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.

  1. Minor Damage - Main Body:

  2. Limited Damage - Main Body:

  3. Moderate Damage - Main Body:

  4. Major Damage - Main Body:

  5. Severe Damage - Main Body:

  6. Minor Damage - Hull Region:

  7. Limited Damage - Hull Region:

  8. Moderate Damage - Hull Region:

  9. Major Damage - Hull Region:

  10. Severe Damage - Hull Region:

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.

  1. Communication Systems Damage:

  2. Engine Damage:

  3. Internal Damage Type:

  4. Offensive Systems Damage:

  5. Reactor Damage:

  6. Sensor Systems Damage:

  7. Shield Systems Damage: