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Critical Hits, Called Shots and Mechanikal Constructs

The basic template for a Mechanikal Construct states that it is not subject to critical hits. However mechanikal constructs are not simply shells of material animated by magic like Golems. Such constructs suffer no ill effects from being hit in ‘critical areas’, indeed they don’t possess anything critical to their survival that can be damaged. Only taking them to pieces is sufficient to destroy them because the magic is uniform and only effected by powerful dispelling. Mechnikal Constructs however, require a number of critical components located in various body compartments to function correctly. So it makes a certain sense that they should be subject to critical hits from weapons, powers and magic capable of seriously damaging something made of solid metal in one hit. Including:-

  • attacks that bypass hardness <vital parts getting stabbed, disintegrated, blown up and carved off>
  • demolish special ability <messing with the mechbits gives ‘jacks a headache>
  • powerful firearms <can damage the cortex or puncture the boiler, even blow off an arm or leg>

From steamjacks to servitors, most mechanical constructs would have the following basic points of weakness if anyone is using a different system of critical hits, or called shots:-

  1. Leg Hydraulics [reduces = dexterity - speed] <slashing>
  2. Arm Hydraulics [reduces = strength - attack] <slashing>
  3. Boiler [reduces = speed - strength - attack] <piercing>
  4. Sensory Devices [blinds or deafens] <bludgeoning>
  5. Cortex / Matrix [shuts down] <piercing>

However the Mechanikal Construct Malfunction Damage table covers most of these, and if a construct is subject to critical hits, the 50 damage threshold is a far more reachable target for high end weapons and spells.

Article #435 by TT on July 31, 2010 @ 05:01 PM

This article is categorically filed under House Rules

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