Random Events: Difference between revisions

From Starfleet Command
Jump to navigation Jump to search
italics
 
(34 intermediate revisions by the same user not shown)
Line 1: Line 1:
==Defined==
==Defined==
An '''Event''' is defined as an incident that could conceivably result in the ship's destruction, if not successfully completed. Generally, these Events are not defined any further than this, though they can be. Events are described as one of five levels of complexity:
An '''Event''' is defined as an incident that could conceivably result in the ship's destruction, if not successfully completed. Generally, these Events are not defined any further than this, though they can be. Events are described as one of five levels of complexity:
*Simple
* Simple
*Routine
* Routine
*Challenging
* Challenging
*Difficult
* Difficult
*Extreme
* Extreme


==Levels==
Events have two potential Ship Mission skill rolls to be made, in order to be resolved. The first is the '''Mission Task''' roll and a successful roll here ends the mission on a completely positive note (though [[Starfleet Command:Skills|Skill points]] can be awarded for missions that are rated as Challenging or higher). If a Mission Task roll fails, then a '''Mission Failure''' has occurred and damage has been potentially received. After the initial damage rolls are made, a second Ship Mission skill roll is made, to see how the commanding officer and crew handled the sudden and unexpected damage. If they pass, they handled the emergency well, and no further damage is taken; however, if they fail this second roll, their lack of preparedness has resulted in additional damage to the ship.
To see if the ship and its crew passes an Event, a Test roll is made. A successfull roll results in the success of both the mission and the survival of the ship (and its crew), with no further rolls necessary. If the first roll fails, another is made. A success in this roll indicates that although the mission was failed to be accomplished, the ship survived, albeit there is a chance of damage to the ship and casualties to the crew [see below]. A failure of the second roll results in the complete destruction of the ship (unless the scenario allows for an alternate result).


A '''Simple''' Event virtually guarantees a successful outcome. On a Ship skill below 50 has a chance of failing this Event, as the Test roll requires the ship to pass a roll against a doubled Ship skill.  
==Event Complexity Determination==
:''Ex: The Ship skill is 62, which means a failure can only happen when a result of greater than 124 (62 x 2 = 124) on a 100 percentile roll occurs.''
Determine the number of overall Events by the number of commissioned ships (line and auxiliary) within the authority of the sector command divided by 12 and multiplied by the results of a percentage (i.e. 1d100%) roll.  


A '''Routine''' Event is nearly as easy as a Simple one, though there does exist a sizeable potential for failure. The percentile is rolled versus the unmodified Ship skill.  
# Roll percentile dice four more times. Each roll represents the number of Events at each level, starting with Simple ones, with each following percentile roll a factor of the remaining Events. Extreme events receive the final remainder. Based on the randomization of each of these four rolls, some more complex Events may outnumber less complex ones.<br>''Ex: For the month of March, 80 Events are determined to occur. The four percentile rolls are 35, 16, 86 and 19, representing the Simple, Routine, Challenging and Difficult Events. Respectively (and in order), those result in 28 Simple, 8 Routine, 38 Challenging and 1 Difficult Events, leaving 5 Extreme Events.''
:''Ex: The Ship skill of 62 is higher than the percentile roll of 54, indicating a success. If the roll had been 63 or higher, the mission would have been a failure.''
# The Simple Events can be ignored, since-in the majority of the cases-none of the Events will threaten the ship. However, they may be assigned to an individual ship, if preferred, using the below methods.
# Routine, Challenging, Difficult and Extreme Events are assigned to individual ships, to have them played out via Test rolls. Determine the percentage for each primary class (''ex: ''[[Constitution]]'' class'') within the totality of all commissioned ships (including those engaged in refits or other similar yard periods) and apply the resulting number to randomized ships within that class as experiencing that level of Event. One ship can experience more than one Event per month. Note: Round out to the nearest whole number for the number of Events assigned to each ship class.<br>''Ex: The ''Constitution'' class ships makes up 7% of the sector ships and 38 Challenging Events have been determined to occur for the month of March. That means the ''Constitution'' class will have 3 Challenging Events (38 x 7% = 2.66, rounded up to 3) assigned to its ships.''


