Optional Hit Rules

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:

  1. Hull : -1 more pip of hull
  2. Shields : -1 pip
  3. Weapons : One weapon either (1-3) looses all FC, or (4-6) 1/2 damage
  4. Sublight : -1 Space
  5. Maneuver : -1 pip from Maneuverability
  6. Critical:
    1. (1) Crew - One crew member takes 3D Damage
    2. (2) NavComp - +10 to all Astrogation Difficulties
    3. (3,4) Hyper - Double Multiplier, +20 to all Astro Difficulties
    4. (5) Sensors - Decrease Range by 1/4
    5. (6) Life Support - Main is out, backup lasts 12 hrs1

Heavy Damage (9-12)

-2 pips of hull, and:

  1. Hull: -2 more pips (total 1D+1)
  2. Shields: -1D
  3. Weapons: 1 Weapon is out, any gunner takes 3D damage
  4. Sublight: -1/4 of original space speed
  5. Maneuver: -1D
  6. Critical:
    1. (1) Crew - 1D of crew takes 3D damage
    2. (2) NavComp - +25 to all Astrogation Difficulties
    3. (3,4) Hyper - Out; Backup out on 2nd hit
    4. (5) Sensors - Decrease Range by 1/2 & reduce all Fire Control ratings on weapons systems by 1/2
    5. (6) Life Support - Main is out, backup lasts 6 hrs

Severe Damage (13-14)

-1d of hull, and:

  1. Hull: -1D more (total 2D)
  2. Shields: -3d
  3. Weapons:
    1. (1-2) 1 weapon slagged, any gunner takes 5D damage
    2. (3-6) 1D weapons out
  4. Sublight: -3/4 of original space speed
  5. Maneuver: -3D
  6. Critical:
    1. (1) Crew - 1 crew area takes 6D decompression damage
    2. (2) NavComp - Toast; +50 to all astro diffs
    3. (3,4) Hyper - Out; Backup out; Main Destroyed if already out
    4. (5) Sensors - Decrease Range to Passive & No Fire control
    5. (6) Life Support - Main is out, backup lasts 2 hrs

Toast (16+)

-2D of hull, and:

  1. Hull: -2D more (total 4D)
  2. Shields: Generators overload, turned to slag.
  3. Weapons: 1D of weapons are slagged, any gunner takes damage from weapons hit
  4. Sublight : Dead in Space; any other Sublight hit destroys drive
  5. Maneuver : Dead in Space; any other Maneuvering hit destroys drive
  6. Critical:
    1. (1) Crew - 1 crew member eats full force of weapon + area 6D dmg
    2. (2) NavComp - Toast; +50 to all astro difficulties
    3. (3,4) Hyper
      1. (1-5)Slag; Backup out
      2. (6) both Slag
    4. (5) Sensors - Toasted, no Fire Control
    5. (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:

  1. Hull: -1 more pip of hull
  2. Shields: -1 pip
  3. Weapons: Linkage Blown; 1D weps of one system go offline
  4. Sublight: -1 Space
  5. Maneuver: -1 pip from Maneuverability
  6. Critical:
    1. (1) Crew - 1D crew members take 3D Damage
    2. (2) NavComp - +10 to all Astrogation difficulties
    3. (3,4) Hyper - Double Multiplier, +20 to all Astrogation difficulties
    4. (5) Sensors - Decrease Range by 1/4
    5. (6) Life Support - Some non-essential areas lose life support.

Heavy Damage (9-12)

-2 pips of hull, and:

  1. Hull: -2 more pips (total 1D+1)
  2. Shields: -1D
  3. Weapons: 1D weapons offline & 1D slagged (any gunners take damage)
  4. Sublight: -1/4 of original space speed
  5. Maneuver: -1D
  6. Critical:
    1. (1) Crew - 1 area decompresses; any crew members take 5D damage
    2. (2) NavComp - +25 to all Astrogation difficulties
    3. (3,4) Hyper - Out; Backup out on 3rd hit
    4. (5) Sensors - Decrease Range by 1/2 & reduce all fire control by 1/2
    5. (6) Life Support - Vital area loses life support; reduce one ship's code by 1D2

Severe Damage (13-14)

-1D of hull, and:

  1. Hull: -1D more (total 2D)
  2. Shields: -3D
  3. Weapons: 1 system goes offline
  4. Sublight: -3/4 of original space
  5. Maneuver: -3D
  6. Critical:
    1. (1) Crew - 1 major area takes 6D decompression damage; reduce one ship's code by 1D
    2. (2) NavComp - Toast; +50 to all astro diffs
    3. (3) Hyper - Out; Backup out; Main Destroyed if already out
    4. (4) Other - GM's discretion, but one non-combat-essential system (like the galley) is severely damaged.
    5. (5) Sensors - Decrease Range to Passive and no Fire Control
    6. (6) Life Support - Main is out, backup lasts 10 hrs

Toast (16+)

-2D of hull, and:

  1. Hull: -2D more (total 4D)
  2. Shields: Generators overload, turned to slag.
  3. Weapons: 1D of weapons are slagged, any gunner takes full damage
  4. Sublight: Dead in Space; any other Sublight hit destroys drive
  5. Maneuver: Dead in Space; any other Maneuvering hit destroys drive
  6. Critical:
    1. (1) Crew - Bridge Hit- bridge crew takes full weapon damage
    2. (2) NavComp - Completely Slagged, jump impossible
    3. (3) Hyperdrive
      1. (1-5) Slag; Backup out
      2. (6) both Slag
    4. (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. (5) Sensors - Toasted, no Fire Control
    6. (6) Life Support - all gone, everybody dies in 5 hours

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