HSHOT SPOTSSTEEL DOMINIONHOT SPOTS / CAMPAIGN CONTROL

Online damage, visibility and aftermath

Aces and Hot Spots organizers and players · Reviewed for v433

Apply location-based hits, resolve system-specific checks, undo pending damage and confirm batches before phase resolution.

Track and share

  1. Enable interactive damage in Campaign options (Aces) or Assistant options (Hot Spots). Tap a location on the unit sheet, enter Damage, optionally check Through Armor critical, and tap Apply. The selected location is already set; the phone popup has no attacker, TIC, direction or GM setup controls. Infantry asks only for damage. Undo and Reset reverse pending damage; Confirm commits it and closes the popup. Critical-resolution questions appear only when needed. The separate Tabletop → Unit damage tracker retains detailed attacker/TIC/direction and GM controls for exceptional entries. Enter each already resolved rules-defined hit separately, after attack/armor modifiers and before internal-structure modifiers; Alpha Strike combines one source’s damage.

  2. The organizer chooses full player assistance, condition indicators only, or hidden damage. Authorized OpFor helpers retain full access independently. Summary responses exclude exact sheets and editing; hidden responses exclude damage details.

  3. Exact indicators separate armor and structure, by hit location for Classic/Override. Rough bands conceal totals: Good means full health, Damaged means above 60%, Badly damaged means above 30%, and Critical covers the rest; a location with exhausted structure is Lost. Incomplete tracking does not produce a false full-health bar.

  4. Source health comes from the authorized construction and shared PHP rules. Published scenario-card health is explicitly transcribed separately. Unavailable sources remain unavailable; the assistant does not substitute another variant or ask players to invent BV/PV.

  5. The sheet stays at its current position while saved damage is refreshed. Its image background does not zoom or enlarge on click; tap a location for damage. Pilot/crew boxes act directly on the sheet. Classic and Override heat scales are read-only and show the result after automatic cooling. Normal page scrolling and browser accessibility zoom remain available.

Resolve and confirm a damage batch

  1. The target owner or GM records damage. In Aces co-op, authorized players can assist; hidden opposition stays protected. The location popup records the current tabletop attack without inventing an attacking unit or weapon. Confirm when that attacker is finished with the target. For Classic vehicles, an original-location-roll follow-up supplies critical/motive context when needed. The detailed tracker can record that context up front.

  2. The through-armor checkbox records a qualifying trigger, not a guaranteed critical. A hit that also damages internal structure can require a second independent critical check. Follow each local prompt. Automatic dice are rolled and displayed; manual dice and outcomes use the selected system and valid location choices. Campaign options sets defaults; a GM can override dice and consequence handling for a new batch in the detailed tracker.

  3. At a dice prompt, enter physical dice and choose Record result and continue, or choose Roll to have the app roll that check and continue. Roll shows the saved individual dice, modifier and total; it does not change campaign defaults or roll later prompts. The same option appears for phase-check dice. Choices about actual terrain, ammunition, consequences or targets still require your answer. App dice use the server operating system’s cryptographically secure uniform random generator.

  4. App-generated damage and phase dice tumble in a screen-sized dice tray, bouncing off the edges before settling on the saved dice. Choose Dice appearance to select from 110 faction-logo choices, including all 91 images in the checked Sarna faction gallery and historical/alternate artwork (the logo marks six), standard pips, or turn animation off. Preferences are saved for your account in this browser/device. Skip animation or Escape dismisses the visual without changing the roll. Reduced-motion preferences show stationary dice. Physical dice entries, polling, repeated receipts and rejected/unconfirmed saves do not create animations. Other bookkeeping rolls retain their existing result display. Artwork credits and source links are included with Dice appearance. The die preview shows its finished colors: body and trim are sampled from the selected emblem, pips contrast against the shaded faces, and the six-face backing keeps the original artwork readable. These are artwork-derived themes, not a claim about official uniform colors; alternate emblems can produce different palettes.

  5. Red filled pips are unconfirmed. The undo symbol beside a damaged location removes its latest pending hit and dependent effects; repeat it to undo earlier hits there. Reset pending batch reverses the current attacker-target batch. Confirm damage makes its marks black and clears that batch’s ordered hit and undo records. The next hit starts from the current status. Ordinary undo ends at confirmation.

  6. Confirmation does not end a phase. Phase totals and pending checks remain until their proper resolution time. Finish attacks before resolving phase checks; the app shows the reasons, target numbers and rolls. Classic and Override use different check counts and modifiers. Declared attacks remain simultaneous where their rules require it.

