System (Mecha!)

Attacks against Mecha
When a Mecha is attacked successfully, causing 5 points of Effect, it takes a Hit. When a Mecha takes Hits equal to its Structure, the Mecha breaks down and no longer functions.

Crit Checks
Every Hit causes a Crit check rolled with Structure, as per Wounds. If you fail a Crit check in a location a system fails in that location. When a location with a system takes a Hit, roll randomly to see which system schtick fails in that location. All systems take up 1 slot per schtick, unless modified.

Powered Armor Scale
Powered Armor count as having Structure-10 when hit by Mecha Scale Weapons, and Powered Armor Scale weapons count as Damage+10 when firing at infantry. The following Power Armor attributes count as +10 on human scale: Strength, Structure (becomes Toughness) and Movement. The Pilot may also add the Powered Armor's Perception to his own Perception. This does not apply to Guns Attacks.

Hot Powerplants
When Mecha takes the attack that gives it Hits equal to Structure, roll Structure against Actions+(Hits in Attack-1)*5. If this fails, Powerplant explodes dealing Structure Hits to all in adjacent hexes. All within Structure hexes take Structure Damage.

Optional: Knockback and Knockdown
Every point of Effect also causes Knockback. Roll Structure against the Effect Value. If it fails, the Mecha is moved 1 hex backwards from the shooter's direction per 5 points failed. If the Knockback roll is failed, roll Pursuit/Mecha+Agility+Maneuver against the Effect Value of the attack, if that fails the Mecha also suffers a Knockdown. If Mecha is pushed into woods, buildings, or other solid fixtures, it takes Damage equal to remaining number of hexes to be pushed times 5.