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Combat tables:

From Episode D6: Star Wars D6 Wiki

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.