A '''Challenging''' Event requires a 25% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
Note: Line ships are at much greater risk of encountering Events than auxiliaries and other support vessels. When counting the number of commissioned ships (for the purpose of determining the 'subjected' ships), halve the number within each class of vessel that are ''not'' considered line (i.e., not battleships, explorers, warships, cruisers, destroyers, frigates, scouts, escorts, etc.), reducing that class' overall represented percentage. This will result in a greater number of Monthly Events falling upon the categories of ships that are engaged in risky missions. <br>''Ex: In #3 above, the ''Constitution'' class made up 7% of the starships of the sector. In the same roll, the 20 ''Arcadia'' class tankers represent 10% of the ships in the same sector, but instead only receive 5% of the Challenging Events, as their numbers were halved (from 20 to 10) when counting the number of commissioned ships.''
:''Ex: The Ship skill of 62 is modified as 46 (62 - 15.5 (averaged up to 16) = 46). A roll of 46 or less is required for success.''


A '''Difficult''' Event requires a 50% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
==Event Test==
:''Ex: The Ship skill of 62 is modified as 31 (62 - 31 = 31). A roll of 31 or less is required for success.''
To see if the ship and its crew passes an Event, a Test roll is made. A successful roll results in the success of both the Event and the survival of the ship (and its crew), with no further rolls necessary. If the first roll fails, another is made. A success in this roll indicates that although the Event was not perfectly resolved, the ship survived, albeit with a chance of damage to the ship and casualties to the crew (see Event Failures below). A failure of the second roll results in the complete destruction of the ship (unless the scenario allows for an alternate result).


A '''Extreme''' Event requires a 75% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
* A '''Simple''' Event virtually guarantees a successful outcome. Only a Ship skill below 50 has a chance of failing this Event, as the Test roll requires the ship to pass a roll against a doubled Ship skill.  
:''Ex: The Ship skill of 62 is modified as 15 (62 - 46.5 (averaged up to 47) = 15). A roll of 15 or less is required for success.''
:''Ex: The Ship skill is 62, which means a failure can only happen when a result of greater than 124 (62 x 2 = 124) on a 100 percentile roll occurs. A Ship skill this high will be impossible to fail.''


''Note'': instead of rolling a d100 die for the Test percentile roll, instead roll two d10s, with the first representing the 'tens' digit and the second as the 'ones' digit. If both rolls are the same (''ex: 6 and 6''), then roll a third one and subtract that from the percentile. If the third roll also equals the original 'twin' rolls, roll and subtract again (and again and again, as long as each roll is the same as the original two). The effect is to lower the percentile roll in opposition to the Ship skill.
* A '''Routine''' Event is nearly as easy as a Simple one, though there does exist a sizable potential for failure. The percentile is rolled versus the unmodified Ship skill.  
:''Ex: The Ship skill of 62 is higher than a percentile roll of 54, indicating a success. If the roll had been 63 or higher, the mission would have been a failure.''


==Event Determination==
* A '''Challenging''' Event requires a 25% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
Every month, each commissioned ship has a 1 in 12 chance of engaging in an Event of some level. Instead of rolling for each ship every month to see if the ship had an Event, divide the number of active ships by twelve to determine the number of Monthly Events and then follow these steps:
:''Ex: The Ship skill of 62 is modified as 46 (62 - 15.5 (averaged up to 16) = 46). A roll of 46 or less is required for success.''
# Roll percentile dice four times. Each roll represents the number of Events at each level, starting with Simple ones, with each following percentile roll a factor of the remaining Events. Extreme events receive the final remainder.<br>''Ex: For the month of March, 80 Monthly Events are determined to occur. The four percentile rolls are 35, 16, 86 and 19, representing the Simple, Routine, Challenging and Difficult Events. Respectively (and in order), those result in 28 Simple, 8 Routine, 38 Challenging and 1 Difficult Events, leaving 5 Extreme Events.''
# The Simple Events can be ignored, since -in the majority of the cases- none of the Events will threaten the ship. However, they may be assigne to an individual ship, if preferred, using the below methods.
# Routine, Challenging, Difficult and Extreme Events are assigned to individual ships, to have them played out via Test rolls. Determine the percentage for each primary class (''ex: ''[[Constitution]]'' class'') within the totality of all commissioned ships (including those engaged in refits or other similar yard periods) and apply the resulting number to randomized ships within that class as experiencing that level of Event. One ship can experience more than one Event per month. Note: Round out to the nearest whole number for the number of Events assigned to each ship class.<br>''Ex: The ''Constitution'' class of twelve ships makes up 7% of the active fleet and 38 Challenging Events have been determined to occur for the month of March. That means the ''Constitution'' class will have 3 Challenging Events (38 x 7% = 2.66, rounded up to 3) assigned to its ships.''
''[Note: a rule can/should be developed that assigns greater risk to certain ships, possibly to the newest line classes or classes assigned to particularly dangerous missions. For example, the [[USS Enterprise (NCC-1701)|USS Enterprise]] saw about 22 Challenging and harder Events every year during its third 5-year mission of exploration.]''


