Damage Assessment in Centurion Back

Ballistic Protection
Any internal box not having a (shaded) component listed on it is considered Ballistic Protection.

T S & R
0   1   2   3   4   5   6Damage Taken
9   9   7   5   3   1   D
9   8   6   4   2   1   D
Destroyed Save
Short Save

COM (COMM)
0   1   2   3   4   5   6Damage Taken
9   9   7   5   3   1   D
9   8   7   4   2   1   D
Destroyed Save
Short Save

TARG
Special: Each box hit is a -1 to hit number penalty.

SHLD (Shield)
0 1-3 4-6  7  8-10 11-13   14Damage Taken
9  8   6   5   4     2     D
9  7   5   4   3     1     D
Destroyed Save
Short Save

Left/Right VANE
For every three boxes of damage, assign a -1 penalty
to every piloting roll made for the tank.
0  1-2  3-5  6-8  9-11  12Damage Taken
9   8    6    4    2    D
9   7    5    3    1    D
Destroyed Save
Short Save

DIG CANNON
For each two boxes (one for engineering vehicles) one digging is destroyed.

HELM
For each two boxes destroyed, a -1 penalty is assessed
to every subsequent piloting roll for that tank.
0 1-3 4-6 7-9 10-12  13  14Damage Taken
9  8   6   4    2    1   D
9  7   5   3    1    1   D
Destroyed Save
Short Save

GRAV DRIVE
0  1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16Damage
9  8  7   6   5   4    3     2     1   D
9  7  6   5   4   3    2     1     1   D
Destroyed Save
Short Save

AMMO
Special: The base to avoid an explosion is 7 minus the amount of damage taken this turn. Add one if the hit was by an APDS, subtract two if the damage was caused was by a missile or TVLG-like mine. If all boxes are destroyed, and the vehicle does not explode (ie, it was lucky) then no more weapons fire is permitted for the rest of the battle.

WEAPONS
Special: The boxes in the weapon locations must be split up into distinct weapons. Any "odd" number of boxes (due to the division) must be assigned to the largest weapon in the location. A weapon is destroyed automatically when one of it's boxes is hit--there is no save.

T LAS
Targeting Laser. Destroyed on the first hit, no save.

DRIVER / GUNNER / COMMANDER
The first two hits on a crewmember are "free" -- component armour hit, console destroyed, etc. Afterwards, the crewmember begins to take damage, and must roll a consciousness roll every time they get hit.
1  2  3  4  5  6Number of hits taken
8  6  4  2  1  DConsciousness Roll

INFANTRY
Special: For every 4 boxes hit, one infantry member is killed.

POWER PLANT
Special: For every full 8 boxes hit, the plant is reduced in it's power output by 1/4. Strike out the current level of capacity on the record sheet and use the new thrust value.
0-7  8-15  16-23  24-31  32Damage Taken
100%  75%   50%    25%   DestPlant Power Value
The plant must also roll for destruction:
0 1-4 5-8 9-12 13-16 17-20 21-24 25-28 29-31 32Damage
9  8   7   6     5     4     3     2     1   D
9  7   6   5     4     3     2     1     1   D
Destroyed Save
Short Save

POW CPL
This is the link between the Power Plant and the Grav Drive. Damage on the Bottom Location is not cumulative with the damage on the body location.
1  2  3  4Damage Taken
8  5  2  D
7  4  1  D
Destroyed Save
Short Save

INT STRUCTURE
The internal structure of the tank is what holds it all together. All the darker shaded boxes on the Damage Diagram are part of the internal structure damage track, and all damage is cumulative. If all the boxes on one side (left or right) are marked off, apply a further -1 penalty to the save number on the table below.
1-5 6-10 11-14 15-18 19-22 23-26 27-29 30-32 33-35 36Damage
 9   8     7     6     5     4     3     2     1   DSave

  Eliminating a Tank Back

In this system, there are several ways one can knock out or kill a tank:

1Kill the crew This is somewhat difficult, but it renders the tank useless (even if another crew comes
along, as the controls are completely shot). It also has the bonus of leaving the rest
of the tank relatively intact for salvage. Crew Survival: Nil
2Grav Drive Destroying the Grav Drive or the Power Coupling renders the tank immobile, severely
limiting it's combat potential. The tank isn't killed per say, as it can still fire all it's
weapons, but one can stay out of it's arc of fire. Crew Survival: Total
3Weapons Neutralising all the Tank's weapons turns it into a 200+ ton battering ram or damage
sink... neither of which really appeal to tank crews. Crew Survival: Total
4Ammunition Touching off the vehicle's ammunition and capacitors completely and totally annihilates
the tank. Crew Survival: target number 5 minus vehicle speed. Roll for each crew
member and for infantry.
5Power Plant When the power plant is destroyed, make another saving roll. If the roll is made, the
reactor has only suffered damage to its components, in which case it simply shuts down--
the tank must ground and no movement or weapons fire is permitted, but it's still "intact".
Crew Survival: Total. On a failed roll, the core has been breached. Fusion reactors, when
breached, do not explode in the fantastic sense of the word. The plasma contained within
does, however, engulf the vehicle and fuses it into a lump of molten slag. In other words,
the tank is completely decimated. Crew Survival: target number 7 minus vehicle speed.
Roll for each crew member and for infantry.
6 Structure When the tank's Internal Structure suffers a catastrophic failure, the tank may simply
fall apart (messily), twist itself into a pretzel, snap in two, etc. The tank is no more, and
all internal components are destroyed. Crew Survival: target number 9 minus vehicle speed.
Roll for each crew member and for infantry.


Page design/contents Kannik, 1997