Star Wars D6 - Optional Starship Damage Rules

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Starship Damage Severity Roll: Difference Damage to Vehicle or Starship 0-3 Diff in pips Shields Depleted / Ionization 4-7 Light Damage 8-11 Heavy Damage 12-15 Severe Damage 16+ Destroyed Ship Systems: 1 Propulsion (1D: 1-3 Ion Engine, 4-6 Maneuvering Thrusters) 2 Electronics (1D: 1-2 Main Computer, 2 Sensors, 3 Navicomp) 3 Main Power (1D: 1-2 Power Core, 3-4 Hyperdrive, 5-6 Hyperdrive Backup) 4 Life Support 5 Shields 6 Weapons (1D: 1-4 Arcs, 5-6 Turrets. Pick weapon randomly) Depleted Shields Shields drop in strength. The lost pips can be brought back with a Computer Programming/Repair roll that takes one round. This roll can either be made at the end of the round so that the Computer Operator may attempt to restore all lost shield points that round or at any time during it, but only the Shield Pips lost up to that point can be restored for the entire round. The Difficulty for this roll is Difficult plus the number of Pips that the Shield Operator wants to attempt to restore. Additionally, in order for a Shield Operator to restore shields, they must have available power from the Power Core (Check Power distribution) Ionization When an Ion attack hits, and damage is higher than the hull roll, for each bracket of 4 points OVER the hull, 1 additional system is affected. For each affected system, roll 1D6 for the number of rounds that it will be unusable. If a system is affected by Ion damage more than once, add an additional D6 to the 'time out' roll. EG; the hurron warrior got whacked by a Ugly, and suffered 3 system ionized damage result. The roll for which systems are affected, were life support and maneuvering thrusters X2. Thrusters would get 2D6 for time it is out, while life support would only get 1D6. If in subsequent rounds, the same systems already out, get hit again, the number of rounds out increases by 1D6. 2D6 for the 2nd time it is affected, 3D6 for the third time etc..

description

A more detailed way of applying damage to starships in Star Wars D6 West End System.

Transcript of Star Wars D6 - Optional Starship Damage Rules

Page 1: Star Wars D6 - Optional Starship Damage Rules

Starship DamageSeverity Roll:Difference     Damage to Vehicle or Starship               0-3          Diff in pips Shields Depleted / Ionization4-7          Light Damage8-11         Heavy Damage12-15        Severe Damage16+          Destroyed

Ship Systems:1 Propulsion

(1D: 1-3 Ion Engine, 4-6 Maneuvering Thrusters)2 Electronics

(1D: 1-2 Main Computer, 2 Sensors, 3 Navicomp)3 Main Power

(1D: 1-2 Power Core, 3-4 Hyperdrive, 5-6 Hyperdrive Backup)4 Life Support5 Shields6 Weapons

(1D: 1-4 Arcs, 5-6 Turrets. Pick weapon randomly)

Depleted ShieldsShields drop in strength. The lost pips can be brought back with a Computer Programming/Repair roll that takes one round. This roll can either be made at the end of the round so that the Computer Operator may attempt to restore all lost shield points that round or at any time during it, but only the Shield Pips lost up to that point can be restored for the entire round. The Difficulty for this roll is Difficult plus the number of Pips that the Shield Operator wants to attempt to restore. Additionally, in order for a Shield Operator to restore shields, they must have available power from the Power Core (Check Power distribution)

Ionization● When an Ion attack hits, and damage is higher than the hull roll, for each bracket of 4 points

OVER the hull, 1 additional system is affected.● For each affected system, roll 1D6 for the number of rounds that it will be unusable. If a system

is affected by Ion damage more than once, add an additional D6 to the 'time out' roll. EG; the hurron warrior got whacked by a Ugly, and suffered 3 system ionized damage result. The roll for which systems are affected, were life support and maneuvering thrusters X2. Thrusters would get 2D6 for time it is out, while life support would only get 1D6.

● If in subsequent rounds, the same systems already out, get hit again, the number of rounds out increases by 1D6. 2D6 for the 2nd time it is affected, 3D6 for the third time etc..

● For those trying to repair the system, a HEROIC+10 roll is needed to try to halve the time it is going to be out. REMEMBER it takes 2 rounds from when they start to ‘work on it’ before the first roll can be made. So if power is out for 2 rounds, it would be better to let it go….

Damage Type Damage Points    EffectLight       1: no pip lossModerate   3: 30% pip lossSevere     6: 60% pip lossDestroyed   10:     well... destroyed. 

Every system can withstand a maximum of 10 points of damage. Check each system for special rules according to damage. As each system accumulates damage to pass the next threshold, apply the necessary performance loss (For example, a system suffering light damage 3 times is equal to having suffered a moderate damage).

