Hey, I posted this is a thread but it might have been slightly off-topic, so here I present them again for some feedback. These rules are intended mostly for vehicles, but can also be used on drones, vessels and planes.
Advanced Battletech rules
This is inspired off the Severe Wounds rules from Augmentation, as well as the vehicle/vessel crititcal damage table from Twilight 2000 (2.2).
Normal rules apply as written, which means the Assault Cannon does alot of damage if it penetrates (which requires skill or luck, 4 hits is hard for most people in SR).
If a vehicle rolls a glitch on a damage resistance test (very unlikely) or takes 7 or more damage in one attack (very likely), it takes Minor Critical Damage.
Examples of Minor Critical Damage:
Roll 1d6 or GM decides
1. Damaged Electronics - this could include sensors, communication gear etc, rendering some or all inoperable.
2. Damaged suspension or traverse - this would make it more difficult for the vehicle to turn, or traverse a gun turret.
3. Crew wounded or killed - 1d6 of them takes damage equal to the base weapon, and it's AP.
4. Passengers wounded or killed. Same as above. If there is no passanger compartment, treat as #3. If it is empty there is only structural damage.
5. Engine damaged - halve speed and acceleration of vehicle. Driver takes -2 on all vehicle maneuver tests, and on a glitch the engine dies.
6. Advance to Major Critical Damage.
If the vehicle is reduced to 0 wound boxes or suffers a critical glitch (as if) on a damage resistance test, it suffers Major Critical Damage:
1. Sensors/computer/Comms destroyed - This renders the vehice "blind". Only manually-assisted Gunnery tests and Perception tests possible. Other computer-controlled functions are inoperable. If the vehicle has no sensors, windshield/Windscreen and mirrors are destroyed and crew takes half the base damage of the weapon used.
2. Engine destroyed - All utilities powered by the engine is also unoperable.
3. As above, + 1 random Minor Critical.
4. As Above, +2 random Minor Critical.
5. Fuel hit. If the base damage of the weapon + net hits exceeds the vehicle's wound boxes (undamaged), it explodes and destroys the vehicle and crew+passangers takes the vehicle's body in Fire damage. Otherwise it destroys half the fuel and causes a leak.
6. Ammunition storage hit. Same as above, except if it detonates crew takes the vehicles armament damage*2.
Well that's about it. GMs can choose effect themselves, replace them with more appropriate effects, or have the severity be affected by the base weapon DV instead of a dice roll. Since it is more difficult to make a vehicle explode with lighter weapons (ahem, autocannons), rockets or cannons might be more effective. It also makes the rules a bit less "all or nothing".
How does that sound?