Critical hits occur at 20% damage increments. Certain types of weapons with special effects (MESON, HEAT, VIBRO, etc.) may also gain critical hits on targets.
The following is the current listing of what critical hits are possible with what weapons.
Standard Critical Hit Table (all weapons at 20% damage
increments):
Die Roll
1
Reactor Core Breach (Ship explodes)
2-3
Structural Collapse (+15% damage)
4-5
Explosion Amidships (+10% damage)
6-7
Superstructure Hit (+5%
damage)
8-9
Inertial Dampers Down (+5% damage; Ship can accelerate or decelerate by
only 1 hex per turn. If the ship exceeds this on any given turn; it
automatically suffers +5% crew casualties and +5% additional damage
immediately. If the ship decelerates due to damage (as in the Normal
Space Engines Down critical hit), it suffers the penalty next turn when the
deceleration occurs.)
10-11
Beam Weapons Out (Bm=0 until
Repaired)
12-13 Torpedo/Missile Weapons Out (Tp=0 until
Repaired)
14-15 Radiation
Leak (+5% crew casualties)
16-17 Coolant
leak (+5% crew casualties)
18-19 Hull Breach
(+5% crew casualties)
20-21 Main Fusion
Reactors Down (+5% damage)
22-23 Auxiliary
Fusion Reactors Down (+5% damage)
24-25 Port Power
Couplings Down (-25% Bm/Tp value)
26-27 Starboard
Power Couplings Down (-25% Bm/Tp value)
28-29 Forward
Power Couplings Down (-25% Bm/Tp value)
30-31 Aft Power
Couplings Down (-25% Bm/Tp value)
32-33
Shuttle/Fighter Bay Hit (if Carrier, see separate Carrier Disaster
Table)
34-35 Main Fire
Control Out (Bm/Tp=0 for 1 turn)
36-37 Main
Scanners Out (Bm/Tp=0 for 1 turn)
38-39 Tractor
beams Down
40-41 Main Bridge
Hit (Bridge Crew Killed, Bm/Tp=0 for 1 turn)
42-43 Main
Engineering Hit (Bm/Tp=0 for 1 turn)
44-45 Port/Upper
Warp Engine hit (No warp movement until repaired)
46-47
Starboard/Lower Warp Engine Hit (No warp movement until
repaired)
48-49
Barracks/Cargo Hold Breached (+5% crew casualties)
50-51 Warp Drive
Down (No warp movement until repaired)
52-53 Crew
Quarters Breached (+5% crew casualties)
54-55 Normal
Space Engines Down (No tactical movement until repaired; Ship immediately
decelerates to 0 speed.)
56-57 Auxiliary
Scanners Out
58-59 Weapon
Power Couplings Down (Bm/Tp=0 until repaired)
60-61 Emergency
Power Out
62-63 Primary
Life Support Out (+10% crew casualties)
64-65
Navigational Shields Out (No warp movement until
repaired)
66-67 Internal
Damage (+10% crew casualties)
68-69 Main
Computer Down (Bm/Tp=0 for 1 turn)
70-71 Internal
Damage (+5% crew casualties)
72-73 Emergency
Life Support Out (+5% crew casualties)
74-75 Auxiliary
Computer Down
76-77 Auxiliary
Fire Control Out
78-79 Fire: Level
1 (+5% damage)
80-81 Explosion
Amidships (+5% damage)
82-83
ECM/Cloaking Systems Out
84-85 Fire: Level
2 (+10% damage)
86-87 Explosion
Amidships (+10% damage)
88-89 Ammunition
Bay/Magazine Explosion (Add ship’s Tp rating/Hl as additional damage
%)
90-91 Fire: Level
3 (+15% damage)
92-93 Auxiliary
bridge Hit
94-95 Explosion
Amidships (+20% damage)
96-97 All Sensors
Out (Bm/Tp=0, No movement until repaired)
98-99 Shield
Power Couplings Down (Sh=0 until repaired)
100
Reactor Containment Failure
(ship explodes)
Carrier Disaster Table
Ship Rearming Fighters? (Yes – Table A; No – Table
B)
Carrier Disaster Table A
Die Roll
1-20
No additional
damage
21-60
All fighters in hangar
destroyed, +5% damage to carrier
61-80
All fighters in hangar
destroyed, +10% damage to carrier
81-90
All fighters in hangar
destroyed, +20% damage to carrier, Carrier out of action
91-95
All fighters in hangar
destroyed, Catastrophic damage to carrier, Captain orders abandon
ship
96-98
All fighters in hangar
destroyed, Catastrophic damage to carrier, +25% crew casualties, Captain orders
abandon ship
99-100
Carrier lost with all hands in
catastrophic explosion
Carrier Disaster Table B
Die Roll
1-40
No additional
damage
41-80
All fighters in hangar
destroyed, +5% damage to carrier
81-90
All fighters in hangar
destroyed, +10% damage to carrier
91-95
All fighters in hangar destroyed, +20% damage to
carrier, Carrier out of action
96-98 All
fighters in hangar destroyed, Catastrophic damage to carrier, Captain orders
abandon ship
99
All fighters in hangar destroyed, Catastrophic damage to carrier, +25%
crew casualties, Captain orders abandon ship
100
Carrier lost with all hands in
catastrophic explosion
Monster/Bioweapon/Bioship Critical Hit
Table:
Die Roll
01
Autonomic Systems Destroyed (creature dies
instantly)
02-03 Structural
Collapse (+15% damage)
04-05 Internal
Organ Bursts (+10% damage)
06-07 Vitals Hit
(+5% damage)
08-09 Structural
Integrity Compromised (+5% damage; Ship can accelerate or decelerate by
only 1 hex per turn. If the ship exceeds this on any given turn, it
automatically suffers +5% additional damage immediately. If the ship
decelerates due to damage (as in the Normal Space Engines Down critical hit), it
suffers the penalty next turn when the deceleration
occurs.)
