Damage

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These rules are still under transcription, adaption, and development.

Application of Damage

When a vessel sustains damage due to one or more Event Failures, the extent of the damage is generally clear, but the specific systems affected and the number of crew impacted may remain uncertain. This article will help determine that damage. Recovery from damage and casualties will be handled in the articles on Repairs and Casualties, respectively.

Initial Determination and Hull Damage

Total damages from an Event are applied in 25-point groups (or less, as warranted), minus the ship's resistance factor (do not add both the outer and inner hulls' resistance together; just take the value applied to either). Shields are not utilized at this level of damage resolution, so they do not deduct transmitted damage. Each group of damage is applied to a system rolled randomly on the below tables. Roll for each, applying the results in the order they occur. If further damage results from rolled damage, it does not count towards the previously determined amount, but is added to the collective damage.

If a system is destroyed before the total 25-point group can be applied, the remaining damage occurs to the ship's inner hull, without causing further damage to other systems (i.e., the damage does not roll over to another system). If the amount of damage exceeds 25% of the inner hull's SU value, the inner hull experiences a hull breach. Any hull damage, breach or not, should be recorded as an individual portion of the ship that will require repair, but inner breaches do no significant damage (to systems nor personnel). If, however, the damage value is greater than the inner hull's complete SU value, it rolls over to the outer hull. If that damage value exceeds 25% of the outer hull's SU value, it too experiences a hull breach, with a casualty percentage of 3% for that particular 25-point group. Note that, unlike normal systems, a hull is not completely destroyed when it loses all of its SUs; it’s only destroyed in a limited area—there are just lots of breaches. (However, if total hull damage exceeds the Total SU for the ship, it is destroyed.)

If a hull is specialized—for example, it allows its ship to enter atmospheres, or interferes with sensors in some way—those effects apply until the ship has suffered a significant hull breach or breaches. Typically 'significantly' means that at least the equivalent of a quarter of the ship’s total SU (representing an equal amount of the outer hull) has been torn open or extensively damaged. At that point, the hull is too damaged to provide any such benefits.

If the system does not exist, conduct a completely new roll (from the first table). If the system is already previously destroyed, apply damage directly to the inner and then the outer hulls (as described above).

In the textual descriptions of the damaged systems, the number in parentheses indicates the percentage of casualties associated with the damage incurred to the system. See Casualties to see how to handle injuries to personnel.

Table 1: Starship Hit Locations
Roll 1d100
Roll Table
01 - 17 Table 2: Personnel Systems
18 - 51 Table 3: Propulsion and Power Systems
52 - 84 Table 4: Operations Systems
85 - 00 Table 5: Tactical Systems

Personnel Systems

Table 2: Personnel Systems
Roll 1d100
Roll Subsystem
01 - 09 Table 2.1: Environmental Systems
10 - 28 Cargo Holds
29 - 58 Crew Quarters
59 - 72 Personnel Transportation
73 - 83 Recreation Facilities
84 - 91 Table 2.2: Medical Facilities
91 - 97 Escape Pods
98 - 00 Fire Suppression System


Table 2.1: Environmental Systems
Roll 1d100
Roll Subsystem
01 - 17 Basic Life Support
18 - 33 Reserve Life Support
34 - 50 Emergency Life Support
51 - 67 Gravity
68 - 83 Consumables
84 - 00 Replicators


