Void System Damage and Ship Critical Hits

d12 system-damage table for ship combat.

When a ship takes a critical hit, roll 1d12 on this table (or 1d20 on natural 20). The effect applies IN ADDITION to the round's normal hull loss and applies immediately on impact. Multiple criticals stack: each adds its penalty until repaired, and two criticals on the same system double the effect and add +5 DC to repair.

Repairing a critical requires Engineering (INT) at the listed DC, taking 10 minutes per critical during a docked scene, 1d4 rounds of the void round under fire. Multiple Engineer crew reduce repair time. Repairs to life support, hull, and weapons during a running battle ARE the personal-scale challenge; non-critical crew damage uses the standard crew-effect rules (Pilot Fort save, Gunner Reflex save, etc., per spec-void-warfare S4).

This table is the ship-scale analogue to Vehicle System Damage and Critical Hits. Where vehicle criticals cripple chassis systems, void-warfare criticals cripple ship systems. The 1d12 main die has more entries than the vehicle table because ships have more discrete systems; the 1d20 exploding die scales to the stakes (a capital-ship kill).

Several entries (6, 12) explicitly trigger the scale transition to the personal deck plan -- the bridge between void combat and the boarding crawl from spec-void-warfare S6.

Rules Reference

FieldValue
Data / 1 / Repair Dc22
Data / 1 / Roll1
Data / 1 / Scale Transition
Data / 1 / SystemReactor (Power Core)
Data / 10 / Repair Dc14
Data / 10 / Roll10
Data / 10 / Scale TransitionCrew incapacitated → boarding party enters unopposed at personal scale.
Data / 10 / SystemLife Support
Data / 11 / Repair Dc17
Data / 11 / Roll11
Data / 11 / Scale Transition
Data / 11 / SystemPilot Station (Bridge Controls)
Data / 12 / Repair Dc18
Data / 12 / Roll12
Data / 12 / Scale TransitionBridge wreck may drop to personal scale if attackers exploit it on the next board round.
Data / 12 / SystemCaptains Bridge (Command Hit)
Data / 2 / Repair Dc16
Data / 2 / Roll2
Data / 2 / Scale Transition
Data / 2 / SystemMain Thruster
Data / 3 / EffectDetection -8 for 1d4 rounds; all Gunnery from this ship at -4 (no lock); Captain Read the Board fails.
Data / 3 / Repair Dc16
Data / 3 / Roll3
Data / 3 / Scale Transition
Data / 3 / SystemSensor Array
Data / 4 / EffectShields offline 1d4 rounds; cannot regen this round; non-shielded damage applies directly to hull until emitter restart.
Data / 4 / Repair Dc15
Data / 4 / Roll4
Data / 4 / Scale Transition
Data / 4 / SystemShield Emitter
Data / 5 / EffectPoint-defense offline 1d4 rounds; tracking missiles auto-hit if not avoided by Pilot Evade action that round.
Data / 5 / Repair Dc14
Data / 5 / Roll5
Data / 5 / Scale Transition
Data / 5 / SystemPoint-Defense Grid
Data / 6 / Repair Dc15
Data / 6 / Roll6
Data / 6 / Scale TransitionDeck plan engages if boarders present or crew must enter compartment to seal.
Data / 6 / SystemHull Breach (Minor)
Data / 7 / Repair Dc14
Data / 7 / Roll7
Data / 7 / Scale Transition
Data / 7 / SystemCommunications Array
Data / 8 / EffectAll fore-arc weapons offline 1d6 rounds; gunner at that mount takes 1d6 damage (Reflex DC 12 half).
Data / 8 / Repair Dc16
Data / 8 / Roll8
Data / 8 / Scale Transition
Data / 8 / SystemWeapon Hardpoint (Fore)
Data / 9 / EffectAft-arc weapons offline 1d6 rounds; aft-mounted thruster takes +5% thrust loss next round if applicable.
Data / 9 / Repair Dc16
Data / 9 / Roll9
Data / 9 / Scale Transition
Data / 9 / SystemWeapon Hardpoint (Aft / Engine)
Exploding Effects / 13 / Repair Dc25
Exploding Effects / 13 / SystemReactor Breach
Exploding Effects / 14 / Repair Dc24
Exploding Effects / 14 / SystemFold Coil / FTL Critical
Exploding Effects / 15 / Repair Dc18
Exploding Effects / 15 / SystemCargo Hold / Containment Breach
Exploding Effects / 16 / Repair Dc22
Exploding Effects / 16 / SystemEngineering Bay
Exploding Effects / 17 / EffectHandling -3; ship can only stop or go straight (no turning) for 1d4 rounds; Pilot Drive DC 16 to override each round.
Exploding Effects / 17 / Repair Dc20
Exploding Effects / 17 / SystemManeuvering Thrusters
Exploding Effects / 18 / Repair Dc21
Exploding Effects / 18 / SystemGunnery Station / Weapons Battery
Exploding Effects / 19 / Repair Dc25
Exploding Effects / 19 / SystemCatastrophic Hull Loss
Exploding Effects / 20 / Repair Dc22
Exploding Effects / 20 / SystemBridge Destruction
Roll Die1d12
Roll Die Sides12
Thresholds / Threshold 50PctShip reaches 50% Hull → -1 Handling, sensors at -2, morale check every 3 rounds (Will DC 14).

