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 6 | Damage 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 6 | Damage 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 14 | Damage 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 12 | Damage 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 14 | Damage 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 16 | Damage |
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 6 | Number of hits taken |
8 6 4 2 1 D | Consciousness 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 32 | Damage Taken |
100% 75% 50% 25% Dest | Plant 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 32 | Damage |
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 4 | Damage 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 36 | Damage |
9 8 7 6 5 4 3 2 1 D | Save |
Eliminating a Tank | Back |
In this system, there are several ways one can knock out or kill a tank:
1 | Kill 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 |
2 | Grav 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 |
3 | Weapons | 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 |
4 | Ammunition | 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. |
5 | Power 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