==Mission Failures==
* A '''Difficult''' Event requires a 50% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
When an initial Test roll is not passed, the mission is deemed a failure. Whether or not the actual scenario goals were met or not, the Event resulted in an incident that may be regarded as catastrophic (ex: ''USS da Vinci'''s tragic loss of half the crew at [[Galvan VI]] still allowed for a successful recovery of the ''USS Orion'' and the Wildfire device, but in the spirit of these Events, it would have been seen as a mission failure). In the case of a failure, a second roll is made to determine if the ship itself survived the incident, with or without crew casualties.
:''Ex: The Ship skill of 62 is modified as 31 (62 - 31 = 31). A roll of 31 or less is required for success.''


The following rules show how to handle damage and casualty estimates based on failed rolls.
* An '''Extreme''' Event requires a 75% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
 
:''Ex: The Ship skill of 62 is modified as 15 (62 - 46.5 (averaged up to 47) = 15). A roll of 15 or less is required for success.''
[''further rules to be written will develop this''].
 
==Skill Points Awarded==
As a ship's crew and captain's experiences increase, so do their respective skill levels, and -as a result- does the Ship skill. The addition of a point every two years of commissioned service has already been [[Help:Skills|discussed]], but the experience gained with Events is handled here.


A ship experiencing Simple Events is assumed to be gaining experience in line with the points awarded every two years. However, experience with higher levels of Events (Routine and higher) provide the opportunity for quicker points accumulation. These rules operate along hte basis that more is learned from a failure than from a success. While skill points can be gained from successes, in every case of failure, at least one point is earned.
'''Note:''' instead of rolling a d100 die for the Test percentile roll, instead roll two d10s, with the first representing the "tens" digit and the second as the "ones" digit. If both rolls are the same (''ex: 6 and 6''), then roll a third one and subtract that from the percentile. If the third roll also equals the original "twin" rolls, roll and subtract again (and again and again, as long as each roll is the same as the original two). The effect is to lower the percentile roll in opposition to the Ship skill. (This represents Good Luck working in favor of the crew.)


Simple Events which are tracked individually and result in a mission failure earn one skill point, randomly assigned to either the captain or the crew.
:''Ex: A Routine Event target number (''i.e.'', the unmodified Ship skill) is 63, but a 66 is rolled, indicating failure. However, because 6 and 6 were rolled (twin rolls), a single 1d10 is rolled, this time resulting in a 7, making the Test roll 59 (66 - 7 = 59). If the third roll had been another 6, then a fourth roll would be conducted, for maybe a 3. The final Test roll in that case would be a 57 (66 - 6 - 3 = 57). In both modified rolls, the Test roll was determined to be successful.''


Routine Events only garner points in circumstances where the mission failed, which is not a common event for Starfleet vessels at this level of Event. In the case of a mission failure, whether or not actual damage or casualties was incurred, one skill point is gained for both the captain and the crew.
==Event Failures==
When an initial Test roll is not passed, the Event is deemed a failure. Whether an associated mission's or assignment's goals were met or not, the Event resulted in an incident that may be regarded as catastrophic (''ex: ''USS da Vinci'''s tragic loss of half the crew at [[Galvan VI]] still allowed for a mission success with the successful recovery of ''USS Orion'' and the Wildfire device, but it would be graded as an Event failure''). When an Event failure occurs, a percentile roll is made to determine the degree of damage (minimal, marginal, major, massive, disaster or catastrophic) to the ship (and crew) on the table appropriate to the level of the Event, down the '''1st Fail''' column. The captain and crew must now deal with the results of this damage. A Test roll of the ''unmodified'' Ship skill (i.e., full skill amount) is made again: if the ship passes, no further failures have occurred and no additional damage is incurred. If the ship fails this last Test roll, another percentile roll is made and compared against the '''2nd Fail''' column, with additional damage recorded. The Damage Table is consulted twice to determine the amount of damage for both failed Test rolls (if necessary).