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Condition (d6)1. Ionized 2. Overloaded3. Overloaded + Structural (2 steps down)4. Physical5. Physical + Structural (1 step down) 6. Structural Full 

On Starfighters every hit also does structural damage due to the very small size of the craft. Use the following chart:

Condition (d4)1. Ionized2. Overloaded + Structural (2 steps down)3. Physical + Structural (1 step down)4. Structural Full

Ionized: Due to extreme luck (or unluck) the system was only ionized for 1D rounds per 10%. The system does not need repairs. Overloaded: The system is damaged due to power overload caused by the blast. Usually this causes glitches and malfunctions to the system (i.e. penalty on the roll). The system itself suffers minor physical damage. A mechanic may attempt to repair an Overloaded system with an appropriate Repair check (e.g. Space Transports Repair). The Difficulty and required time depends on the percentage of damage. 10-29% : Moderate and takes one round. 30-59% : Difficult and takes two rounds. 60-99% Very Difficult and takes three rounds. 100% : Cannot be repaired during combat. Physical: The system (or parts of it) suffer a direct hit. It loses the percentage in pips. Attempts to repair it can begin after combat. Structural: Hull suffers damage. Loses strength in pips according to the Condition Roll. Soak is rolled always in full Hull rating. Check for Hull Breach. At full structural, hull takes all damage and no system is affected. 

System condition

Main powerMain Power affects all systems. Loss in Main Power results in random systems failing until the rest can be kept up. On the next round an Engineer can reroute power to the systems he/she wants up.

- Overloading the powerplant causes problems in power rerouting (+1 for every step). 100% of Main Power overloaded means the core will explode in 1D rounds if it's not shut down.

- Physical damage reduces the maximum output by 10% per step. Reaching 100% physical damage on the core, results in total power loss, core overloading and explosion in 1D rounds. A direct hit causing 100% damage to the core, means immediate explosion and destruction of the ship. 

Main Power cannot be ionized. Treat Ionized as Overloaded. Life support Losing part of Life Support is not critical but it can lead later to other problems if not repaired. Both Overloading and Physical damage on Life Support affects how many days a ship can go without resupplying (consumables). Failure of Life Support will result in deadly conditions in a couple of hours, according to the passengers and the volume of the ship. (exact time is TOTAL MASS LIMIT in minutes / number of crew and passengers). Shields

- Overloading shields causes glitches on changing the arcs (+1 for every step). Also lose the ability to spread the shields to arc according to the following chart: M - 3 arcs, S - 2 arcs, D – 1 arc.

- Physical damage reduces the pips (10% for each step.) Maneuvering Thrusters

- Overloading thrusters causes problems on maneuvering the ship (+1 for every step on any maneuver, movement or dodge roll).

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- Physical Damage to the thrusters affects maneuverability rating (-10% pips for every step). A ship without Maneuvering Thrusters increases all terrain difficulties by 1 level and an action is required even for cautious speed. A ship cannot execute complex maneuvers (those with difficulty more than +5). A pilot can still dodge and full dodge. 

Ion Drive- Overloading the sublight engine affects the acceleration and deceleration. L - ALL OUT

needs 2 rounds. M - HIGH and ALL OUT need 2 rounds. S - NORMAL, HIGH AND ALL OUT need 2 rounds. D - All speed changes require 2 rounds.

- Physical Damage to the ion drive affects sublight speed. For every step lose 10% of your speed (roundup). 100% of Ion Drive lost, means the ship continues with the speed it currently has. 

Hyperdrive - Overloading the hyperdrive increases the mishap modifier in case the astrogation roll fails.

For every 20% , add 1 to the mishap roll. - Physical Damage to the hyperdrive increases the chance for the jump to fail. For every 10%

lost in Hyperdrive add +2 difficulty on the Astrogation Roll. 100% damage, means the ship cannot enter in Hyperspace. 

Nav Computer- Overloading the Navicomputer increases the time needed to calculate the jump. Each step

adds 10% to the time needed. - Physical Damage makes the calculation more difficult. For every 10% lost in Nav Computer

add +3 difficulty on the Astrogation Roll. 100% damage to the Nav Computer means +30 on the roll. 

Main Computer- Overloading the Main Computer affects the efficiency of the electronic systems of the ship.

Add +1 difficulty per 10% to any roll involving computers, communications, EW, CM and use of the ship facilities (medbay, repairs etc). This is due to corrupted data fed by the Computer.

- Physical Damage to the main computer affects the ratings of comms and similar systems. Reduce the ratings 10% per step. Loss of Main computer, means that none of those systems work. Every facility, including repairs increase the difficulty of the roll one whole step.

Sensors Array - Overloading the sensors array results in a +1 difficulty in any sensors roll. - Physical damage results in loss of pips and range (10% per step).

Weapons- Overloading a weapon results in loss of Fire Control (10% per step in pips). If a weapon is

already 100% overloaded, it loses damage rating.- Physical Damage results in loss of Damage rating (10% per step in pips).

HullHull loses percentage in pips from rating (soak is always rolled in full hull rating). Direct hit that causes 30% of damage results in Minor Hull breach. Roll 1D6 and determine which section is affected by minor decompression. Crew has 2D6 rounds to repair or clear the area. Direct hit that causes 60% of damage results in Major Hull Breach. Crew has 1D6 rounds to repair or clear the area. Cumulative 100% damage destabilizes ship's structure and crew has 1D6 rounds to evacuate. Direct hit that causes 100% damage means the ship is immediately destroyed. 

Passenger Damage

System Damage Damage if Hull   Dmg if Sys Operator Light       1D 1DModerate   3D 2DSevere     6D 4DDestroyed      12D 6D

Passengers take damage when Hull suffers damage or when they are operating one of the following systems and that system takes physical damage: Main Power (engineering room), Main Computer (computer operators on the primary controls), Sensors (sensors operator), Weapons (gunner), Thrusters and Sublight (pilot), Shields (shield operator), Nav Computer (Astrogator). Pilot is not taking damage if he controls remotely weapons, sensors, shields and navicomputer.