Table 2.2: Medical Facilities
Roll 1d100
Roll Subsystem
01 - 83 Sickbay
84 - 00 EMH
Basic Life Support (2%)
The percentage of the Basic Life Support system damaged indicates what percentage of the ship no longer contains a breathable atmosphere (or one which will shortly be used up), requiring the activation of Reserve or Emergency Life Support. Generally the crew can cut off damaged areas to maintain life support integrity in the rest of the ship. At 75% damage or greater, the network shared with Reserve Life Support is so damaged the Reserve cannot function.
Cargo Holds (2%)
Damage to this location primarily destroys cargo (the holds themselves are just big, open rooms). Sometimes cargos pose dangers themselves; whenever a cargo hold takes damage, roll 1d6. On a 1 there’s an explosion causing 1-6 dice of damage. Roll another die; on a 1-3, it’s the cargo itself which takes the damage, on a 4-5 it’s whatever is next to the hold, on a 6 it’s both.
Consumables (4%)
The percentage of damage to Consumables represents the amount of them destroyed in the attack. This generally has no consequence during combat, since even if stored fuel is destroyed, the ship usually has enough already in the system to keep operating for some time. (Note: extensive safety measures prevent antimatter from contacting matter, even when Consumables are damaged; loss of antimatter in this case does not cause an explosion.)
Crew Quarters (Special)
The percentage of crew affected depends upon how the attack occurs. If there’s been a red alert and everyone’s at his duty station, Crew equals 1%. If the attack is a surprise and/or one which takes place while the ship’s personnel are going about their everyday lives, Crew can rise as high as 33%.
Emergency Life Support (2%)
Every 10% damage to Emergency Life Support destroys 10% of the emergency shelter areas. Additionally, when Emergency Life Support is reduced to 50% effectiveness or less, and every time it takes damage thereafter, roll 1d6. On a 1-2, the damage has caused some of the power modules to detonate, doing 3+3d6 (or more) damage to the ship (no defense applies). Once an explosion occurs, increase the chance for further explosions to 1-3. Determine the location or system damaged by the explosion randomly, rerolling if you get an “Environmental Systems” result.
EMH System (0%)
Fifty percent (50%) damage to the EMH reduces all its attributes and skills by half; at 75% damage and above, the EMH can no longer function effectively. If the ship has no EMH, substitute Sickbay damage for this result.
Escape Pods (Special)
Every SU of damage to Escape Pods completely destroys 3d6 pods, and may damage others (up to 20). If the crew has already entered the pods to prepare for an escape, the Crew percentage can rise as high as 50%; otherwise, it’s usually 0%.
Fire Suppression System (2%)
Every 10% damage reduces the system’s strength by 1 and/or reduces the area it covers by 10%.
Gravity (2%)
For every 20% damage to gravity, gravity control fails in 10% of the ship. When 80% damage is reached, half the ship loses gravity; at 100% gravity fails completely.
Personnel Transportation (8%)
When personnel transportation systems are damaged, crewmen traveling long distances on the ship (one-fifth of the ship’s length or more) have to make a Crew Skill Tests to find ways around corridors and turbolift tubes blocked by debris. For every 20% of damage to personnel transportation systems, there’s a +3 penalty to the Test Roll. Travel times increase correspondingly.
Recreation Facilities (Special)
The percentage of crew affected depends upon how the attack occurs. If there’s been a red alert and everyone’s at his duty station, Crew equals 0%. If the attack is a surprise and/or one which takes place while the ship’s personnel are going about their everyday lives, Crew can rise as high as 20%.
Replicators (8%)
Roll 1d6; 1-3 means food replicators are damaged, 4-6 means industrial replicators. The greater the percentage damage to each type, the fewer of them remain working.
Reserve Life Support (2%)
The percentage of damage suffered by Reserve Life Support may work just like Basic Life Support (certain parts of the ship are no longer served), or for each 25% damage taken, reduce Reserve’s functioning time by 6 hours.
Sickbay (4%)
For every 20% damage to Medical Facilities, reduce the Test Bonus provided by the Medical Rating by 3 (this may quickly result in penalties to Medical Sciences and related Tests, due to lack of properly functioning equipment). At 75% damage and above, the EMH no longer functions.

Propulsion and Power Systems

Table 3: Propulsion and Power Systems
Roll 1d100
Roll Subsystem
01 - 03 Reaction Control System
04 - 42 Table 3.1: Power Systems
43 - 91 Table 3.2: Engineering/Warp Drive System
92 - 00 Impulse Engines


Table 3.1: Power Systems
Roll 1d100
Roll Subsystem
01 - 18 Auxiliary Power
19 - 47 Battery Power
48 - 60 Emergency Power
61 - 00 EPS


Table 3.2: Engineering/Warp Drive System
Roll 1d100
Roll Subsystem
01 - 17 Plasma Injector System
18 - 34 Power Transfer Conduit
35 - 67 Warp Engine
68 - 00 Warp Nacelles
Auxiliary Power (4%)
Every 2 SUs of damage to a fusion reactor renders it incapable of producing Power. Every 3 SUs of damage to auxiliary power destroy one fusion reactor. Roll 1d6; a 1-2 indicates that it explodes, causing 5+5d6 damage (no defense applies against this damage).
Battery Power (1%)
Each time this damage result is rolled, randomly select one shipboard system. That system loses its local battery source, regardless of the number of SUs damaged. The system continues to function normally while connected to the EPS, but it cannot operate on battery power if EPS power is interrupted. This is simply damage the ship has absorbed and will need to have repaired.
Emergency Power (4%)
When damage to the Emergency Power reaches 50% of the starting SUs, roll 1d6. A 1-2 indicates that it explodes, causing its normal full SUs to the ship in damage (only Resistance protects against this).
EPS (8%)
At 30% damage, 50% damage, and every 10% thereafter, roll 1d6. A 1 at 30% (or a 1-2 on any roll after that) indicates that the EPS has exploded somewhere on the ship, wreaking havoc among hardware and Crew alike. The explosion does 10+15d6 damage (the ship cannot apply any defense against this damage); roll randomly to determine what part of the ship it damages.
Impulse Engines (10%)
If a ship has more than one impulse engine, the Narrator should determine, randomly or based on the direction and nature of the attack, which one was damaged. When an impulse engine reaches 50% damage, roll 1d6. A 1-2 indicates that it explodes, causing its normal full SUs to the ship in damage (only Resistance protects against this). If the engine has an uprating package, at 25%, 50%, and 75% damage, reduce its effects by one category.
Plasma Injector System (2%)
Reduce the time the ship can stay at Maximum warp by a percentage equal to the percentage of damage suffered by this system. Additionally, whenever it takes 50% or more damage, roll 1d6. On a 1-2, it explodes, destroying itself completely and doing 5d6 damage to the Power Transfer Conduit, Warp Engine, or Warp Nacelles (determine which one randomly; no defense applies). At 50% or more damage, reduce the effect of any warp drive system upgrades by one category.
Power Transfer Conduit (4%)
The PTC can usually withstand about 20 points of damage. Five to fifteen (5-15) points reduces the ability to channel power to the nacelles proportionately (and thus prevents the ship from reaching its top warp speeds, determined by the proportionate reduction in c). When fully damaged, it explodes, doing 3d6 damage to everything and every person in Engineering. When it’s destroyed, the ship cannot attain warp speeds.
Reaction Control System (2%)
Fifty percent (50%) or greater damage to the RCS makes it impossible for a ship to use thrusters.
Warp Engine (15%)
Every 10% damage to the warp engine reduces the power which can be transferred to the nacelles by the same amount, with an appropriate loss in warp speed (as a function of the percentage of c attainable). For every 30% of damage, reduce the effect of any warp drive system upratings by one category. When the warp engine suffers 50% damage, roll once on the Warp Engine Catastrophic Failure Table (Table 3.3); for every 10% damage thereafter, roll again. Engineering personnel should usually have some chance to eject the core before it explodes.
Table 3.3: Warp Engine Catastrophic Failure Table
Roll 1d100
Roll Effect (see below)
01 - 34 Minor Failure
35 - 85 Major Failure
86 - 00 Total Catastrophic Failure
Minor Failure: An explosion or venting of gases causes 1d6 number of dice of damage (1d6-6d6) to any crewmembers in Engineering and 5d6 to all systems in Engineering. Until Engineering and related systems are repaired (requiring Moderate (6) Tests with various Engineering Skills and time as indicated by the repair rules on page 164), the warp engine generates no power and the ship cannot attain warp speed.
Major Failure: An explosion or venting of gases causes 2d6 number of dice of damage (2d6-12d6) to any crewmembers in Engineering and 15d6 to all systems in Engineering. Until Engineering and related systems are repaired (requiring Challenging (9) Tests with various Engineering Skills and time as indicated by the repair rules on page 164), the warp engine generates no power and the ship cannot attain warp speed.
Total Catastrophic Failure: The warp core breaches and explodes, causing a minimum of 2d6 x 1,000 points of damage to the ship (at the Narrator’s option, it may simply obliterate the ship and kill everyone aboard; this is more realistic and dramatic, but unfortunately tends to kill Crew members without their having the chance to save themselves, which isn’t very heroic). Any other ship within two Movement Units takes one-third damage.
Warp Nacelles (0%)
Compare the nacelles’ current remaining SUs to the original SU value (round up if necessary). That indicates the nacelles’ current warp capability (as a proportionate function of the percentage of c attainable). The Narrator rolls 1d6 at 25%, 50%, and 75% damage; a 1-2 indicates one nacelle’s Bussard ramscoop has been destroyed (at 75%, increase the chance to 1-5). When the nacelles have been damaged to 50%, roll 1d6. A 1-2 indicates that at least one nacelle explodes, causing its normal full SUs to the ship in damage (only Resistance protects against this) unless an astute crewmember makes a Routine (5) Shipboard Systems (any) Test to eject the nacelles just before they explode. Roll again every 10% damage thereafter. The Crew figure for nacelles are usually 0, since few if any people work in them, but of course any secondary explosion could kill hundreds of crewmembers. If a nacelle is destroyed, a ship can no longer maintain a stable warp field, and thus cannot attain warp speed (exceptions allowed in the case of atypical configurations).

Operations Systems

Table 4: Operations Systems
Roll 1d100
Roll Subsystem
01 - 02 Science Systems
03 - 05 Security Systems
06 - 10 Separation System
11 - 17 Battle Bridge
18 - 27 Main Bridge
28 - 50 Table 4.1: Computer Systems
51 - 73 Table 4.2: Flight Control Systems
74 - 83 Table 4.3: Sensor Systems
84 - 90 Navigational Deflector
91 - 95 Communications Systems
96 - 98 Tractor Beams
99 Table 4.4: Transporters
00 Cloaking Device


Table 4.1: Computer Systems
Roll 1d100
Roll Subsystem
01 - 34 Computer Core
35 - 00 ODN System


Table 4.2: Flight Control Systems
Roll 1d100
Roll Subsystem
01 - 03 Captain's Yacht
04 - 09 Autopilot
10 - 28 Attitude Control
29 - 42 Inertial Dampening Field
43 - 72 Navigational Computer
73 - 83 Shuttlebay
84 - 97 SIF Generators
98 - 00 Specialized Steering


Table 4.3: Sensor Systems
Roll 1d100
Roll Subsystem
01 - 33 Long-Range Sensors
34 - 66 Lateral Sensors
67 - 83 Navigational Sensors
84 - 00 Probes


Table 4.4: Transporters
Roll 1d100
Roll Subsystem
01 - 34 Personnel Transporters
35 - 66 Emergency Transporters
67 - 00 Cargo Transporters
Attitude Control (1%)
When attitude control is 100% damaged, the Difficulty of any (now manual) Tests increases by one category, as operating systems manually in such circumstances

is difficult at best.