Challenging Events earn one point for both skills, if the Event was successful (but as long as the ship survived). A mission failure results in one point for the captain, but two for the crew.


Difficult Events earn one skill point for a success for both skills and two points for both in the event of a failure.
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Simple Event Failed Rolls'''<br> (Roll 1d100)
|-
! 1st Fail
! 2nd Fail
! Damage Estimate
|-
|01 - 10 || 01 - 05  || Minimal
|-
| 11 - 46 || 06 - 15  || Marginal
|-
| 47 - 79|| 16 - 48  || Major
|-
| 80 - 00|| 49 - 00  || Massive
|}
<br>
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Routine Event Failed Rolls'''<br> (Roll 1d100)
|-
! 1st Fail
! 2nd Fail
! Damage Estimate
|-
|01 - 09  ||01 - 04  || Minimal
|-
|10 - 43  ||05 - 11  || Marginal
|-
|44 - 74  ||12 - 34  || Major
|-
|75 - 94  ||35 - 70  || Massive
|-
|95 - 00  ||71 - 00  || Disaster
|}
<br>
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Challenging Event Failed Rolls'''<br> (Roll 1d100)
|-
! 1st Fail
! 2nd Fail
! Damage Estimate
|-
|01 - 09  ||01 - 03  || Minimal
|-
|10 - 42  ||04 - 09  || Marginal
|-
|43 - 72  ||10 - 28  || Major
|-
|73 - 91  ||29 - 58  || Massive
|-
|92 - 97  ||59 - 83  || Disaster
|-
|98 - 00  ||84 - 00  || Catastrophic
|}
<br>
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Difficult Event Failed Rolls'''<br> (Roll 1d100)
|-
! 1st Fail
! 2nd Fail
! Damage Estimate
|-
|01 - 36  ||01 - 06  || Marginal
|-
|37 - 69  ||07 - 26  || Major
|-
|70 - 90  ||27 - 56  || Massive
|-
|91 - 97  ||57 - 82  || Disaster
|-
|98 - 00  ||82 - 00  || Catastrophic
|}
<br>
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Extreme Event Failed Rolls'''<br> (Roll 1d100)
|-
! 1st Fail
! 2nd Fail
! Damage Estimate
|-
|01 - 52  ||01 - 21  ||Major
|-
|53 - 85  ||22 - 54  ||Massive
|-
|86 - 95  ||55 - 81  ||Disaster
|-
|96 - 00  ||82 - 00  ||Catastrophic
|}
<br>
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Damage Table'''
|-
! Estimate
! Result
|-
| Minimal || 1d10% of total SUs damage
|-
| Marginal || (1d16 + 4)% of total SUs damage
|-
| Major || (1d21 + 9)% of total SUs damage
|-
| Massive || (1d26 + 24)% of total SUs damage
|-
| Disaster || (1d26 + 49)% of total SUs damage
|-
| Catastrophic || (1d50 + 74)% of total SUs damage*
|}


Extreme Events earn two points for both skills, if the Event was successful. A mission failure also results in two points for both skills, but a third point is applied randonly to one of the two.
* Note: For Catastrophic, any roll of 100% or greater results in automatic destruction, with the loss of all hands, as does any damage that equals or exceeds the ship's Total SU value.
:''Ex: The ship survives a catastrophic Event, even though the mission failed. Randomly, the captain receives three skill points from the experience, while the crew receives two.''
* To apply damage to a ship, see the [[Damage]] rules.




[[Category:Rules|{{PAGENAME}}]]
[[Category:Missions, Assignments & Events|{{PAGENAME}}]]

Latest revision as of 06:17, 31 August 2026

Defined

An Event is defined as an incident that could conceivably result in the ship's destruction, if not successfully completed. Generally, these Events are not defined any further than this, though they can be. Events are described as one of five levels of complexity:

  • Simple
  • Routine
  • Challenging
  • Difficult
  • Extreme

Events have two potential Ship Mission skill rolls to be made, in order to be resolved. The first is the Mission Task roll and a successful roll here ends the mission on a completely positive note (though Skill points can be awarded for missions that are rated as Challenging or higher). If a Mission Task roll fails, then a Mission Failure has occurred and damage has been potentially received. After the initial damage rolls are made, a second Ship Mission skill roll is made, to see how the commanding officer and crew handled the sudden and unexpected damage. If they pass, they handled the emergency well, and no further damage is taken; however, if they fail this second roll, their lack of preparedness has resulted in additional damage to the ship.

