This modified damage system comes from the archives, as it were. I probably found this system published online sometime around 1995, and I have since lost the original source. I don't use this exact system in my games, but the idea is solid, and I am likely to modify it and use it at times (e.g., during climactic battles).
Modified Character Combat Table
Stun
Takes effect immediately.
1 | Blast has no effect |
2-3 | Blast grazes you (+5 to next initiative) |
4 | Blast smashes you in your chest (-1d6 to all rolls for this and next round) |
5-6 | Blast knocks you back (-1d6 to next initiative) |
Wounded
Lasts until healed.
1-2 | The blast rips your arm (-1d6 to arm dexterity checks) |
3 | Blast burns into your chest (-1d6 to all rolls) |
4-5 | Blast sends you flying back (-2d6 to initiative for 2 rounds) |
6 | Blast rips through your leg (-1/2 to your movement) |
Incapacitated
1 | Blast shreds your groin (character cannot move 15% chance of paralysis) |
2-3 | Blast tears through your arm (-2d6 to dexterity skills) |
4 | Blast pierces your chest (character falls prone for 2d6 rounds) |
5-6 | blast grazes temple (-3d6 to next initiative) |
Mortally Wounded
1-2 | Blast severs a limb (roll body die) |
3 | Blast travels through your chest (character dies in 2d6 rounds without first aid) |
4-5 | Blast hits face and causes blindness |
6 | 15% chance of a nast critical |
Nasty Criticals
01 | Top of head blown off, ooze leaks out (instant death) |
02-10 | Knee shattered (-1d6 till it is healed) |
11-15 | Heart blown apart (death in 1d6 rounds) |
16-18 | Spinal cord cleany separated (instant death) |
19-25 | Groin removed (-1d6 to dexterity permanently) |
26-37 | Ribs (you got lucky, -1d6 till healed) |
38-40 | Lung punctured, asphyxiation from drowning in blood (death) |
41-49 | Jaw shattered (serious pain but can heal) |
50 | Face partially removed (character can be saved) |
51-65 | Temple (lose consciousness for 1d6 rounds) |
66-68 | Forhead (-1d6 to mental attributes until recovery) |
69-74 | Larynx (cannot speak for 1 month) |
75-86 | Stomach ruptured (die from poison in 3d6 rounds) |
87-91 | Lower Spine (10% chance of permanent paralyzation) |
92-94 | Multiple organs struck, internals reduced to jelly (death) |
95-99 | Collar bone broken (50% chance of paralyzation) |
00 | Enters eye and exits back of skull (death) |
Revised Ship Damage Rules
For Starfighters and smaller vessels, continue to use the base rules. These new rules apply only for larger craft. Space Transports and Capital-scale vessels can stay in the fight until all hull dice are lost; at that point, the ship breaks up and is totally destroyed.
Space Transports
Graze (1-3 points over)
-1 pip of shields; if no shields remain, take a Light Damage result.
Light Damage (4-8 points over)
-1 pip of hull, and:
- Hull : -1 more pip of hull
- Shields : -1 pip
- Weapons : One weapon either (1-3) looses all FC, or (4-6) 1/2 damage
- Sublight : -1 Space
- Maneuver : -1 pip from Maneuverability
- Critical:
- (1) Crew - One crew member takes 3D Damage
- (2) NavComp - +10 to all Astrogation Difficulties
- (3,4) Hyper - Double Multiplier, +20 to all Astro Difficulties
- (5) Sensors - Decrease Range by 1/4
- (6) Life Support - Main is out, backup lasts 12 hrs1
Heavy Damage (9-12)
-2 pips of hull, and:
- Hull: -2 more pips (total 1D+1)
- Shields: -1D
- Weapons: 1 Weapon is out, any gunner takes 3D damage
- Sublight: -1/4 of original space speed
- Maneuver: -1D
- Critical:
- (1) Crew - 1D of crew takes 3D damage
- (2) NavComp - +25 to all Astrogation Difficulties
- (3,4) Hyper - Out; Backup out on 2nd hit
- (5) Sensors - Decrease Range by 1/2 & reduce all Fire Control ratings on weapons systems by 1/2
- (6) Life Support - Main is out, backup lasts 6 hrs
Severe Damage (13-14)
-1d of hull, and:
- Hull: -1D more (total 2D)
- Shields: -3d
- Weapons:
- (1-2) 1 weapon slagged, any gunner takes 5D damage
- (3-6) 1D weapons out
- Sublight: -3/4 of original space speed
- Maneuver: -3D
- Critical:
- (1) Crew - 1 crew area takes 6D decompression damage
- (2) NavComp - Toast; +50 to all astro diffs
- (3,4) Hyper - Out; Backup out; Main Destroyed if already out
- (5) Sensors - Decrease Range to Passive & No Fire control
- (6) Life Support - Main is out, backup lasts 2 hrs
Toast (16+)
-2D of hull, and:
- Hull: -2D more (total 4D)
- Shields: Generators overload, turned to slag.
