STARSHIP SYSTEMS DAMAGE RESULT EXAMPLES:
1.00 PERSONNEL SYSTEMS
- 1.10 Life Support and Environmental Systems
- 1.11 Basic Life Support
- 1.12 Reserve Life Support
- 1.13 Emergency Life Support
- 1.14 Gravity
- 1.15 Fire Suppression System
1.20 Crew Systems
- 1.21 Crew Quarters
- 1.22 Personnel Transportation
- 1.23 Recreation Facilities
- 1.24 Food Synthesizer/Replicator
1.30 Medical Systems
- 1.31 Sickbay
- 1.32 Medical Synthesizer/Replicator
1.40 Science Systems
- 1.41 Science Systems
1.50 Security Systems
- 1.51 Security Systems
1.60 Cargo Systems
- 1.61 Cargo Holds
- 1.62 Consumables
1.70 Industrial Synthesizer/Replicator
- 1.71 Industrial Synthesizer/Replicator
2.00 OPERATION SYSTEMS
2.10 Auxiliary Transport Systems
- 2.11 Shuttlebay
- 2.12 Escape Pods
2.20 Transporter Systems
- 2.21 Personnel Transporters
- 2.22 Emergency Transporters
- 2.23 Cargo Transporters
2.30 Communications Systems
- 2.31 Communications Systems
2.40 Sensor Systems
- 2.41 Long-Range Sensors
- 2.42 Lateral Sensors
- 2.43 Navigational Sensors
2.50 Computer Systems
- 2.51 Core Computer
- 2.52 Navigational Computer
- 2.53 Data Network System
2.60 Bridge/Flight Control Systems
- 2.61 Bridge
- 2.62 Auxiliary Control Room/Battle Bridge
- 2.63 Flight Control Systems
- 2.64 Attitude Control
- 2.65 Specialized Steering
- 2.66 Autopilot
3.00 HULL SYSTEMS
3.10 Outer Hull and Primary Skeletal Structure
3.20 Inner Hull and Secondary Skeletal Structure
3.30 Inertial Damping Field (IDF) Generators
3.40 Structural Integrity Fields (SIF) Generators
3.50 Separation System
3.60 Specialized Hull Systems the ship may or may not have
- 3.61 Specialized Hulls Atmospheric Capability
- 3.62 Specialized Hulls Planetfall Capability
- 3.63 Specialized Hulls Ramming Hull
- 3.64 Ablative Armor
- 3.65 Hull Holo-Transmitters, Masking Circuitry
- 3.66 Specialized Hulls Energy Sheath
- 3.67 Specialized Hulls Sensor-Reflective Hull
4.00 TACTICAL SYSTEMS
4.10 Shields
- 4.11 Navigational Deflector
- 4.12 Shield Generators
- 4.13 Deflector Shield Grid
- 4.14 Deflector Shield Distortion Amplifiers
- 4.15 Deflector Shield Recharging System
- 4.15 Tractor Beams
4.20 Weapons Systems
- 4.21 Weapons Control Rooms
- 4.22 Torpedo/Probe Storage
- 4.23 Threat Assessment/Tracking/Targeting System (TA/T/TS)
- 4.24 Beam Weapon
- 4.25 Weapon Launcher
- 4.26 Probe Launchers
- 4.27 Auto-Destruct System
5.00 PROPULSION AND POWER SYSTEMS
5.10 Warp Systems
- 5.11 Warp Plasma Injector System (PIS)
- 5.12 Warp Engine
- 5.13 Warp Nacelles
5.20 Impulse Systems
- 5.21 Impulse Engines
- 5.22 Impulse Propulsion
- 3.23 Reaction Control System
3.30 Backup Power Systems
- 5.31 Auxiliary Power
- 5.32 Emergency Power
- 5.33 Individual Power Systems Generators
- 5.34 Electro-Plasma System (EPS)
- 5.35 Power Transfer Conduit
1.00 PERSONNEL SYSTEMS:
1.10 Life Support and Environmental Systems:
- 1.11 Basic Life Support: The percentage of the Basic Life Support system damaged indicates what percentage of the ship no longer contains a breathable atmosphere (or one which will shortly be used up), requiring the activation of Reserve or Emergency Life Support. Generally the crew can cut off damaged areas to maintain life support integrity in the rest of the ship. At 75% damage or greater, the network shared with Reserve Life Support is so damaged that Reserve cannot function.
