Revised Rules for Internal Ship Damage
(Version 1.00 - Last Modified: 02/28/2003)
Description
The average space ship from Phase World has thousands of M.D.C. in its Main Body, some times tens of thousands and
yet according to the M.D.C. rules, the internal systems of the ship remain undamaged until the M.D.C. reaches zero.
Obviously, this is taking the rules to an extreme and most Game Master's will include some mostly realistic secondary
effects when a ship is damaged, but to make this secondary damage easier to produce and include in a game, the
following tables and effects can be used. This document uses rules and information presented in other documents on
this site, please see the references section at the bottom of the document for links to those other documents.
There are several levels of damage that a ship can suffer and each level can cause more internal damage to the ship
being attacked. No roll is needed if an attack causes a ship to lose less then 1% of its current Main Body in a single
attack. The lowest level of damage that is needed in order to roll on one of the tables below is for Minor Damage,
which occurs if a ship loses between 1% and 5% of its current Main Body in a single attack. Minor Damage also occurs
if a Hull Region is destroyed and there is between 50 and 150 extra points of damage inflicted, this is the damage
that is inflicted before it is reduced when transferring the extra damage to the Main Body. Limited Damage occurs if a
ship loses between 5% and 20% of its total Main Body or there is between 151 and 400 points of damage above what a Hull
Region can withstand. Moderate Damage occurs if a ship loses between 20% and 50% of its total Main Body or there is
between 401 and 800 points of damage above what a Hull Region can withstand. Major Damage occurs if a ship loses
between 50% and 75% of its total Main Body or there is between 801 and 1500 points of damage above what a Hull Region
can withstand. The highest level, Severe Damage occurs if a ship loses between 75% and 100% of its total Main Body or
there is more then 1500 points of damage above what a Hull Region can withstand. Missile volleys count as a single
attack for purposes of determining what type of damage is inflicted, Minor, Limited, Moderate, Major, or Severe.
Damage Type Tables
Each level of damage, minor, limited, moderate, major, and severe, has two tables associated with it, one table is
for damage against the main body and the other table is for damage that exceeds the M.D.C. of a Hull Region. The
table to use is described above. Please note that secondary explosions cause damage to the ship's
Main Body and can cause a ship to roll for additional internal damage, possibly setting off a chain reaction of
secondary explosions, but damage to other Hull Regions do not cause additional rolls on the Hull Region damage tables
even if they destroy more Hull Regions, although any excess damage to applied to the Main Body normally and that
damage may cause rolls on the Main Body's damage tables.
- Minor Damage - Main Body:
| Percentile |
Effect |
| 01 |
Roll once on the Limited Damage - Main Body table. |
| 02 - 15 |
Small secondary explosions cause an additional 3D6 M.D. |
| 16 - 85 |
No Effect |
| 86 - 99 |
Small secondary explosions cause an additional 3D6 M.D. |
| 00 |
Roll once on the Limited Damage - Main Body table. |
- Limited Damage - Main Body:
| Percentile |
Effect |
| 01 |
Roll once on the Moderate Damage - Main Body table. |
| 02 - 05 |
Sensor malfunction. Roll once on the Sensor Systems Damage table
with a modifier of -50%. |
| 06 - 17 |
Secondary explosions cause an additional 1D6x10 M.D. |
| 18 - 31 |
Small secondary explosions cause an additional 4D6 M.D. |
| 32 - 69 |
No Effect |
| 70 - 83 |
Small secondary explosions cause an additional 4D6 M.D. |
| 84 - 95 |
Secondary explosions cause an additional 1D6x10 M.D. |
| 96 - 99 |
Engine malfunction. Roll once on the Engine Damage table with a
modifier of -50%. |
| 00 |
Roll once on the Moderate Damage - Main Body table. |
- Moderate Damage - Main Body:
| Percentile |
Effect |
| 01 |
Roll once on the Major Damage - Main Body table. |
| 02 - 05 |
Shield malfunction. Roll once on the Shield Systems Damage table
