Appendix C - Combat Damage |
|
When a craft takes a hit in a non Star Cruiser combat situation, the following rules may be used to resolve the effects in preference to the Director's Guide Vehicle Combat System. Star Cruiser is still used for "pure" Starship combat situations.
Chassis / Hull
Roll on the following table to determine the hit location. If the location
is not present or destroyed, roll again. If a choice of locations is offered
or if there is more than one such location, choose one. Weapons
with an EP rating and explosives may roll once on this table for
each point of EP. ( Hence EP 4 grants 4 rolls on the table ).
Note that EP is diminished as usual for range.
Note : Breaching charges are treated as a special case. Use the normal rules
for such charges.
2d10
Location
2
Chassis / Hull
3
Chassis / Hull
4
Chassis / Hull
5
Chassis / Hull
6
Mobility
7
Mobility
8
Mobility
9
Communications / Sensor Array
10
Communications / Sensor Array
11
Weapon / Manipulator
12
Weapon / Manipulator
13
Cargo Storage
14
Crew / Passenger
15
Fuel Storage
16
Fuel Storage
17
Power Plant
18
Power Plant
19
Computer
20
Computer
Effective DPV is the amount of damage that penetrates armour. To calculate
Effective DPV subtract the armour rating of the location from the DPV of the weapon.
For most locations, this will be the same armour rating as the
chassis / hull. If the Effective DPV is zero or less then the
armour has successfully taken the impact and there is no further
damage.
For each hit location, roll once on the following table, cross referencing with
the current damage level of the component. ( You will need to keep a track
of the damage level of each vehicle component to use this system
). If the location is "Crew / Passenger" then randomly
determine one individual aboard the craft and apply half the effective
DPV as a hit on that individual.
Current Damage Level Of Component
1d10
None
Superficial
Minor
Major
< Effective DPV x 10
Minor
Major
Destroyed
Destroyed
= Effective DPV x 10
Superficial
Minor
Major
Destroyed
> Effective DPV x 10
None
Superficial
Minor
Major
Certain hit locations have other effects -
Mobility
Fuel Storage
Every hit on fuel storage
has an associated risk of explosion. Roll 10 on 1d10 at the Superficial
level, 6+ at the Minor level, 2+ at the Major level and explosion
is automatic at the Destroyed level. Note that non-volatile fuels
do not explode ( this includes radioactive material - a critical
mass is required for a nuclear explosion ).
In addition, a hit on
fuel storage at the Superficial level or higher causes a leak
in such storage. The entire fuel tank which has been hit will
lose ( 1% per Effective DPV ) of its contents ( based on its full
capacity ) per combat round until patched. This leak rate is cumulative,
so that if two hits are taken with an effective DPV of 0.1 each,
then 0.2% of the fuel is lost per combat round. Leaking fuel is
a hazard in itself, especially in the case of liquid or super-cooled
gases such as Hydrogen.
Power Production
A power plant functions
at 90% efficiency at the Superficial damage level, 50% efficiency
at the Minor damage level, 10% efficiency at the Major level and
is completely dysfunctional at the Destroyed level.
Computer
Example
A weapon with a DPV of 0.8 hits a vehicle in location 11, Weapon / Manipulator. The vehicle has an armour value of 0.4 in this location, so the Effective DPV is 0.8 - 0.4 = 0.4. The table in Step 3 is consulted - the component was previously undamaged and the d10 die roll is 1, meaning that the component has taken damage to the "Minor" level.