Autopilot (1%)
For every SU of damage, reduce the system’s Coordination by 1. Once Coordination reaches 0, reduce skill level by 1 for every 2 SUs damage; once skill level reaches 0, the autopilot is nonfunctional.
Battle Bridge (Special)
If the battle bridge is unmanned and the ship has not separated, it cannot be deliberately targeted, and damage to it causes no Crew casualties. When the battle bridge is manned, treat it like the regular bridge for Crew casualties (and for targeting as well if the ship has separated). Also known as Auxiliary Control Center on ships un-equipped with a formal Battle Bridge.
Bridge (0.2%)
For every 15% damage the bridge suffers, a panel or conduit explodes, showering the area with sparks and causing anyone using or standing within one meter of the panel to suffer 3+3d6 damage. The panel can still be used, but at a minimum -3 penalty to all Test Results. For every 30% damage, one panel goes dead and can no longer be used. For either effect, roll 1d6 to determine affected panel: 1 = Flight Control, 2 = Ops, 3 = Tactical, 4 = Command or Environmental, 5 = Science, 6 = Engineering. At 50% and 75% damage, the viewscreen, ready room, or conference room become useless.
Captain’s Yacht (0)
Apply damage to the captain’s yacht by rolling randomly on Table 1 (Starship Hit Locations) and assessing the effects accordingly. Sufficiently large internal explosions aboard the yacht may also damage the ship itself.
Cargo Transporters (4%)
For every 25% damage, reduce the transporter’s range and strength by 25%. When a transporter has been damaged to 65%, roll 1d6. A 1-2 indicates that it explodes, causing 6+6d6 damage to the ship (only Resistance protects against this). If a ship has multiple transporters, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Cloaking Device (8%)
For every 20% damage to a cloaking device, reduce its Difficulty modifier for Shipboard Systems (Sensors) Tests by 1; at 100% damage, the cloak fails entirely.
Communications Systems (4%)
Using the Communications Table, compare communications’s current remaining SUs and find the communication package on the table which most closely matches it (round up if necessary). That indicates communications’s current strength and security. For every 20% damage, reduce the bonus from one of its upratings packages by one category (to a minimum of 0 for each). If the ship has a holocommunications system, it’s lost when 20% damage is suffered. When Communications has been damaged to 65%, roll 1d6. A 1-2 indicates that it explodes, causing its normal full SUs to the ship in damage (no defense applies). Emergency communications is not lost until Communications has suffered more than 80% damage.
Computer Core (4%)
For every 25% damage to a computer core, impose a -1 Test Result penalty on all Computer Tests made using it (uprating packages may counteract some of this penalty). If the ship has multiple computer cores, a character can avoid this penalty by using another, undamaged or less damaged, one—unless the ODN system is damaged (see ODN below). If all computer cores are damaged, characters may use the lesser penalty, but any Test with any skill which involves the computer system (including any Shipboard System skill) suffers that same penalty (take the greater of this penalty or the penalty from the damaged ODN; do not add them).
Emergency Transporters (4%)
For every 25% damage, reduce the transporter’s range and strength by 25%. When a transporter has been damaged to 65%, roll 1d6. A 1-2 indicates that it explodes, causing 6+6d6 damage to the ship (only Resistance protects against this). If a ship has multiple transporters, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Inertial Damping Field (4%)
Every 10% damage to an IDF generator reduces its strength by 1 point (which in turn reduces the maximum it can reach with extra Power). When it hits 0 strength, the generator burns out, even if it has SUs left; the same thing happens if it loses all SUs but still has strength left. On ships with multiple IDF generators (including backups), the Narrator must determine which one is damaged by a given attack; the redundant and backup generators maintain the IDF at full strength until they’re all damaged (and then, the highest strength among them applies).
Lateral Sensors (8%)
Using the Lateral Sensors Table, compare the sensors’ current remaining SUs and find the sensor type on the table which most closely matches it (round up if necessary). That indicates the sensor’s current strength. For every 20% damage, reduce the ship’s Sensors Skill (if applicable) by 1. For every 30% damage, reduce its bonus from an upratings package by one category.
Long-Range Sensors (8%)
Roll 1d6; 1-3 means apply the damage to the range package, 4-6 means apply it to strength package. Using the Long-Range Sensors Table, compare the sensors’ current remaining SUs under the relevant category and find the sensor type on the table which most closely matches it (round up if necessary). That indicates the sensor’s current range at high and low resolution or current strength. All uprating package bonuses are lost as soon as the sensors suffer any loss of strength.