with a modifier of -25%. |
| 06 - 11 |
Communications malfunction. Roll once on the Communications Systems
Damage table. |
| 12 - 21 |
Sensor malfunction. Roll once on the Sensor Systems Damage
table. |
| 22 - 28 |
Major secondary explosions cause an additional 2D6x10 M.D. |
| 29 - 35 |
Moderate secondary explosions cause an additional 2D4x10 M.D. |
| 36 - 41 |
Minor secondary explosions cause an additional 6D6 M.D. |
| 42 - 59 |
No Effect |
| 60 - 65 |
Minor secondary explosions cause an additional 6D6 M.D. |
| 66 - 72 |
Moderate Secondary explosions cause an additional 2D4x10 M.D. |
| 73 - 79 |
Major Secondary explosions cause an additional 2D6x10 M.D. |
| 80 - 89 |
Engine malfunction. Roll once on the Engine Damage table. |
| 90 - 95 |
Offensive systems malfunction. Roll once on the Offensive Systems Damage
table. |
| 96 - 99 |
Reactor malfunction. Roll once on the Reactor Damage table with a modifier
of -25%. |
| 00 |
Roll once on the Major Damage - Main Body table. |
- Major Damage - Main Body:
| Percentile |
Effect |
| 01 |
Roll once on the Severe Damage - Main Body table. |
| 02 - 05 |
Shield malfunction. Roll once on the Shield System Damage
table. |
| 06 - 11 |
Communications malfunction. Roll once on the Communication Systems
Damage table with a modifier of +40%. |
| 12 - 31 |
Sensor malfunction. Roll once on the Sensor Systems Damage table with a
modifier of +40%. |
| 32 - 34 |
Severe secondary explosions cause an additional 1D4x100 M.D. |
| 35 - 37 |
Major secondary explosions cause an additional 4D6x10 M.D. |
| 38 - 40 |
Moderate secondary explosions cause an additional 2D6x10 M.D. |
| 41 - 43 |
Minor secondary explosions cause an additional 1D6x10 M.D. |
| 44 - 46 |
Roll twice on the Limited Damage - Main Body table |
| 47 - 50 |
Roll twice on the Minor Damage - Main Body table |
| 51 |
No Effect |
| 52 - 54 |
Roll twice on the Minor Damage - Main Body table |
| 55 - 57 |
Roll twice on the Limited Damage - Main Body table |
| 58 - 60 |
Minor secondary explosions cause an additional 1D6x10 M.D. |
| 61 - 63 |
Moderate Secondary explosions cause an additional 2D6x10 M.D. |
| 64 - 66 |
Major Secondary explosions cause an additional 5D6x10 M.D. |
| 67 - 69 |
Severe secondary explosions cause an additional 1D4x100 M.D. |
| 70 - 89 |
Engine malfunction. Roll once on the Engine Damage table with a
modifier of +40%. |
| 90 - 95 |
Offensive systems malfunction. Roll once on the Offensive Systems Damage
table with a modifier of +40%. |
| 96 - 99 |
Reactor malfunction. Roll once on the Reactor Damage table with a modifier
of +25%. |
| 00 |
Roll once on the Severe Damage - Main Body table. |
- Severe Damage - Main Body:
| Percentile |
Effect |
| 01 - 04 |
Shield malfunction. Roll once on the Shield System Damage table with a
modifier of +50%. |
| 05 - 10 |
Communications malfunction. Roll once on the Communication systems Damage
table with a modifier of +50%. |
| 11 - 20 |
Sensor malfunction. Roll once on the Sensor System Damage table with a
modifier of +50%. |
| 31 - 33 |
Severe secondary explosions cause an additional 1D6x100 M.D. |
| 34 - 36 |
Major secondary explosions cause an additional 6D6x10 M.D. |
| 43 - 45 |
Roll twice on the Moderate Damage - Main Body table |
| 46 - 55 |
Roll three times on the Limited Damage - Main Body table |
| 56 - 58 |
Roll twice on the Moderate Damage - Main Body table |
| 65 - 67 |
Major Secondary explosions cause an additional 6D6x10 M.D. |
| 68 - 70 |
Severe secondary explosions cause an additional 1D6x100 M.D. |
| 81 - 90 |
Engine malfunction. Roll once on the Engine Damage table with a
modifier of +50%. |
| 91 - 96 |
Offensive systems malfunction. Roll once on the Offensive Systems Damage
table with a modifier of +50%. |
| 97 - 00 |
Reactor malfunction. Roll once on the Reactor Damage table with a modifier
of +75%. |
- Minor Damage - Hull Region:
| Percentile |
Effect |
| 01 |
Roll once on the Limited Damage - Hull Region table. |
| 02 - 15 |
1D4 surrounding Hull Regions take 3D6 M.D. each. |
| 16 - 85 |
No Effect |
| 86 - 99 |
1D4 surrounding Hull Regions take 3D6 M.D. each. |
| 00 |
Roll once on the Limited Damage - Hull Region table. |
- Limited Damage - Hull Region:
| Percentile |
