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
| Field | Value |
|---|---|
| Data / 1 / Repair Dc | 22 |
| Data / 1 / Roll | 1 |
| Data / 1 / Scale Transition | |
| Data / 1 / System | Reactor (Power Core) |
| Data / 10 / Repair Dc | 14 |
| Data / 10 / Roll | 10 |
| Data / 10 / Scale Transition | Crew incapacitated → boarding party enters unopposed at personal scale. |
| Data / 10 / System | Life Support |
| Data / 11 / Repair Dc | 17 |
| Data / 11 / Roll | 11 |
| Data / 11 / Scale Transition | |
| Data / 11 / System | Pilot Station (Bridge Controls) |
| Data / 12 / Repair Dc | 18 |
| Data / 12 / Roll | 12 |
| Data / 12 / Scale Transition | Bridge wreck may drop to personal scale if attackers exploit it on the next board round. |
| Data / 12 / System | Captains Bridge (Command Hit) |
| Data / 2 / Repair Dc | 16 |
| Data / 2 / Roll | 2 |
| Data / 2 / Scale Transition | |
| Data / 2 / System | Main Thruster |
| Data / 3 / Effect | Detection -8 for 1d4 rounds; all Gunnery from this ship at -4 (no lock); Captain Read the Board fails. |
| Data / 3 / Repair Dc | 16 |
| Data / 3 / Roll | 3 |
| Data / 3 / Scale Transition | |
| Data / 3 / System | Sensor Array |
| Data / 4 / Effect | Shields offline 1d4 rounds; cannot regen this round; non-shielded damage applies directly to hull until emitter restart. |
| Data / 4 / Repair Dc | 15 |
| Data / 4 / Roll | 4 |
| Data / 4 / Scale Transition | |
| Data / 4 / System | Shield Emitter |
| Data / 5 / Effect | Point-defense offline 1d4 rounds; tracking missiles auto-hit if not avoided by Pilot Evade action that round. |
| Data / 5 / Repair Dc | 14 |
| Data / 5 / Roll | 5 |
| Data / 5 / Scale Transition | |
| Data / 5 / System | Point-Defense Grid |
| Data / 6 / Repair Dc | 15 |
| Data / 6 / Roll | 6 |
| Data / 6 / Scale Transition | Deck plan engages if boarders present or crew must enter compartment to seal. |
| Data / 6 / System | Hull Breach (Minor) |
| Data / 7 / Repair Dc | 14 |
| Data / 7 / Roll | 7 |
| Data / 7 / Scale Transition | |
| Data / 7 / System | Communications Array |
| Data / 8 / Effect | All fore-arc weapons offline 1d6 rounds; gunner at that mount takes 1d6 damage (Reflex DC 12 half). |
| Data / 8 / Repair Dc | 16 |
| Data / 8 / Roll | 8 |
| Data / 8 / Scale Transition | |
| Data / 8 / System | Weapon Hardpoint (Fore) |
| Data / 9 / Effect | Aft-arc weapons offline 1d6 rounds; aft-mounted thruster takes +5% thrust loss next round if applicable. |
| Data / 9 / Repair Dc | 16 |
| Data / 9 / Roll | 9 |
| Data / 9 / Scale Transition | |
| Data / 9 / System | Weapon Hardpoint (Aft / Engine) |
| Exploding Effects / 13 / Repair Dc | 25 |
| Exploding Effects / 13 / System | Reactor Breach |
| Exploding Effects / 14 / Repair Dc | 24 |
| Exploding Effects / 14 / System | Fold Coil / FTL Critical |
| Exploding Effects / 15 / Repair Dc | 18 |
| Exploding Effects / 15 / System | Cargo Hold / Containment Breach |
| Exploding Effects / 16 / Repair Dc | 22 |
| Exploding Effects / 16 / System | Engineering Bay |
| Exploding Effects / 17 / Effect | Handling -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 Dc | 20 |
| Exploding Effects / 17 / System | Maneuvering Thrusters |
| Exploding Effects / 18 / Repair Dc | 21 |
| Exploding Effects / 18 / System | Gunnery Station / Weapons Battery |
| Exploding Effects / 19 / Repair Dc | 25 |
| Exploding Effects / 19 / System | Catastrophic Hull Loss |
| Exploding Effects / 20 / Repair Dc | 22 |
| Exploding Effects / 20 / System | Bridge Destruction |
| Roll Die | 1d12 |
| Roll Die Sides | 12 |
| Thresholds / Threshold 50Pct | Ship 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
| Field | Value |
|---|---|
description | Die result. |
label | 1d12 |
name | roll |
system
| Field | Value |
|---|---|
description | Which ship system takes the critical. |
label | System Hit |
name | system |
effect
| Field | Value |
|---|---|
description | Mechanical consequence applied immediately. |
label | Effect |
name | effect |
repairDC
| Field | Value |
|---|---|
description | Engineering check DC to fix. |
label | Repair DC |
name | repairDC |
scaleTransition
| Field | Value |
|---|---|
description | If set, this hit drops combat to personal scale. |
label | Scale Trigger |
name | scaleTransition |