.
26 A surge of garbage signals cause the arm to go berserk. One weapon on the arm, chosen at random, makes a single attack against a single target within range, chosen randomly.
27 or Higher The arm is torn off from the chassis and is destroyed. All attached weapons become inoperable. If the breach was caused by an E or X weapon, then each ranged weapon with ammo inside has a 25% chance of exploding, causing a single attack of its profile against all targets within 3d10m.
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