Battlemechs get rammed, charged, or assaulted by other 'Mechs. Sometimes they just fall down a hill or two. In any of these cases, the damage that the 'Mech should suffer is worked out as per the table below.
| Attack | Damage |
| Ramming | Attacker: 1 row per Full 30 tons of defending 'Mech weight
Defender: ( (Attackers weight / 10) * hexes charged) / 4 rows of damage |
| Death from Above | Attacker: The equivilant to falling 1 elevation
Defender: 1 row per (Attackers weight / 10) |
| Falling | ( ( Weight / 10) * (elevations fallen +1) ) / 4 rows of damage |
This damage is treated differantly than normal combat damage in that no template is used - the damage inflicted is the amount of Rows of armour removed, starting from the row with some undamaged armour, however each row should have it's own
seperate location rolled. All damage is rounded to the nearest whole number.
In this example, a 'Mech has been damaged in one of it's torso locations, and then gets rammed by another 'Mech. The damage is worked out and a location for each row of damage is given. Two of the rows of damage go to the same torso location, and the second diagram shows the finished result.
Physical damage also occours to 'Mechs, and like Ramming and Misc. Damage, is handled slightly differantly to normal weapons fire. The amount of damage that is inflicted is worked out according to the following chart (always round up).
| Attack | To Hit | Damage |
| Kick | -2 | 1 row per 20 tons of attacking 'Mech, +1 |
| Punch | -1 | 1 punch row per ( (weight of attacking 'Mech / 10) / 3) |
| Hatchet | -1 | 1 punch row per ( 20 tons of 'Mech) +1 |
| Clubbing | -1 | 1 row per 20 tons of attacking 'Mech, +1 |
| Mace | +1 | 1 row per 20 tons of attacking 'Mech |
| Sword | -2 | 1 punch row per ( (weight of 'Mech / 10) / 3) +1 |
| Claws | -1 | 1 punch row per (20 tons of 'Mech) +1 (plus additional grasp attack) |
Kicking, clubbing and mace damage is handled actually as if it were a ram, although all damage goes to the one location.
Other damage is described as being 'Punch Rows'. In this case, the damage is handled exactly as above, but a Punch row is only two squares wide, so treat the placement of the punch damage as if it were a PPC hit.
In this example, a damaged 'Mech has a torso as shown in the first diagram. It then gets assaulted by a 'Mech who punches it for 3 'punch rows' of damage. As a 'punch row' is only two squares wide, a centre number is rolled for the placement of the
first column of damage. In this case it is a 4. Next a D6 is rolled, and it comes up a 5. As this is treated like a PPC hit, the 5 signifies that the extra column of damage is centred on the left of the original, in this case column 3.
Optional Rule: The 'To-Hit' column is a modifier that is applied to the Mechwarriors Piloting Skill Roll when attempting this type of physical attack. Using this method means that the Base To Hit for a physical attack is now the Warriors Piloting Skill and not a set base number for each type of attack.
This is a rule from Maximum Tech that I feel should be made compulsary.
To destroy a 'Mech, the standard conditions must be satisfied (such as destruction of the Centre Torso, 3 engine hits, etc.).