Appendix 5-Critical Hits

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.

 

9.1.6 Critical Hit Tables

 

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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