damage | result |
shields blown (0-3) | -1D from shields. If no dice in shields, controls ionized. |
controls ionized (0-3) | -1D from maneuverability, shields and weapon fire control and damage
for rest of round and next round.
If suffering from as many controls ionized results as ship has maneuverability dice, controls dead
for next two rounds. Vehicle maintains same speed and direction; cannot turn, fire weapons, use shields, or
take other actions. |
lightly damaged (4-8) | Vehicles can be lightly damaged any number of times. Passenger damage: 1D. Roll 1D:
1-3 |
-1D from maneuverability (If manueverability 0D: -1 Move)
|
4 |
one on-board weapon hit and destroyed
|
5-6 |
-1 Move
|
|
heavily damaged (9-12) | A heavily damaged vehicle that's lightly or heavily damaged becomes
severely damaged. Passenger damage: 3D. Roll 1D:
1-3 |
-2D from maneuverability (If manueverability 0D: -2 Move)
|
4-6 |
-2 Move
|
|
severly damaged (13-15) | A severely damaged vehicle that's lightly, heavily or severely damaged
again is destroyed. Passenger damage: 6D. Roll 1D:
1-2 |
Destroyed powerplant. A ground vehicle going high speed or all-out speed crashes;
at cruising or cautious speed, rolls to a stop. For flying vehicles, pilot must make
minimum of Moderate roll to prevent crash.
|
3 |
overloaded generator. Explodes in 1D rounds.
|
4 |
disabled weapons. All shut down.
|
5 |
Structural damage. Pilot has 1D rounds to eject or crash-land vehicle before explosion.
|
5-6 |
Destroyed.
|
|
destroyed (16+) | vehicle destroyed. Passenger damage: 12D |
|