Combat tables:
Just a few options for when calculating the damage to a person or vehicle of some kind
- 1a Modified Character Damage 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 Forehead (-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)
- 1b Modified Ship Damage system:
Revised Damage System
0-6 1-3 Shield -1D
4-6 Hull -1D
6-12 Light Damaged
13-20 Medium Damaged
21-24 Heavy Damaged
25-30 Severely Damaged
31 Destroyed
Light Damage
1-2 Shield -1D
3-4 Weapon Emplacement(Damage-Shield+Hull at next lower level)
5-6 Hull -1D
Medium Damage
1 Shield -2D
2 Weapon (1D Number Damaged)
3 Hyperdrive
4 Hull -2D
5 Move -1 Man -1D
6 Computer Damage -1D to any action
Heavy Damage
1 Shield -3D
2 Weapon (2D Number Damaged)
3 1-3 Hyperdrive (x2 Damage)
4-6 Powerplant Damage (3D rounds till shutdown)
4 Hull -3D
5 Move -2 Man -2D
6 Computer Damage -2D to Any Action
Severely Damaged
1 Shield -4D
2 Weapon (3D Number Damaged)
3 1-3Hyperdrive (x2 Damage)
4-6 Powerplant Damage (1D rounds till shutdown)
4 Hull -4D
5 Move -3 Man -3D
6 Computer Damage -3D to any action
Notes:
-Thought about adding sensors under this but have never really used the sensors all that much so figured if I grouped it under Computer Damage that would solve the problem.
-For Powerplant Damage when first hit it is a Moderate to Repair, Easy to Shutdown each time hit difficulty goes up one If Powerplant is not shut down the vessel causes the amount of space speed in D damage in its scale. Same goes for computer each D raises the difficulty for repair by one level.
-When Hull reaches 0D the crew has 2D rounds tell Structural Failure also Powerplant needs to be shut down or the ship well explode upon structural failure.-A vessel may aim to do a certain damage such as lowering it shields or destroying a weapon. Increase the diff. by 20 for capital and 30 for starfighter scale +10 for each scale lower than that.