OPTIONAL DAMAGE EFFECTS
Here are possible optional effects for each of the locations in the Starship Hit Location Table above. If a spacecraft suffers actual BODY damage in combat, the GM may, if he wishes, roll to see if an "optional effect" of damage occurs as a result. Gamemasters may roll randomly for an effect, choose an effect, or make up other effects, as they prefer. If used, these rules replace the Damage To Vehicles rules on page 322 of the HERO System 5th Edition.
If, in rolling multiple times over the course of a battle, the GM rolls similar results for a type of system, he must decide whether only the worse result applies (the usual method) or the results are cumulative (a less common, but sometimes appropriate, outcome).
Roll | Command Center |
1 | Personnel danger; 1-2 minor NPC crewmen killed or badly injured |
2 | Viewing apparatus damaged; pilot and crew cannot view space outside the ship with Sight Group Senses |
3 | Personnel danger; 1 important NPC officer killed or badly injured |
4 | Personnel danger; 1-6 minor NPC crewmen killed or badly injured |
5 | Personnel danger; 1-3 important NPC officers killed |
6 | Command center loses all power, or has all physical access cut off |
Roll | Sensors/Communications |
1 | Ship's interior communication system disabled for I d6 Turns |
2 | -1 to all Systems Operation rolls using the communications systems |
3 | -1 to all Systems Operation rolls using the sensors |
4 | -3 to all Systems Operation rolls using the communications systems |
5 | -3 to all Systems Operation rolls using the sensors |
6 | All sensors and/or communications systems totally inoperable |
Roll | Piloting Systems |
1 | Thrusters inoperable for I d6 Hours |
2 | -1 to all Combat Piloting rolls |
3 | Navigation computer, and navigation functions of main computer, inoperable for 1d6 Hours |
4 | -2 to all Combat Piloting rolls |
5 | -3 to all Combat Piloting rolls |
6 | Piloting systems completely disabled; pilot cannot steer ship at all; ship adrift |
Roll | Engine/Power Systems |
1 | Ship loses one Noncombat Movement multiple |
2 | Ship's main power generation system loses one-third of its power-generating capacity (i.e., reduce the END of its Endurance Reserve by one-third) |
3 | Ship loses 5" of Flight |
4 | Ship loses 10" of Flight |
5 | Ship loses 20" of Flight |
6 | Ships loses all engines and cannot move except with half thrusters |
Roll | Main Body |
1 | Personnel danger; Ship suffers 2-12% casualties among the crew |
2 | Ship loses 2 DEF |
3 | Ship loses 5 STR |
4 | Ship loses 10 STR |
5 | Ship loses 20 STR |
6 | Cascading internal explosion; roll randomly on Starship Hit Location Table and inflict 1d6 BODY damage to resulting system/section (no defense applies) |
Roll | Personnel/Cargo |
1 | 4-24% of ship's cargo destroyed or badly damaged |
2 | Personnel danger; Ship suffers 1-6% casualties among the crew |
3 | Personnel danger; Ship suffers 2-12% casualties among the crew |
4 | Personnel danger; Ship suffers 3-18% casualties among the crew |
5 | Personnel danger; Ship loses 5-30% of some consumable (breathing gases, fuel, food, or the like) |
6 | Sickbay damaged; all Skill Rolls using its equipment suffer a -2 penalty |
Roll | Computer |
1 | Ship loses 1 SPD |
2 | Ship loses 5 DEX |
3 | Computer loses 5 INT (and EGO, if it's an AI) |
4 | Cmputer loses 2d6 programs (chosen randomly by the GM) |
5 | All Skill Rolls involving or requiring computer use suffer a -3 penalty |
6 | Ship completely inoperable unless it has a backup computer |
Roll | Weapon Systems |
1 | One weapon suffers a -2 OCV penalty |
2 | One weapon loses -4 DC of effect |
3 | One weapon develops an Activation Roll 11- Burnout |
4 | One weapon without Charges loses outside power; it has only 1d6 Charges for the remainder of the battle |
5 | One weapon becomes completely inoperable |
6 | One weapon explodes, doing its damage to the person firing it |
Roll | Defense Systems |
1 | Defense system malfunctions, causing a -2 to all Systems Operation rolls using the sensors |
2 | One defense system loses 20 Active Points' worth of effect |
3 | One defense system develops an Activation Roll 11- Burnout |
4 | One defense system without Charges loses outside power; it has only 2d6+2 Charges for the remainder of the battle |
5 | One defense system becomes completely inoperable |
6 | One defense system explodes; roll randomly on Starship Hit Location Table and inflict 1d6 BODY damage to it (no defense applies) |
Roll | Life Support |
1 | Ship loses 4-24% of its breathing gases |
2 | Ship loses 10-60% of its breathing gases |
3 | Explosive decompression; one chamber of the ship is opened to space, and all its inhabitants are sucked out into the void (see page 285) |
4 | Artificial gravity becomes inoperable |
5 | Backup life support system destroyed or badly damaged (if no such system on ship, re-roll) |
6 | All life support systems become inoperable; everyone on the ship suffocates within 1d6 Minutes unless a backup system is available |