  7. Classic Movement Phase damage resolves its required checks immediately after batch confirmation. Other damage waits for the proper phase boundary. The Heat and End Phase checks step applies Classic and Override heat generation and cooling once before heat consequences; engine damage and working sinks are included automatically. Classic life-support checks request the actual temperature/submersion context. Check results remain visible after resolution. Current combat status distinguishes the capabilities still active this phase from newly determined damage.

  8. When a Classic ammunition bin is destroyed, enter its actual remaining shots after subtracting declared fire and AMS/Streak allocations. A deactivated Gauss weapon does not explode. These are tabletop facts, not additional dice rolls. The app uses the selected source component and applicable explosion caps and protection; undo reverses its dependent damage and pilot hits.

  9. A Classic cargo critical uses saved passenger transport relationships. Identify internal passengers and actual dedicated cargo; external riders and external cargo are excluded from this table result. The prompt randomly selects among eligible loads when required. Enter the passenger damage after the attack-specific infantry modifiers. Carrier undo/reset reverses passenger consequences too, and confirmation commits them together. This never changes inventory or posts repair costs.

  10. Classic vehicles can spend an available Weapon Attack Phase clearing one weapon malfunction or a first turret jam instead of firing any weapons. Choose Spend weapon phase repairing before making attacks. The repair completes at the phase boundary. A later turret-jam critical permanently locks that turret even if its first jam was cleared. An unconscious Override VTOL crew prompts its required elevation loss and any resulting crash.

  11. A prone Mek can Attempt to stand during its movement activation. Classic uses its own piloting check and damage modifiers; an intact quad and Override use their applicable exceptions. Standing changes posture without undoing confirmed damage. The sheet keeps its existing Pilot/crew boxes act directly on the sheet. Classic and Override heat scales are read-only and show the result after automatic cooling.

  12. When existing Classic leg or gyro damage can require a movement check, completing activation first asks whether the unit walked, ran into another hex or jumped. Resolve the applicable checks before completing its activation. This is separate from the immediate check caused by a new critical; foot damage triggers a jumping check, while hip/normal gyro damage can also trigger a running check.

Classic floating through-armor criticals

  1. Floating through-armor criticals is a Classic-only GM campaign option, off by default. Set it during campaign creation or in Campaign options / Assistant options. Off keeps a location-2 TAC in its indicated torso; on uses the Core Rulebook floating-location procedure. Enter the final location hit. Each new battle saves the chosen rule.

  2. Override keeps its own floating-critical procedure regardless of this Classic option. Alpha Strike uses its natural-12 attack critical trigger. The Classic option does not change either system.

Review the aftermath

  1. After the organizer records the sortie result, the app assesses Truly destroyed, Destroyed but repairable, Crippled, Internal structure damage, Armor only, or Undamaged/rearm only from saved damage. Missing tracking, physical critical effects or mandatory dice produce an unresolved review instead of a guessed category.

  2. Aces casualty checks support entered physical dice or a saved one-time app roll. Automatic total destruction does not need another salvage roll, and an unmanned emplacement has no crew casualty roll. The organizer can record otherwise unrepresented battle circumstances with audited evidence.

  3. Aces expenses follow its Size-based repair, rearming and personnel rules. Optional commander salvage is a recovery-and-repair expense approved by a GM save or a player vote before pilot earnings, without another replacement-crew charge. A successful atomic settlement stores a permanent receipt and cannot pay twice.

  4. Hot Spots transfers unit conditions and tracker evidence back to the original locked report. It rejects changed rosters, changed damage or closed workflow steps rather than overwriting them. Continue the existing combat pay, injuries, diagnostics, repairs and salvage workflow; transferring damage does not post those payments or reroll diagnostics.

  5. Hot Spots adapted Aces missions retain the standard pay outcome selector: No pay 0, Unsuccessful 250, Success 500, All objectives 750 SP per submitted Scale. Exercises and simulations do not bypass that selector, and Aces waypoint rewards are not imported automatically.

Correct incomplete trackers and changed sources

  1. If tracking was disabled during play, turning it on does not prove a complete damage record. The organizer can use Reconcile a complete tabletop damage record on the selected tracker, enter every current damaged location and component, and record the supporting tabletop evidence. Prior damage evidence, casualty dice and receipts are retained. This complete-record review cannot reopen confirmed interactive hits; use pending undo/reset before confirmation. Explicit GM battle-circumstance assessment remains available.