Navigational Computer (1%)
Roll 1d6; 1-5 means the primary nav computer is damaged, 6 means the backup computer is damaged. For every 25% damage to either the primary or backup navigational computer, reduce the Shipboard Systems (Flight Control) Test Result modifier that specific computer provides by -1. At 100% damage, a navigational computer goes offline and its backup (if any) comes online. Damage to the backup system does not cause Crew injury.
Navigational Deflector (4%)
For every 20% damage to the deflector, impose a -1 Test Result penalty on all Shipboard Systems (Flight Control, Tactical, or Deflector) Tests which involve it. At 50% damage, halve the ranges when it’s used to project forms of energy. At 30%, 60%, and 90% damage, one of its graviton generators is destroyed; when all are destroyed, the ship cannot go to warp without risking wear and tear on the ship (see Navigational Deflector).
Navigational Sensors (2%)
Using the Navigational Sensors Table, compare the sensors’ current remaining SUs and find the sensor type on the table which most closely matches it (round up if necessary). That indicates the sensor’s current strength. For every 30% damage, reduce its bonus from an upratings package by one category.
ODN System (8%)
At 50% damage, any Test with any skill which involves the computer system (including any Shipboard System skill) suffers a -1 Test Result; at 75%, this becomes -2. At 100%, the computer cannot transfer data from one station to another, making it impossible to link systems together or exchange data between them.
Personnel Transporters (4%)
For every 25% damage, reduce the transporter’s range and strength by 25%. When a transporter has been damaged to 65%, roll 1d6. A 1-2 indicates that it explodes, causing 6+6d6 damage to the ship (only Resistance protects against this). If a ship has multiple transporters, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Probes (2%)
Every SU of damage destroys 2d6 probes, and may damage others.
Science Systems (4%)
For every 20% damage taken, reduce the Effect provided by the Science Systems (see table) by -1 (this may quickly result in penalties to Science Skills and related Tests due to lack of properly functioning equipment) or eliminate the effect of one specialized science system or destroy one laboratory.
Security Systems (4%)
For every 10% damage, roll 1d6. 1-2 means the damage was suffered by the brig area, possibly freeing (and/or injuring) prisoners, 3-4 means it was suffered by the anti-intruder system; the Narrator determines what areas of the ship are no longer protected by the system, 5-6 means that the internal force field system was damaged; reduce the maximum highest strength of the force fields by 1-2.
Separation System (4%)
For every 20% damage to any separation system (saucer separation, multivector attack mode, or detachable warhead), increase the Difficulty of Tests to separate the ship by +1. Failure means the system has locked up due to damage; separation is impossible. Dramatic Failure means the same thing plus the ship suffers 10d6 damage (only Resistance and the SIF protect against this).
Shuttlebay (0)
When an attack hits the shuttlebay, roll 1d6. On a 1-4, one of the stored ships (if any are present) is hit; apply the damage to a random location using this table. On a 5-6, the bay itself suffers damage. At 50% damage, the Flight Deck Officer has to make Moderate (6) Shipboard Systems (Shuttlebay) Tests to do anything, including opening the bay’s doors; at 100% damage, the entire bay is vented into space. If a ship has multiple shuttlebays, the Narrator determines which one an attack hits; he may also reduce the chances a stored ship is hit if the bay is not full.
SIF Generators (0.2%)
Using the Structural Integrity Field Generators Table, compare the SIF’s current remaining SUs and find the generator type on the table which most closely matches it (round up if necessary). That indicates the SIF’s current strength (and thus the extent to which it can be improved with extra Power). On ships with multiple SIF generators (including backups), the Narrator must determine which one is damaged by a given attack; the redundant and backup generators maintain the SIF at full strength until they’re all damaged (and then, the highest strength among them applies).
Specialized Steering (4%)
If a ship has a manual steering column, any damage to it destroys it. If it has a neurogenic interface, even a single SU of damage is enough to at least knock it out of alignment, if not destroy it; it’s useless until repaired.
Tractor Beams (4%)
For every 10% damage a tractor beam emitter suffers, reduce its maximum strength by 1. When a tractor beam has been damaged to 50%, roll 1d6. A 1-2 indicates that it explodes, causing 6+6d6 damage to the ship (only Resistance protects against this). If a ship has multiple tractor beams, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.

