Ship Combat Damage Tables

These tables are meant to add flavor to space combat—though they also have their uses in non-combat situations (finding a ship that needs work, suffering damage due to a disastrous astrogation roll…). As always, if this stuff proves too clunky or unbalanced, we’ll drop it.

To use, find the table that relates to the damage suffered and roll 2D (first designating which is the “1s” and the other the “10s"). There is no link between how high you roll and the severity of result.

Re-roll if a result does not apply to the situation. The GM chooses the exact effect of all results based on what the table recommends and the situation at hand. Part of the damage severity is the cost to fix it. A result of “X must be fixed” is not as bad as “X must be replaced.” The GM calculates repair and replacement costs as usual. The tables were written with a YT-1300 in mind but should work for any ship.

Some effects are –1 or –2, not –1D or –2D. A result including “…causes crew 1 stun/rnd” means everyone on board is stunned once per round. Finally, keep in mind that not all damage will be immediately apparent to the crew.

When the ship has sustained as many damage levels of a given category as it has Hull dice, it also sustains one damage result of one level higher. So, when a ship with 5 Hull dice suffers its fifth Light Damage hit, it also suffers one Moderate Damage result. When the ship has sustained as many Severe Damage results as it has Hull dice, it is destroyed.

Charts pending once I figure out the layout…

Damage Results