  2. Red saved-record notices open the exact affected pilot or unit. Failed edits retain their entered values. A player suggestion is not a completed correction until voting or Apply as GM applies it. A GM save applies the correction immediately, with persisted revalidation. Persisted revalidation keeps unresolved notices available and returns to the originating page once the specific saved problem is resolved.

  3. A changed design source requiring reconciliation opens the organizer’s source review for that exact saved unit. Reconcile between sorties; combat and aftermath retain the mission-start configuration. Restore missing source access or repair the shared calculation rather than substituting another variant or entering BV/PV. Campaign helpers also need authorized access to shared custom constructions.

  4. Classic weapon-component losses and four pilot hits can establish crippled status. Ambiguous split or combined critical slots require a final tabletop assessment. The interactive tracker records critical-induced malfunctions and their weapon-phase repairs; it does not infer ammunition expenditure or one-shot firing from pips. Record otherwise unrepresented forced withdrawal under audited battle circumstances. Pilot-hit entry does not decide survival.

  5. Override battle armor uses at least one armor point per suit, rounding Classic armor divided by four upward, and one structure point per trooper. Override battle armor and infantry use the documented Classic remaining-trooper cripple thresholds. This health tracking does not supply a new infantry weapon-damage conversion.

Aces settlement and recovery

  1. The organizer reviews every deployed unit, required salvage and crew checks, completed objectives, conditional waypoint rewards and the MVP before confirming assessed aftermath. Wounded named participants remain eligible for their full share; absent surviving named pilots receive half their share. The separate MVP bonus is 20 free SP.

  2. Mandatory expenses may leave a negative Warchest. There is no pilot advancement when earnings or the resulting Warchest do not permit it. The group may explicitly skip reconnaissance at no cost while in debt; paid options still require funds. Invest every awarded SP, including partial progress, before continuing.

  3. Failed campaign attempts return to preparation without lasting campaign financial, damage or pilot effects, while retaining their attempt evidence. Truly destroyed units are lost and do not receive repair or rearm charges. Destroyed but repairable units keep their one-time salvage and casualty evidence in the completed receipt.

Final assessment and health status

  1. Known fatal damage can show Out of action even if some armor remains. Incomplete tracking exposes only supported status information and never invents remaining totals.

  2. After Aces settlement, Review aftermath uses the saved battle receipt for final damage and expenses. Automatic recovery of the live roster does not rewrite that receipt. Campaign logs retain the original assessment and charges.

  3. Native weapon viability and mapped critical damage contribute to Classic assessments. Ambiguous split components or circumstances not represented by pips require an explicit organizer review. This preserves the recorded damage and dice instead of guessing a missing fact.

Supplied emplacement and infantry cards

  1. The emplacement PDF supplies buildings, not vehicles. Alpha Strike retains printed armor/structure 3/3, 4/4 and 6/6. Classic adaptations use armor 90/120/180 and building CF 45/60/90, selecting exact multiples within the rounded reverse conversion. Override adaptations use armor 30/40/60 and CF 15/20/30. These are explicit scenario adaptations with one pooled building section, rather than recovered official construction records. They have no vehicle engine, guessed ammo bins, or calculated purchase BV/PV. Their stated autocannons use shared native weapon references.

  2. The supplied infantry cards match the existing Clan Foot Point (Laser Advanced), with 25 troopers in five squads, and Elemental Battle Armor [AP Gauss](Sqd5), with five suits. Source forward conversion matches their printed Alpha Strike health, movement, damage, specials and PV. Classic uses those exact source records. Override uses a foot laser-rifle equivalent and source-based Elemental weapon tables.

  3. Combat reference appears on the full damage tracker for infantry, battle armor and buildings. Override damage tables follow surviving troopers or suits; armor loss alone does not remove a suit. Anti-infantry damage remains separate. Source armor protection, ammunition limits and special equipment are resolved using the source rules at the table. Generic mixed infantry weapons, other movement families and unsupported suit weapon combinations retain their existing review limitations.

  4. The cards do not specify Override withdrawal thresholds. The assistant continues the documented adaptation of Classic strength thresholds: infantry below 25%, battle armor below 50%. This is a conversion choice, not an additional rule printed on these cards.

  5. Existing active missions retain their saved profile snapshots. New profiles use these tables; adoption of an emplacement during preparation preserves its saved unit identity. Historical reports and receipts are not rewritten.

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