Tactical Systems

Table 5: Tactical Systems
Roll 1d100
Roll Subsystem
01 - 03 Auto-Destruct System
04 - 42 Beam Weapons
43 - 72 Table 5.1: Shields
73 - 91 Torpedo Launcher
92 - 97 TA/T/TS
98 - 00 Torpedo Storage


Table 4.1: Shields
Roll 1d100
Roll Subsystem
01 - 17 Shield Generators
18 - 50 Shield Grid
51 - 67 Distortion Amplifiers
68 - 00 Recharging System


Auto-Destruct System (2%)
Damage to the auto-destruct system, even its complete destruction, is highly unlikely to trigger it accidentally. Whenever the auto-destruct system takes damage, roll 4d6. If all dice come up 1s, the auto-destruct detonates. When it loses all of its SUs, the auto-destruct system becomes nonfunctional.
Beam Weapon (8%)
Use the appropriate table (Disrupters, Lasers, Phase Cannons, Phasers, Plasma Cannons, etc.) to determine how many emitters each SU of damage to a phaser array does; when all emitters are destroyed, a phaser array no longer functions (partial damage may restrict its firing arc). When an array takes 50% damage, roll 1d6. A roll of 1 indicates that an explosion occurs, causing 1 SU damage to the ship for every 2 remaining emitters (only Resistance protects against this). (If there’s no explosion, roll every time after that when the array takes damage again, until it explodes, is destroyed, or the ship routes all Power away from it.) A roll of 2 indicates damage to the phaser generator; the array can only fire at half strength maximum (for later rolls of this result, reduce phaser strength to one-quarter, one-eighth, and so forth). If a ship has multiple phaser arrays, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Distortion Amplifiers (8%)
Using the Shields Table, compare the subspace field distortion amplifier’s current remaining SUs to the table and find the package which most closely matches it (round up if necessary). The highest number in that class indicates the level to which the shields’ Threshold has been reduced. When an amplifier takes 50% damage, roll 1d6. A 1-2 indicates that an explosion occurs, causing 1d6 damage per Class of amplifier (Class Alpha counts as 1, Class Beta as 2, and so forth) (only Resistance protects against this). If there’s no explosion, roll every time after that the amplifier takes damage again, until it explodes or is destroyed.
Recharging System (8%)
For every 20% damage, reduce the effectiveness of the recharging system to the next worst type on the Shields Table. When 80% damage is exceeded, the Recharge Speed drops to 50 seconds; at 100%, the shields can no longer recharge (once collapsed, they stay collapsed until the system is repaired).
Shield Generators (8%)
Using the Shields Table, compare the generator’s current remaining SUs and find the package on the table which most closely matches it (round up if necessary). The highest Protection number in that class indicates the level to which the shields have been reduced (though they may already have been damaged below that level during the battle). When a generator takes 50% damage, roll 1d6. A 1-2 indicates that an explosion occurs, causing 1d6 damage per Class of generator (only Resistance protects against this). If there’s no explosion, roll every time after that the generator takes damage, until it explodes or is destroyed. Since ships have multiple shield generators, plus backup generators, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Shield Grid (8%)
Every 30% damage reduces the effectiveness of the shield grid to the next lowest grid type (see the Shields Table).
TA/T/TS (1%)
Using the TA/T/TS Table, compare the TA/T/TS’s current remaining SUs and find the package on the table which most closely matches it (round up if necessary). That indicates TA/T/TS’s current strength and Test bonus. For every 20% damage, reduce the ship’s Weapons Skill (if applicable) by 1.
Torpedo Launcher (2%)
When a torpedo launcher suffers 50% damage, reduce its Spread and/or the ranges over which it can fire torpedoes by half. Also, roll 1d6. A 1 indicates that an explosion occurs, causing 2 SUs damage to the ship per point of Spread (only Resistance protects against this). If there’s a torpedo in the launcher when an attack hits, roll for explosion regardless of the percent of damage taken, and the chance for explosion rises to 1-3. If there’s no explosion, roll every time after that the launcher takes damage again, until it explodes, is destroyed, or the ship routes all Power away from it. If a ship has multiple launchers, the Narrator must determine which one is hit randomly, or based on the angle of attack and other factors.
Torpedo Storage (2%)
Every 1 SU of damage destroys 2d6 torpedoes, and may damage others.

Non-Combat Damage Determination

For damage incurred from an interstellar phenomenon, the specific levels of damage (or how to determine them) can be found for the particular event in Interstellar Phenomena.