Event Complexity Determination

Determine the number of overall Events by the number of commissioned ships (line and auxiliary) within the authority of the sector command divided by 12 and multiplied by the results of a percentage (i.e. 1d100%) roll.

  1. Roll percentile dice four more times. Each roll represents the number of Events at each level, starting with Simple ones, with each following percentile roll a factor of the remaining Events. Extreme events receive the final remainder. Based on the randomization of each of these four rolls, some more complex Events may outnumber less complex ones.
    Ex: For the month of March, 80 Events are determined to occur. The four percentile rolls are 35, 16, 86 and 19, representing the Simple, Routine, Challenging and Difficult Events. Respectively (and in order), those result in 28 Simple, 8 Routine, 38 Challenging and 1 Difficult Events, leaving 5 Extreme Events.
  2. The Simple Events can be ignored, since-in the majority of the cases-none of the Events will threaten the ship. However, they may be assigned to an individual ship, if preferred, using the below methods.
  3. Routine, Challenging, Difficult and Extreme Events are assigned to individual ships, to have them played out via Test rolls. Determine the percentage for each primary class (ex: Constitution class) within the totality of all commissioned ships (including those engaged in refits or other similar yard periods) and apply the resulting number to randomized ships within that class as experiencing that level of Event. One ship can experience more than one Event per month. Note: Round out to the nearest whole number for the number of Events assigned to each ship class.
    Ex: The Constitution class ships makes up 7% of the sector ships and 38 Challenging Events have been determined to occur for the month of March. That means the Constitution class will have 3 Challenging Events (38 x 7% = 2.66, rounded up to 3) assigned to its ships.

Note: Line ships are at much greater risk of encountering Events than auxiliaries and other support vessels. When counting the number of commissioned ships (for the purpose of determining the 'subjected' ships), halve the number within each class of vessel that are not considered line (i.e., not battleships, explorers, warships, cruisers, destroyers, frigates, scouts, escorts, etc.), reducing that class' overall represented percentage. This will result in a greater number of Monthly Events falling upon the categories of ships that are engaged in risky missions.
Ex: In #3 above, the Constitution class made up 7% of the starships of the sector. In the same roll, the 20 Arcadia class tankers represent 10% of the ships in the same sector, but instead only receive 5% of the Challenging Events, as their numbers were halved (from 20 to 10) when counting the number of commissioned ships.

Event Test

To see if the ship and its crew passes an Event, a Test roll is made. A successful roll results in the success of both the Event and the survival of the ship (and its crew), with no further rolls necessary. If the first roll fails, another is made. A success in this roll indicates that although the Event was not perfectly resolved, the ship survived, albeit with a chance of damage to the ship and casualties to the crew (see Event Failures below). A failure of the second roll results in the complete destruction of the ship (unless the scenario allows for an alternate result).

  • A Simple Event virtually guarantees a successful outcome. Only a Ship skill below 50 has a chance of failing this Event, as the Test roll requires the ship to pass a roll against a doubled Ship skill.
Ex: The Ship skill is 62, which means a failure can only happen when a result of greater than 124 (62 x 2 = 124) on a 100 percentile roll occurs. A Ship skill this high will be impossible to fail.
  • A Routine Event is nearly as easy as a Simple one, though there does exist a sizable potential for failure. The percentile is rolled versus the unmodified Ship skill.
Ex: The Ship skill of 62 is higher than a percentile roll of 54, indicating a success. If the roll had been 63 or higher, the mission would have been a failure.
  • A Challenging Event requires a 25% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
Ex: The Ship skill of 62 is modified as 46 (62 - 15.5 (averaged up to 16) = 46). A roll of 46 or less is required for success.
  • A Difficult Event requires a 50% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
Ex: The Ship skill of 62 is modified as 31 (62 - 31 = 31). A roll of 31 or less is required for success.
  • An Extreme Event requires a 75% reduction in the Ship skill, before the roll is made. If the percentile roll is higher than the modified Ship skill, the mission is a failure.
Ex: The Ship skill of 62 is modified as 15 (62 - 46.5 (averaged up to 47) = 15). A roll of 15 or less is required for success.