10-11 Beam
Weapons Out (Bm=0 until Repaired)
12-13
Torpedo/Missile Weapons Out (Tp=0 until Repaired)
14-15 Bio-energy
Leak (life signs down 5%)
16-17 Toxins Leak
(life signs down 5%)
18-19 Carapace
breach (life signs down 5%)
20-21 Main
Bio-Energy Generator Down (+5% damage)
22-23 Auxiliary
Bio-Energy Generator Down (+5% damage)
24-25 Port
Weapons Hit (-25% Bm/Tp value)
26-27 Starboard
Weapons Hit (-25% Bm/Tp value)
28-29 Forward
Weapons Hit (-50% Bm/Tp value)
30-31 Aft Weapons
Hit (-25% Bm/Tp value)
32-33
Brood/Swarmer Bay Hit (if Carrier, see separate Carrier Disaster
Table)
34-35 Weapons
Control Seizure (Bm/Tp=0 for 1 turn)
36-37 Blinded
(Bm/Tp=0 for 1 turn. If moving, roll for drift.)
38-39 Grappling
Systems Hit
40-41 Main
Control Center Hit ('Bridge Crew' Killed, Bm/Tp=0 for 1
turn)
42-43 Vitals Hit
(Bm/Tp=0 for 1 turn)
44-47 FTL
Propulsion Hit (No warp movement until repaired)
48-49 Hive/Cargo
Pod Beached (life signs down 5%)
50-51 FTL
Propulsion Down (No warp movement until repaired)
52-53 Vitals Hit
(life signs down 5%)
54-53 Normal
Space propulsion Down (No tactical movement until repaired; Next turn, the ship
begins to decelerate to 0 speed as it travels in a straight
line.)
56-57 Auxiliary
Senses Lost
58-59 Weapon
Feeds Hit (Bm/Tp=0 until repaired)
60-61 Energy
Reserves Destroyed
62-63 Vitals Hit
(life signs down 10%)
64-65 FTL
Navigation Control Damage (No warp movement until
repaired)
66-67 Internal
Damage (life signs down 10%)
68-69 Vitals Hit
(Bm/Tp=0 for 1 turn)
70-71 Internal
Damage (+5% damage)
72-73 Vitals Hit
(life signs down 5%)
74-75 Auxiliary
Neural Network Down
76-77 Auxiliary
Fire Control Out
78-79 Fire: Level
1 (+5% damage)
80-81 Internal
Organ Bursts (+5% damage)
82-83
Electro-magnetic Jamming/Cloak Disabled
84-85 Fire: Level
2 (+10% damage)
86-87 Internal
Organ Bursts (+10% damage)
88-89 Ammunition
Pod/Sack Explosion (Add ship's Tp rating/Hl as additional damage
%)
90-91 Fire: Level
3 (+15% damage)
92-93 Auxiliary
Control Center Hit
94-95 Internal
Organ Bursts (+20% damage)
96-97 Blinded
(Bm/Tp=0 until repaired; Roll a 1d6 for drift during movement phase to determine
the actual destination hex.)
98-99 Shield
Generators Down (Sh=0 until repaired)
100
Brain Shot (creature dies instantly)
Disabling Weapons Critical Hit Table (DIS tagged weapons)
Die Roll
1-40
Impulse Engines Down (No tactical movement until
repaired)
41-70 Warp Drive
Down (No warp movement until repaired)
71-90 Shield
Generator Offline (Sh=0 until repaired)
91-100 Main Computer Down
(Bm/Tp=0 for 1 turn)
Thermal Weapons Critical Hit Table (HEAT-tagged weapons)
Die Roll
1-40
Coolant Leak (+5% crew casualties)
41-70 Fire: Level
1 (+1 damage)
71-90 Fire: Level
2 (+2 damage)
91-100 Fire: Level 3 (+3
damage)
Meson Weapons Critical Hit Table (MESON-tagged weapons)
Die Roll
1-40
Barracks/Cargo Holds Breached (+5% crew casualties)
41-70 Crew
Quarters Breached (+5% crew casualties)
71-90 Explosion
Amidships (+2 damage)
91-100 Explosive Chain
Reaction (+4 damage)
Vibrational Weapons Critical Hit Table (VIBRO-tagged weapons)
Die Roll
1-40
Hull Breach (+5% crew casualties)
41-70 Inertial
Dampeners Down (+1 damage)
71-90
Superstructure Hit (+1 damage)
91-100 Structural Collapse (+3
damage)
Volatile Hull Critical Hit Table (VOLATILE-tagged hulls)
Die Roll
1-30
Cargo explodes (+1 damage)
31-50 Cargo
explodes (+2 damage)
51-70 Cargo
explodes (+4 damage, crippled)
71-90 Cargo
explodes and burns (crippled, destruction imminent)
91-95 Cargo
explodes and burns (+25% crew casualties, crippled, destruction
imminent)
96-100 Vessel lost with all
hands in catastrophic explosion
There are also specialized critical hits for orbital
constructions such as bases and vehicles, but these are more or less just
variations in the nomenclature used for the standard critical hit table and are
not worth repeating herein.
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