Hunter 6, 10k
Special Hunter 6 Damage Rules, 10k

Hunter 6 units are tough. As such, they ignore the first damage result rolled on them, unless the final attack strength of the firer is twice that of the Hunter Six unit. In this case, the damage result is rolled normally.

A suit that has taken it's first hit (and ignored it) is considered Damaged for Stealth purposes. The unit was actually hit, just not damaged enough to effect it. However, the weapon has now blown a hole in the protective stealth covering of the unit.

An 'Arnament Disabled' result will result in all inbuilt weapons being knocked out. The damage has effected the fire control system of the suit. Other weapons may be used normally still. The Blossom and Dazzler weapons are also unaffected.

An 'Immobilised' result will immobilse any A.S.P or GHOST suits. For A.NGE.(L) suits, an immobilised result will destroy the suits null-grav generators. This means that it may no longer fly or bounce. If it is in flight mode (using the Flying rules) then it is considered destroyed as it plummets to the ground. If the suit was on the ground or bouncing, then there is no additional effect except that the suit may no longer use the null-grav movement.

A second 'Immobilised' result will destroy a suit, no matter what type it is.

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