- Weapons: 1D of weapons are slagged, any gunner takes damage from weapons hit
- Sublight : Dead in Space; any other Sublight hit destroys drive
- Maneuver : Dead in Space; any other Maneuvering hit destroys drive
- Critical:
- (1) Crew - 1 crew member eats full force of weapon + area 6D dmg
- (2) NavComp - Toast; +50 to all astro difficulties
- (3,4) Hyper
- (1-5)Slag; Backup out
- (6) both Slag
- (5) Sensors - Toasted, no Fire Control
- (6) Life Support - all gone, everybody dies in 15 min
Capital Ships
Graze (1-3 points over)
-1 pip of shields; if no shields remain, take a Light Damage result.
Light Damage (4-8 points over)
-1 pip of hull, and:
- Hull: -1 more pip of hull
- Shields: -1 pip
- Weapons: Linkage Blown; 1D weps of one system go offline
- Sublight: -1 Space
- Maneuver: -1 pip from Maneuverability
- Critical:
- (1) Crew - 1D crew members take 3D Damage
- (2) NavComp - +10 to all Astrogation difficulties
- (3,4) Hyper - Double Multiplier, +20 to all Astrogation difficulties
- (5) Sensors - Decrease Range by 1/4
- (6) Life Support - Some non-essential areas lose life support.
Heavy Damage (9-12)
-2 pips of hull, and:
- Hull: -2 more pips (total 1D+1)
- Shields: -1D
- Weapons: 1D weapons offline & 1D slagged (any gunners take damage)
- Sublight: -1/4 of original space speed
- Maneuver: -1D
- Critical:
- (1) Crew - 1 area decompresses; any crew members take 5D damage
- (2) NavComp - +25 to all Astrogation difficulties
- (3,4) Hyper - Out; Backup out on 3rd hit
- (5) Sensors - Decrease Range by 1/2 & reduce all fire control by 1/2
- (6) Life Support - Vital area loses life support; reduce one ship's code by 1D2
Severe Damage (13-14)
-1D of hull, and:
- Hull: -1D more (total 2D)
- Shields: -3D
- Weapons: 1 system goes offline
- Sublight: -3/4 of original space
- Maneuver: -3D
- Critical:
- (1) Crew - 1 major area takes 6D decompression damage; reduce one ship's code by 1D
- (2) NavComp - Toast; +50 to all astro diffs
- (3) Hyper - Out; Backup out; Main Destroyed if already out
- (4) Other - GM's discretion, but one non-combat-essential system (like the galley) is severely damaged.
- (5) Sensors - Decrease Range to Passive and no Fire Control
- (6) Life Support - Main is out, backup lasts 10 hrs
Toast (16+)
-2D of hull, and:
- Hull: -2D more (total 4D)
- Shields: Generators overload, turned to slag.
- Weapons: 1D of weapons are slagged, any gunner takes full damage
- Sublight: Dead in Space; any other Sublight hit destroys drive
- Maneuver: Dead in Space; any other Maneuvering hit destroys drive
- Critical:
- (1) Crew - Bridge Hit- bridge crew takes full weapon damage
- (2) NavComp - Completely Slagged, jump impossible
- (3) Hyperdrive
- (1-5) Slag; Backup out
- (6) both Slag
- (4) Other - GM's discretion, but one non-combat-essential system (like waste management) is completely destroyed, affecting other systems (-1D from all ship's rolls)
- (5) Sensors - Toasted, no Fire Control
- (6) Life Support - all gone, everybody dies in 5 hours