Damage: Difference between revisions
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Total damages from an Event are applied in 25-point groups (or less, as warranted). 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. | Total damages from an Event are applied in 25-point groups (or less, as warranted). 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, subtract the remainder from the | If a system is destroyed before the total 25-point group can be applied, subtract the remainder from the SU group total, without causing further damage to other systems. If the system does not exist (previously destroyed or never installed), conduct a completely new roll (from the first table). | ||
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. | |||
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Revision as of 09:28, 17 March 2014
A vessel applying damage following a failure (or two) leaves Mission Failures with the amount of damage known, but not to what systems and to how many crew. This article will help determine that damage. Recovery from damage and casualties will be handled in the article on Repairs.
Total damages from an Event are applied in 25-point groups (or less, as warranted). 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, subtract the remainder from the SU group total, without causing further damage to other systems. If the system does not exist (previously destroyed or never installed), conduct a completely new roll (from the first table).
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.
| 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
| 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 |
| 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 |
| 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.
- 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.
- 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.
- 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.
- 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.)
- 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.
- 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.
- 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%.
- 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%.
- 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.
- 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%.