Note: instead of rolling a d100 die for the Test percentile roll, instead roll two d10s, with the first representing the "tens" digit and the second as the "ones" digit. If both rolls are the same (ex: 6 and 6), then roll a third one and subtract that from the percentile. If the third roll also equals the original "twin" rolls, roll and subtract again (and again and again, as long as each roll is the same as the original two). The effect is to lower the percentile roll in opposition to the Ship skill. (This represents Good Luck working in favor of the crew.)

Ex: A Routine Event target number (i.e., the unmodified Ship skill) is 63, but a 66 is rolled, indicating failure. However, because 6 and 6 were rolled (twin rolls), a single 1d10 is rolled, this time resulting in a 7, making the Test roll 59 (66 - 7 = 59). If the third roll had been another 6, then a fourth roll would be conducted, for maybe a 3. The final Test roll in that case would be a 57 (66 - 6 - 3 = 57). In both modified rolls, the Test roll was determined to be successful.

Event Failures

When an initial Test roll is not passed, the Event is deemed a failure. Whether an associated mission's or assignment's goals were met or not, the Event resulted in an incident that may be regarded as catastrophic (ex: USS da Vinci's tragic loss of half the crew at Galvan VI still allowed for a mission success with the successful recovery of USS Orion and the Wildfire device, but it would be graded as an Event failure). When an Event failure occurs, a percentile roll is made to determine the degree of damage (minimal, marginal, major, massive, disaster or catastrophic) to the ship (and crew) on the table appropriate to the level of the Event, down the 1st Fail column. The captain and crew must now deal with the results of this damage. A Test roll of the unmodified Ship skill (i.e., full skill amount) is made again: if the ship passes, no further failures have occurred and no additional damage is incurred. If the ship fails this last Test roll, another percentile roll is made and compared against the 2nd Fail column, with additional damage recorded. The Damage Table is consulted twice to determine the amount of damage for both failed Test rolls (if necessary).


Simple Event Failed Rolls
(Roll 1d100)
1st Fail 2nd Fail Damage Estimate
01 - 10 01 - 05 Minimal
11 - 46 06 - 15 Marginal
47 - 79 16 - 48 Major
80 - 00 49 - 00 Massive


Routine Event Failed Rolls
(Roll 1d100)
1st Fail 2nd Fail Damage Estimate
01 - 09 01 - 04 Minimal
10 - 43 05 - 11 Marginal
44 - 74 12 - 34 Major
75 - 94 35 - 70 Massive
95 - 00 71 - 00 Disaster


Challenging Event Failed Rolls
(Roll 1d100)
1st Fail 2nd Fail Damage Estimate
01 - 09 01 - 03 Minimal
10 - 42 04 - 09 Marginal
43 - 72 10 - 28 Major
73 - 91 29 - 58 Massive
92 - 97 59 - 83 Disaster
98 - 00 84 - 00 Catastrophic


Difficult Event Failed Rolls
(Roll 1d100)
1st Fail 2nd Fail Damage Estimate
01 - 36 01 - 06 Marginal
37 - 69 07 - 26 Major
70 - 90 27 - 56 Massive
91 - 97 57 - 82 Disaster
98 - 00 82 - 00 Catastrophic


Extreme Event Failed Rolls
(Roll 1d100)
1st Fail 2nd Fail Damage Estimate
01 - 52 01 - 21 Major
53 - 85 22 - 54 Massive
86 - 95 55 - 81 Disaster
96 - 00 82 - 00 Catastrophic


Damage Table
Estimate Result
Minimal 1d10% of total SUs damage
Marginal (1d16 + 4)% of total SUs damage
Major (1d21 + 9)% of total SUs damage
Massive (1d26 + 24)% of total SUs damage
Disaster (1d26 + 49)% of total SUs damage
Catastrophic (1d50 + 74)% of total SUs damage*
  • Note: For Catastrophic, any roll of 100% or greater results in automatic destruction, with the loss of all hands, as does any damage that equals or exceeds the ship's Total SU value.
  • To apply damage to a ship, see the Damage rules.