Effect |
| 01 |
Roll once on the Moderate Damage - Hull Region table. |
| 02 - 05 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table with a modifier of -50%, otherwise
roll on the Internal Damage Type table to determine what type of internal damage is inflicted
and roll on that table with a modifier of -50%. |
| 06 - 17 |
2D4 surrounding Hull Regions take 1D4x10 M.D. each. |
| 18 - 31 |
1D4 surrounding Hull Regions take 4D6 M.D. each. |
| 32 - 69 |
No Effect |
| 70 - 83 |
1D4 surrounding Hull Regions take 4D6 M.D. each. |
| 84 - 95 |
2D4 surrounding Hull Regions take 1D4x10 M.D. each. |
| 96 - 99 |
If the Hull Region is over the reactor section, roll on the Reactor
Damage Table with a -50% modifier. If the Hull Region is over the engine section, roll on the
Engine Damage Table with a -50% modifier. Otherwise, the ship suffers minor sensor malfunction.
One randomly chosen sensor system ceases to function for 1D4 melees. |
| 00 |
Roll once on the Moderate Damage - Hull Region table. |
- Moderate Damage - Hull Region:
| Percentile |
Effect |
| 01 |
Roll once on the Major Damage - Hull Region table. |
| 02 - 10 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table, otherwise roll on the Internal
Damage Type table to determine what type of internal damage is inflicted and roll on that
table. |
| 11 - 15 |
3D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 16 - 20 |
2D4 surrounding Hull Regions take 1D6x10 M.D. each. |
| 21 - 35 |
1D4 surrounding Hull Regions take 5D6 M.D. each. |
| 36 - 65 |
No Effect |
| 66 - 80 |
1D4 surrounding Hull Regions take 4D6 M.D. each. |
| 81 - 85 |
2D4 surrounding Hull Regions take 1D4x10 M.D. each. |
| 86 - 90 |
3D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 91 - 99 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table, otherwise roll on the Internal
Damage Type table to determine what type of internal damage is inflicted and roll on that
table. |
| 00 |
Roll once on the Major Damage - Hull Region table. |
- Major Damage - Hull Region:
| Percentile |
Effect |
| 01 |
Roll once on the Severe Damage - Hull Region table. |
| 02 - 15 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table with a modifier of +50%, otherwise
roll on the Internal Damage Type table to determine what type of internal damage is inflicted
and roll on that table with a modifier of +50%. |
| 16 - 20 |
4D4 surrounding Hull Regions take 3D6x10 M.D. each. |
| 21 - 25 |
3D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 26 - 35 |
2D4 surrounding Hull Regions take 2D4x10 M.D. each. |
| 36 - 45 |
1D4 surrounding Hull Regions take 1D6x10 M.D. each. |
| 46 - 55 |
No Effect |
| 56 - 65 |
1D4 surrounding Hull Regions take 1D6x10 M.D. each. |
| 66 - 75 |
2D4 surrounding Hull Regions take 2D4x10 M.D. each. |
| 76 - 80 |
3D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 81 - 85 |
4D4 surrounding Hull Regions take 3D6x10 M.D. each. |
| 86 - 99 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table with a modifier of +50%, otherwise
roll on the Internal Damage Type table to determine what type of internal damage is inflicted
and roll on that table with a modifier of +50%. |
| 00 |
Roll once on the Severe Damage - Hull Region table. |
- Severe Damage - Hull Region:
| Percentile |
Effect |
| 01 - 20 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table with a modifier of +70%, otherwise
roll on the Internal Damage Type table to determine what type of internal damage is inflicted
and roll on that table with a modifier of +70%. |
| 21 - 25 |
4D4 surrounding Hull Regions take 4D6x10 M.D. each. |
| 26 - 30 |
3D4 surrounding Hull Regions take 3D6x10 M.D. each. |
| 31 - 40 |
2D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 41 - 60 |
1D4 surrounding Hull Regions take 2D4x10 M.D. each. |
| 61 - 70 |
2D4 surrounding Hull Regions take 2D6x10 M.D. each. |
| 71 - 75 |
3D4 surrounding Hull Regions take 3D6x10 M.D. each. |
| 76 - 80 |
4D4 surrounding Hull Regions take 4D6x10 M.D. each. |
| 81 - 00 |
Internal damage leading to system failures. If the Hull Region is in
the ship's engine section, roll on the Engine Damage table with a modifier of +70%, otherwise
roll on the Internal Damage Type table to determine what type of internal damage is inflicted