- 1.12 Reserve Life Support: The percentage of damage suffered by Reserve Life Support may work just like Basic Life Support (certain parts of the ship are no longer served), or for each 25% damage taken, reduce Reserve's functioning time by 6 hours.
- 1.13 Emergency Life Support: Every 10% damage to Emergency Life Support destroys 10% of the emergency shelter areas. Additionally, when Emergency Life Support is reduced to 50% effectiveness or less, and every time it takes damage thereafter, the damage has caused some of the power modules to detonate, doing damage to the ship (no defense applies). Once an explosion occurs, increase the chance for further explosions.
- 1.14 Gravity: For every 20% damage to gravity, gravity control fails in 10% of the ship (Determines which areas based on angle of attack and other factors). When 80% damage is reached, half the ship loses gravity; at 100% gravity fails completely
- 1.15 Fire Suppression System: Fires will have to be put out manually.
1.20 Crew Systems:
- 1.21 Crew Quarters: The percentage of crew affected depends upon how the attack occurs. If there's been a red alert and everyone's at his duty station, Crew equals 1%. If the attack is a surprise and/or one which takes place while the ship's personnel are going about their everyday lives, Crew can rise as high as 25%.
- 1.22 Personnel Transportation: When personnel transportation systems are damaged, crewmen traveling long distances on the ship increases the time for feats that involve moving to and from parts of the ship such as repairs and medical
- 1.23 Recreation Facilities: The percentage of crew affected depends upon how the attack occurs. If there's been a red alert and everyone's at his duty station, Crew equals 0%. If the attack is a surprise and/or one which takes place while the ship's personnel are going about their everyday lives, Crew can rise as high as 20%.
- 1.24 Food Synthesizer/Replicator: The greater the percentage damage to each type, the fewer of them remain working.
1.30 Medical Systems:
- 1.31 Sickbay: For every 20% damage to Medical Facilities, reduce the Test Bonus provided by the Medical Rating (this may quickly result in penalties to Medical Sciences and related Tests due to lack of properly functioning equipment). At 75% damage and above, the Computer Medical Assistance no longer functions.
- 1.32 Medical Synthesizer/Replicator: The greater the percentage damage, the fewer of them remain working. Medical synthesizer/replicators inhibits medical
1.40 Science Systems:
- 1.41 Science Systems: Reduce the Effect provided by the Science Systems Penalties to Science Skills and related Tests due to lack of properly functioning equipment) or eliminate the effect of one science system or destroy one laboratory.
1.50 Security Systems:
- 1.51 Security Systems: Damage was suffered by the brig area, possibly freeing (and/or injuring) prisoners. the anti-intruder system, what areas of the ship are no longer protected by the system, the internal force field system was damaged; reduce the maximum highest strength of the force fields.
1.60 Cargo Systems:
- 1.61 Cargo Holds: Damage to this location primarily destroys cargo (the holds themselves are just big, open rooms). Based on how many holds the ship has, the Narrator determines how much it takes to destroy each one (and all the cargo in it). Sometimes cargos pose dangers themselves; whenever a cargo hold takes damage.
- 1.62 Consumables: The percentage of damage to Consumables represents the amount of them destroyed in the attack. This generally has no consequence during combat, since even if stored fuel is destroyed, the ship usually has enough already in the system to keep operating for some time. (Note: extensive safety measures prevent antimatter from contacting matter, even when Consumables are damaged; loss of antimatter in this case does not cause an explosion.)
1.70 Industrial Synthesizer/Replicator:
- 1.71 Industrial Synthesizer/Replicator: The greater the percentage damage, the fewer of them remain working. Industrial synthesizer/replicators inhibits repairs.
2.00 OPERATION SYSTEMS
2.10 Auxiliary Transport Systems:
- 2.11 Shuttlebay: One of the stored ships (if any are present) is damaged. The bay itself suffers damage. At 50% damage, the Flight Deck Officer has to figure out a Shipboard Systems Feat to do anything, including opening the bay's doors; at 100% damage, the entire bay is vented into space. If a ship has multiple shuttlebays, determines which one an attack hits; reduce the chances a stored ship is hit if the bay is not full.
