Damage: Difference between revisions
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; Reaction Control System (2%): Fifty percent (50%) or greater damage to the RCS makes it impossible for a ship to use thrusters. | ; 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 Catastrophic Failure Table ( | ; 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. | ||
{| align="center" border="2" style="background:#BDBDBD; text-align: center" | |||
|+ '''Table 3.3: Warp Engine Catastrophic Failure Table<br> 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 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 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%): Using the Nacelle Table (page 35), compare the nacelles’ current remaining SUs and find the nacelle type on the table which most closely matches it (round up if necessary). That indicates the nacelles’ current warp capability. 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. | ; Warp Nacelles (0%): Using the Nacelle Table (page 35), compare the nacelles’ current remaining SUs and find the nacelle type on the table which most closely matches it (round up if necessary). That indicates the nacelles’ current warp capability. 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. | ||
Revision as of 13:10, 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.
- 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
| 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 |
| Roll | Subsystem |
|---|---|
| 01 - 34 | Auxiliary Power |
| 35 - 51 | Emergency Power |
| 52 - 00 | EPS |
| 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).
- 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). 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.
| 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 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 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%)
- Using the Nacelle Table (page 35), compare the nacelles’ current remaining SUs and find the nacelle type on the table which most closely matches it (round up if necessary). That indicates the nacelles’ current warp capability. 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.