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==Damage== ===Critical Hits=== If the attacker rolls a 6 to wound, roll the die again: if the second roll also wounds, you have scored a critical hit. If it doesn't, the shot wounds as normal. Critical hits always do +1 damage that penetrates even if the ship makes its reliability save. ===Damage Table=== For every wound that is scored, roll a d6 on the following table. For every location other than Crew and Armor, the effects of the hit are determined by how many times that location has been hit. The first time a location is hit, it degrades by one point, the second time, two points, etc. Note: the location is the first d6 roll, so if you are hit in the sensors once, and then get hit in the comms, you will take two points of damage to the comms, because they are each in the command and control location. <table border="1"> <tr> <th>D6</th> <th colspan="2">Damage</th> <th><br></th> <tr> <tr> <td>1</td> <td colspan="3"><i>Crew Compartment</i>: The shot penetrates through to the crew compartment and injures a randomly selected crewmember. To see the extent of his injuries, roll a further D6.</td> </tr> <tr> <td><br></td> <td>==========<br></td> <td>1-2:</td> <td><i>Stunned</i>: if the crewman may not add any stats to the ship for the remainder of the engagement. Otherwise, he is unharmed.</td> </tr> <tr> <td><br></td> <td><br></td> <td>3-5:</td> <td><i>Laid Up</i>: the crewman is not seriously injured, but he is knocked around pretty good. He may no longer add any stats to the ship, and he misses the first encounter in the following game. However, if he passes a toughness test, he may be brought in as reinforcements for later encounters.</td> </tr> <tr> <td><br></td> <td><br></td> <td>6:</td> <td><i>Serious Injury</i>: The crewman many no longer add any stats to the ship, and he must roll on the serious injury table. However, he may participate in the next encounter if he survives and passes a toughness test.</td> </tr> <tr> <td>2</td> <td colspan="3"><i>Command & Control</i>: The delicate electronics in the bridge is hit. Roll a d6 to see which systems are effected.</td> </tr> <tr> <td><br></td> <td><br></td> <td>1-2:</td> <td>Sensors</td> </tr> <tr> <td><br></td> <td><br></td> <td>3-4:</td> <td>Comms</td> </tr> <tr> <td><br></td> <td><br></td> <td>5-6:</td> <td>Security</td> </tr> <tr> <td>3</td> <td colspan="3"><i>Weapons</i>: The fire control and/or weapons batteries are damaged, reducing their effectiveness. Roll a d6 to see what is effected:</td> </tr> <tr> <td><br></td> <td><br></td> <td>1-3:</td> <td>Offensive Capability</td> </tr> <tr> <td><br></td> <td><br></td> <td>4-5:</td> <td>Battery</td> </tr> <tr> <td><br></td> <td><br></td> <td>6:</td> <td>Both Offensive Capability and Batteries</td> </tr> <tr> <td>4</td> <td colspan="3"><i>Armor</i>: The ships armor is degraded by one point. No reliability save.</td> </tr> <tr> <td>5</td> <td colspan="3"><i>Control Surfaces</i>: The ships maneuverability is degraded. Reliability Save.</td> </tr> <tr> <td>6</td> <td colspan="3"><i>Engine Room</i>: The ships engine room takes a hit; roll a d6 to see what was effected:</td> </tr> <tr> <td><br></td> <td><br></td> <td>1-3:</td> <td>Speed</td> </tr> <tr> <td><br></td> <td><br></td> <td>4-5:</td> <td>Reliability</td> </tr> <tr> <td><br></td> <td><br></td> <td>6:</td> <td>Both Speed and Reliability</td> </tr> </table> ===Reliability Save=== Whenever damage is sustained to anything except for the Armor and the Crew, the ship can make a reliability save to see if the "bucket of bolts can stick together for just a little bit longer." If the save is successful, the location takes no damage, but it still counts as a hit for the amount of future damage. ===Out of the Fight=== Ships can only take so much damage before critical systems fail, and the ship is dead in the water. If Speed, Maneuverability, or Offensive Capability is ever reduced to half its original value, then the fight is over, the ship is dead in the water, and the crew should prepare to be boarded.
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