- 2.12 Escape Pods: Destroys some portion of the escape pods as they are spread out thru the ship, and may damage others. If the crew has already entered the pods to prepare for an escape, the Crew percentage can rise as high as 50%; otherwise, it's usually 0%.
2.20 Transporter Systems:
- 2.11 Personnel Transporters: Cannot transport. Must use other transporter
- 2.22 Emergency Transporters: Cannot transport. Must use other transporter
- 2.23 Cargo Transporters: Cannot transport. Must use other transporter
2.30 Communications Systems:
- 2.31 Communications Systems: Reduces or eliminates Communications and Electronic Countermeasures
2.40 Sensor Systems:
- 2.41 Long-Range Sensors: Blind, Deaf, etc for long range
- 2.42 Lateral Sensors: Blind, Deaf at tactical range.
- 2.43 Navigational Sensors: Cannot navigate at warp
2.50 Computer Systems:
- 2.51 Core Computer: Impose feat penalty on all Computer related Feat made using it. If the ship has multiple computer cores, a character can avoid this penalty by using another, undamaged or less damaged, one—unless the ODN system is damaged. If all computer cores are damaged, characters may use the lesser penalty, but any Feat with any skill which involves the computer system (including any Shipboard System skill) suffers that same penalty (take the greater of this penalty or the penalty from the damaged ODN; do not add them).
- 2.52 Navigational Computer: Reduces the Shipboard Systems (Flight Control) that specific computer provides. At 100% damage, a navigational computer goes offline and its backup (if any) comes online. Damage to the backup system does not cause Crew injury.
- 2.53 Data Network System: At 50% damage, any Test with any skill which involves the computer system (including any Shipboard System skill) suffers. At 100%, the computer cannot transfer data from one station to another, making it impossible to link systems together or exchange data between them.
2.60 Bridge/Flight Control Systems:
- 2.61 Bridge: A panel or conduit explodes, showering the area with sparks and causing anyone using or standing within one meter of the panel to suffer damage. The panel can still be used, but at a minimum. One panel goes dead and can no longer be used. Choose Flight Control, Ops, Tactical, Command, Environmental, Science, Engineering depending on the immediate circumstance. At 50% damage, the viewscreen, ready room, or conference room become useless.
- 2.62 Auxiliary Control Room/Battle Bridge: If the battle bridge is unmanned and the ship has not separated, it cannot be deliberately targeted, and damage to it causes no Crew casualties. When the battle bridge is manned, treat it like the regular bridge for Crew casualties (and for targeting as well if the ship has separated).
- 2.63 Flight Control Systems: Cannot steer or maneuver the ship.
- 2.64 Attitude Control: When attitude control is damaged, the ship and crew suffers shaking and turbulence.
- 2.65 Specialized Steering: If a ship has a manual steering column or a neurogenic interface, it is knocked out of alignment or destroyed; it's useless until repaired or replaced.
- 2.66 Autopilot: Reduce the system's Coordination or is nonfunctional.
3.00 HULL SYSTEMS:
3.10 Outer Hull and Primary Skeletal Structure: Opens Spot where Inner Hull can be penetrated
3.20 Inner Hull and Secondary Skeletal Structure: Hull Breach contained by Structural Integrity Field (SIF)
3.30 Inertial Damping Field (IDF) Generators: Reduces the maximum acceleration the ship can travel without killing its crew.
3.40 Structural Integrity Fields (SIF) Generators: Hull will take damage from High Warp Acceleration, hull damage will result in breaches.
3.50 Separation System: Damage to any separation system, increases the difficulty of tests to separate the ship. Failure means the system has locked up due to damage; separation is impossible. Dramatic failure means the same thing plus the ship suffers damage.
3.60 Specialized Hull Systems the ship may or may not have:
- 3.61 Specialized Hulls Atmospheric Capability: May no longer safely enter atmosphere
- 3.62 Specialized Hulls Planetfall Capability: May no longer safely land the craft on a planet, moon, asteroid, etc
- 3.63 Specialized Hulls Ramming Hull: No extra damage from ramming.
- 3.64 Ablative Armor: Hull is easier to penetrate
- 3.65 Hull Holo-Transmitters, Masking Circuitry: Disguise/Stealth fails entirely.
- 3.66 Specialized Hulls Energy Sheath: Ship may be more easily detected by sensors but not more easily detected what is inside the ship
- 3.67 Specialized Hulls Sensor-Reflective Hull: A Ship may be more easily detected what is inside the ship
4.00 TACTICAL SYSTEMS
4.10 Shields:
- 4.11 Navigational Deflector: Imposes penalty on all Shipboard Systems (Flight Control, Tactical, or Deflector) Tests which involve it. At 50% damage, halve the ranges when it's used to project forms of energy. At higher damage, one of its graviton generators is destroyed; when all are destroyed, the ship cannot go to warp without damaging the ship.
- 4.12 Shield Generators: Reduces or eliminates shields.
- 4.13 Deflector Shield Grid: Eliminates the ability to add power to shields.
- 4.14 Deflector Shield Distortion Amplifiers: Reduces the threshold for power getting thru the shields.
- 4.15 Deflector Shield Recharging System: Reduce the speed of the recharging system. When 50% damage is exceeded, the Recharge Speed drops to one minute; at 100%, the shields can no longer recharge (once collapsed, they stay collapsed until the system is repaired).
- 4.16 Tractor Beams: Reduces or eliminates Tractor Beam
4.20 Weapons Systems:
- 4.21 Weapons Control Rooms: Reduces Weapons Skill.
- 4.22 Torpedo/Probe Storage: Destroys some torpedoes & probes and may damage others.
- 4.23 Threat Assessment/Tracking/Targeting System (TA/T/TS): Reduces the ship's Weapons Skill. No special Weapons Feats
- 4.24 Beam Weapon: One emitter array is damaged, have to maneuver to get other array in place
- 4.25 Weapon Launcher: Can’t launch torpedoes or other launched weapons
- 4.26 Probe Launchers: Can’t launch probes
- 4.27 Auto-Destruct System: Auto-destruct system becomes nonfunctional.
5.00 PROPULSION AND POWER SYSTEMS
5.10 Warp Systems:
- 5.11 Warp Plasma Injector System (PIS): Reduces the time the ship can stay at Maximum warp
- 5.12 Warp Engine: Reduces its ability to generate Power and automatically reduces the Power which can be transferred to the nacelles. When it suffers half damage, Engineering personnel should usually have some chance to eject the core before it explodes.
- 5.13 Warp Nacelles: Reduces Warp Speed. When the nacelles have been damaged to 50%, indicates that at least one nacelle explodes, unless an astute crewmember makes a Routine Shipboard Systems Test to eject the nacelles just before they explode. If a nacelle is destroyed, a ship can no longer maintain a stable warp field, and thus cannot attain warp speed.
5.20 Impulse Systems:
- 5.21 Impulse Engines: Reduces Impulse Speed. When an impulse engine reaches 50% damage, it explodes, unless an astute crewmember makes a Routine Shipboard Systems Test to eject it just before they explode.
- 5.22 Impulse Propulsion: Reduces Impulse Speed.
- 5.23 Reaction Control System: 50% or greater damage to the RCS makes it impossible for a ship to use thrusters.
5.30 Backup Power Systems:
- 5.31 Auxiliary Power: Damage to a fusion reactor renders it incapable of producing Power. Severe damage indicates that it explodes.
- 5.32 Emergency Power: Any system using Emergency power will fail.
- 5.33 Individual Power Systems Generators: Eliminates the ability to use that individual system or to drain its power for other purposes.
- 5.34 Electro-Plasma System (EPS): No Systems will be pushed. Systems in the immediate area will not function. Crewmember in the affected area will have to dodge small explosions. Eliminates the ability to increase power to a system.
- 5.35 Power Transfer Conduit: Reduces the ability to channel Power to the nacelles proportionately (and thus prevents the ship from reaching its top warp speeds). When fully damaged, it explodes. When it's destroyed, the ship cannot attain warp speeds.