and roll on that table with a modifier of +70%. |
Damage Section Tables
Where the tables listed above are used to determine the internal damage that is inflicted because of a hit, the
following tables are used to determine exactly what some of that damage is. For example, it is possible to roll
reactor damage in the tables above, but the tables in this section are used to determine what kind of reactor
damage the ship suffers. Most of the tables above that call for a roll on one of these tables will provide a
percentile modifier, such as -20%, that is applied to the roll. The damage inflicted from a roll on a given table
is determined by taking the result of the percentile roll, adding or subtracting the modifier, and then referencing
the appropriate table to determine the final damage.
- Communication Systems Damage:
| Percentile |
Effect |
| 25 or less |
Minor communications problem. One randomly chosen communication
system ceases to function for 1D4 melees. |
| 26 - 40 |
Minor communications problem. Two randomly chosen communication
systems cease to function for 1D6 melees each. |
| 41 - 50 |
Minor communications problem. Three randomly chosen communication
systems cease to function for 2D4 melees each. |
| 51 - 75 |
Moderate communications problem. One randomly chosen communication
system ceases to function for 1D4 minutes. |
| 76 - 90 |
Moderate communications problem. Two randomly chosen communication
systems cease to function for 1D6 minutes each. |
| 91 - 100 |
Moderate communications problem. Three randomly chosen communication
systems cease to function for 2D4 minutes each. |
| 101 - 125 |
Major communications problem. One randomly chosen communication
system is destroyed and two additional randomly chosen communication systems cease to function
for 1D6 minutes each. |
| 126 - 140 |
Major communications problem. One randomly chosen communication
system is destroyed and three additional randomly chosen communication systems cease to function
for 2D6 minutes each. |
| 141 or more |
Severe communications problem. Two randomly chosen communication
systems are destroyed and all additional communication systems cease to function for 4D6 minutes
each. |
- Engine Damage:
| Percentile |
Effect |
| 25 or less |
Minor engine problems. Ship cannot accelerate or decelerate for 1D4
melees; the ship can still maneuver and dodge normally. |
| 26 - 40 |
Minor engine problems. Ship cannot accelerate or decelerate for 1D6
melees; the ship can still maneuver and dodge normally. |
| 41 - 50 |
Minor engine problems. Ship cannot accelerate or decelerate for 2D4
melees; the ship can still maneuver and dodge normally. |
| 51 - 75 |
Moderate engine problems. Ship cannot accelerate or decelerate for
1D4 minutes and cannot maneuver or dodge for 1D4 melees. |
| 76 - 90 |
Moderate engine problems. Ship cannot accelerate or decelerate for 1D6
minutes and cannot maneuver or dodge for 1D6 melees. |
| 91 - 100 |
Moderate engine problems. Ship cannot accelerate or decelerate for 2D4
minutes and cannot maneuver or dodge for 2D6 melees. |
| 101 - 125 |
Major engine problems. Ship cannot accelerate or decelerate for 2D6
minutes, cannot maneuver or dodge for 1D6 minutes, and one randomly chosen FTL Drive becomes
inoperative for 1D4 hours. |
| 126 - 140 |
Major engine problems. Ship cannot accelerate or decelerate for 3D6
minutes, cannot maneuver or dodge for 2D4 minutes, and one randomly chosen FTL Drive becomes
inoperative for 1D6 hours. |
| 141 or more |
Severe engine problems. Ship cannot accelerate or decelerate for 1D4
hours, cannot maneuver or dodge for 3D6 minutes, one randomly chosen FTL Drive is destroyed,
and all additional FTL Drives become inoperative for 1D6 hours. |
- Internal Damage Type:
| Percentile |
Damage Type |
| 01 - 20 |
Communication Systems Damage |
| 21 - 40 |
Offensive Systems Damage |
| 41 - 60 |
Reactor Damage |
| 61 - 80 |
Sensor Systems Damage |
| 81 - 00 |
Shield Systems Damage |
- Offensive Systems Damage:
For this table, the first percentile roll determines whether the damage inflicted will be minor, moderate, or
major damage and the second roll determines what offensive system is damaged by the attack.
| First Percentile |
Second Percentile |
Effect |
| 50 or less |
01 - 33 |
Minor targeting computer problems. The targeting computer is damaged
causing the ship to lose all bonuses to strike for the computer and the ship can only track
half of its normal total, these problems last for 1D4 melees. |
| 34 - 66 |
Minor electronic warfare system problems. The ship's EWS is damaged
allowing the ship to only generate half of its normal ECM and ECCM and the ship can only perform
half of its EWS special functions per melee, these problems last for 1D4 melees. |
| 67 - 00 |
Minor weapon system problems. The power and control connections between
the weapon systems and their controllers are damaged and 1D6x5% (between 5% and 30%) of the ship's
weapon systems, randomly chosen, become inoperative for 1D4 melees. |
| 51 - 100 |
01 - 33 |
Moderate targeting computer problems. The targeting computer is damaged
causing the ship to lose all bonuses to strike for the computer and the ship can only track a
quarter of its normal total, these problems last for 1D6 minutes. |
| 34 - 66 |
Moderate electronic warfare system problems. The ship's EWS is damaged
allowing the ship to only generate a quarter of its normal ECM and ECCM and the ship can only
perform one of its EWS special functions per melee, these problems last for 1D6
minutes. |
| 67 - 00 |
Moderate weapon system problems. The power and control connections
between the weapon systems and their controllers are damaged and 2D4x5% (between 10% and 40%) of
the ship's weapon systems, randomly chosen, become inoperative for 1D6 minutes. |
| 101 or more |
01 - 33 |
Major targeting computer problems. The targeting computer is destroyed
causing the ship to lose all bonuses to strike for the computer and the ship can only track a
tenth of its normal total. |
| 34 - 66 |
Major electronic warfare system problems. The ship's EWS is almost
completely destroyed allowing the ship to only generate a quarter of its normal ECM and none of
its normal ECCM and the ship cannot perform any its EWS special functions. |
| 67 - 00 |
Major weapon system problems. The power and control connections
between the weapon systems and their controllers are destroyed and 2D6x5% (between 10% and 60%)
of the ship's weapon systems, randomly chosen, become permanently inoperative. |
- Reactor Damage:
| Percentile |
Effect |
| 25 or less |
Minor reactor problems. The ship suffers from random power failures
for 1D4 minutes causing the ship to lose half of its targeting bonuses, rounding all fractions
down and causing all weapons to have a 10% chance of suffering sudden power failures when they
are fired. Any weapon that suffers a power failure cannot fire until the beginning of the next
melee. |
| 26 - 40 |
Minor reactor problems. Same as previous entry with the following
addition: the strength of all shield systems are reduced by 10% while the reactor problems
persist. |
| 41 - 50 |
Minor reactor problems. Same as previous entry with the following
addition: roll once on the Engine Damage table with a modifier of -35%. |
| 51 - 75 |
Moderate reactor problems. The ship suffers from random power failures
for 2D6 minutes causing the ship to lose half of its targeting bonuses, rounding all fractions
down and causing all weapons to have a 25% chance of suffering sudden power failures when they
are fired. Any weapon that suffers a power failure cannot fire until the beginning of the next
melee. |
| 76 - 90 |
Moderate reactor problems. Same as previous entry with the following
addition: the strength of all shield systems are reduced by 25% while the reactor problems
persist. |
| 91 - 100 |
Moderate reactor problems. Same as previous entry with the following
addition: roll once on the Engine Damage table with a modifier of -20% and roll once on both