Notes

Data / 1 / Effect: Power pool -2 next round (Engineer allocates -2); if pool was at 4 or less before penalty, reactor SCRAM trips automatically and ship is dead-in-space 1d4 rounds.

Data / 10 / Effect: Crew takes 1 HP/round fatigue damage; CON DC 12 each hour or -1 to all rolls until repaired; morale cascade triggers one Will save for the whole crew.

Data / 11 / Effect: Pilot Drive and Pilot checks -4 this round; Captain must assume Pilot role or auto-Evade; Pilot DEX DC 11 or ship veers one band unintentionally.

Data / 12 / Effect: All Captain actions impossible this round; crew Will DC 13 or Shaken; +5 to morale-break checks for 1 hour after the battle.

Data / 2 / Effect: Thrust halved this round and next; Pilot Drive check DC 13 to avoid a stacking -1 Handling penalty that persists until repaired.

Data / 6 / Effect: Atmospheric loss in one compartment; crew within 30 ft make CON DC 10 or 1d4 damage/round from decompression until Engineering patches the section.

Data / 7 / Effect: Captain's Coordinate and Rally actions -4 this round; cannot hail allies or call for help until repaired; GM treats the next encounter as if the ship is off-grid (no Kadiss-grid support).

Exploding Effects / 13 / Effect: Reactor power pool -4; CON DC 15 for all crew within 60 ft or 2d6 rad damage; Engineering DC 25 to prevent breach each round or the reactor detaches in 1d6 rounds (catastrophic).

Exploding Effects / 14 / Effect: Cannot fold out 1d8 hours; fold signature spikes to maximum (Kadiss-grid detects and all ships in the same hex converge over 1d6 rounds -- typically Confederate patrol or worse).

Exploding Effects / 15 / Effect: Cargo scatters across the deck plan; pressure loss in hold; stowed creatures, contraband, or volatile cargo released; if anything alive is loose the deck plan engages automatically.

Exploding Effects / 16 / Effect: Engineering actions at -8 until repaired; Damage Control impossible without improvised tools; secondary fires 10%/round risk to adjacent sections.

Exploding Effects / 18 / Effect: All Gunnery -6 this round and next; primary weapons fire at -4; munition cook-off 5%/round for 1d4 rounds (1 exploding weapon mount disables permanently).

Exploding Effects / 19 / Effect: Hull -25% in addition to normal damage; 1d10 additional hull damage next round from cascade; all crew Will DC 15 or Shaken; morale cascade.

Exploding Effects / 20 / Effect: All Captain actions impossible until bridge rebuilt (Engineering DC 22, 1 hour); all crew Will DC 15 or Frightened; ship acts at -2 to all checks; boarding action trivially succeeds on the next board round.

Exploding Effects / Note: On a natural-20 attacker roll, expand 1d12 to 1d20 and apply the listed additional complication. Cumulative criticals at the same system double the effect and +5 DC to repair. Two or more criticals in the same round triggers a CRITICAL CASCADE check: any system hit may bleed damage to an adjacent system (GM call).

Thresholds / Critical Cascade Note: Two or more criticals in the same round = adjacent-system bleed. GM applies 1d4 to a random neighbour of the rolled system on this table; the same Repair skill stacks penalties.

Thresholds / Threshold 10Pct: Ship reaches 10% Hull OR takes 4+ criticals in one battle → Derelict unless towed; 10%/round chance to detonate from ammo or fuel fires.

Thresholds / Threshold 25Pct: Ship reaches 25% Hull → -2 Handling, Engineering checks -4, ONE random system on this table marked Disabled each round from cascading strain.

Columns

roll

FieldValue
descriptionDie result.
label1d12
nameroll

system

FieldValue
descriptionWhich ship system takes the critical.
labelSystem Hit
namesystem

effect

FieldValue
descriptionMechanical consequence applied immediately.
labelEffect
nameeffect

repairDC

FieldValue
descriptionEngineering check DC to fix.
labelRepair DC
namerepairDC

scaleTransition

FieldValue
descriptionIf set, this hit drops combat to personal scale.
labelScale Trigger
namescaleTransition