the Communication Systems Damage table and the Sensor Systems Damage tables with a modifier of
-35%. |
| 101 - 125 |
Major reactor problems. The ship suffers from random power failures
for 4D6 minutes causing the ship to lose half of its targeting bonuses, rounding all fractions
down and causing all weapons to have a 50% chance of suffering sudden power failures when they
are fired. Any weapon that suffers a power failure cannot fire until the beginning of the next
melee. |
| 126 - 140 |
Major reactor problems. Same as previous entry with the following
addition: the strength of all shield systems are reduced by 75% while the reactor problems
persist. |
| 141 - 150 |
Major reactor problems. Same as previous entry with the following
addition: roll once on the Engine Damage table with a modifier of -10% and roll once on both
the Communication Systems Damage table and the Sensor Systems Damage tables with a modifier of
-20%. |
| 151 - 160 |
Severe reactor problems. The reactor completely fails for 6D6 minutes
causing all systems on the ship to fail. The ship cannot fire weapons, activate its shield
systems, or use its engines while the problem persists. |
| 161 or more |
Severe reactor problems. The reactor explodes, destroying the ship and
killing its crew. |
- Sensor Systems Damage:
| Percentile |
Effect |
| 25 or less |
Minor sensor malfunction. One randomly chosen sensor system
ceases to function for 1D4 melees. |
| 26 - 40 |
Minor sensor malfunction. Two randomly chosen sensor systems
cease to function for 1D6 melees each. |
| 41 - 50 |
Minor sensor malfunction. Three randomly chosen sensor systems
cease to function for 2D4 melees each. |
| 51 - 75 |
Moderate sensor malfunction. One randomly chosen sensor system
ceases to function for 1D4 minutes. |
| 76 - 90 |
Moderate sensor malfunction. Two randomly chosen sensor systems
cease to function for 1D6 minutes each. |
| 91 - 100 |
Moderate sensor malfunction. Three randomly chosen sensor systems
cease to function for 2D4 minutes each. |
| 101 - 125 |
Major sensor malfunction. One randomly chosen sensor system is
destroyed and two additional randomly chosen sensor systems cease to function for 1D6
minutes each. |
| 126 - 140 |
Major sensor malfunction. One randomly chosen sensor system is
destroyed and three additional randomly chosen sensor systems cease to function for 2D4
minutes each. |
| 141 or more |
Severe sensor malfunction. Two randomly chosen sensor systems are
destroyed and all additional sensor systems cease to function for 2D6 minutes each. |
- Shield Systems Damage:
| Percentile |
Effect |
| 25 or less |
Minor shield problems. One randomly chosen shield system operates at
only 75% of its normal power for 1D4 melees. |
| 26 - 40 |
Minor shield problems. Two randomly chosen shield system operates at
only 50% of its normal power for 1D6 melees each. |
| 41 - 50 |
Minor shield problems. Three randomly chosen shield system operates at
only 25% of its normal power for 2D4 melees each. |
| 51 - 75 |
Moderate shield problems. One randomly chosen shield system ceases to
function for 1D6 melees. |
| 76 - 90 |
Moderate shield problems. Two randomly chosen shield system ceases to
function for 2D6 melees each. |
| 91 - 100 |
Moderate shield problems. Three randomly chosen shield system ceases to
function for 3D6 melees each. |
| 101 - 125 |
Major shield problems. One randomly chosen shield system ceases to
function for 1D6 minutes and all other shield systems cease to function for 1D6 melees
each. |
| 126 - 140 |
Major shield problems. One randomly chosen shield system ceases to
function for 2D6 minutes and all other shield systems cease to function for 2D6 melees
each. |
| 141 or more |
Severe shield problems. One randomly chosen shield system is destroyed
and all additional shield systems cease to function for 4D6 minutes each. |