Ship Crits: When a ship is crit and the damage is equal to at least the size of the ship hit, Roll a d12 to determine to what part of the ship damage is dealt, then roll a d4 to determine the exact nature of the damage. if the ship does not have that part, roll again. The ship's size-3 sizes should be added to the difficulty of fixing anything. If the same part is damaged twice, add +3 to the repair difficulty. Once the ship is at 0 HP and takes a crit, add +1 to the d4 roll.
1: Whew!: No effect this time.
2: Structural Damage
(1)Paint Job Ruined: Excessive scoring has made the ship look older. Luckily, getting the paint fixed is about as cheap and easy as getting a car wash.
(2)Dented: The ship's got a few dents in it now, it definately won't sell for mint. Repairing dents is quite a bit more expensive than getting the thing repainted.
(3)Airlock Fused: Needs to be fixed at dock. The Airlock is fused shut, meaning noone leaves the ship through that one until it's pulled open. You should really have more than one of those, by the way.
(4)Hull Breach: A chunk of the ship blows open(roll again to determine which section of the ship), the vacuum dealing 2+d10 damage per round to anyone nearby until it is repaired with a base difficulty 7.
(5)Critical Hull Breach: The ship's structure is permanently damaged, as (4) but with a difficulty of 13 and requiring $1000 times the ship's size to repair.
3: Power Damage
(1)Power Fluctuation: The next round, the ship provides 10% MP Less than normal.
(2)Reboot: The next turn, no weapons, sensors, countermeasures, or shields may be used.
(3)Energy Leak: The ship's excess energy is leaking out. If the ship has capacitors, they no longer function until fixed with a base difficulty of 7.
(4)Catastrophic Malfunction: The power goes partially out, the ship provides half its normal MP until it is repaired with a base difficulty of 9.
(5)Reactor Offline: The ship loses all power. Requires new reactor.
4: Engine Damage
(1)Jets Dented: The ship's max Speed and Maneuverability are lowered by 1 each until fixed with a base difficulty of 5.
(2)Throttle Stuck: The ship's engine speed is frozen, cannot change speed until fixed with a base difficulty of 5.
(3)Engine Stall: The ship's max speed drops to 0 until it is fixed with a base difficulty of 7.
(4)Maneuvering Jets Out: The ship's maneuver is frozen at -4(0 power) until fixed, difficulty 7.
(5)Engine Loss: The ship's engine is a total loss. Requires new engine.
5: Sensor Damage
(1)Fuzzy Screens: All sensor rolls are at -1 until repaired with a base difficulty of 5.
(2)Sensor Short: Roll again for a specific Sensor system. That system is inoperable until repaired with a base difficulty of 7.
(3)IFF Screwup: Your character shows as a secondary target for friendly missiles whose targets have already been destroyed. Base repair difficulty is only 5, but it's a bit trickier to notice this one.
(4)Blackout: All sensor systems are down, each one requires a repair roll base 7 to fix.
(5)Sensors Lost: All sensor systems are destroyed and must be replaced.
6: Life Support Damage
(1)Flicker: The lights flicker for a round, making all characters at -1 to their rolls unless they have some sort of night-vision
(2)Gravity Off: The Gravity in the ship goes out. All rolls are at -2(unless the character has some sort of zero-G Acclimation) until repaired at a base difficulty of 5.
(3)Lights Out: The lights go completely out, and it's really dark in space. Everyone is at -4 to all their rolls(unless they've got dark-vision cancelling it out) until the problem is fixed, which is a difficulty of 7.
(4)Thinning Air: Life support is going out on the ship. All characters on board the ship lose 1d8 HP per round from asphyxiation(or loss of whatever is provided in their life support) until the problem is fixed, difficulty 9.
(5)Life Support destroyed: As (4), but life support must be completely replaced.
7: Biowarp Damage
(1)Biowarp Power Leak: The next biowarp will take 1 extra round to complete.
(2)Biowarp Overload: If the ship has biomage controls, the Biowarp mage using them takes 3+d6 damage every turn the mage uses them. This can be repaired with a base difficulty of 7.
(3)Biowarp Inoperable:The Biowarp engine does not work until fixed, with a base difficulty of 9.
(4)Navigation Failure:The Biowarp engine, when used, jumps the ship to random areas until fixed, with a base difficulty of 9.
(5)Biowarp detonation: Biowarp engine is lost and must be replaced.
8: Armor Damage
(1)Dented Armor: The ship's armor is signifigantly dented, needing repair at a dock.
(2)Weld Spot Hit: The damage for the shot that caused this hit is doubled.
(3)Chunk Blowoff: The damage that was just dealt to the ship deals permanent damage to the armor, destroying the nearest multiple of 20 HP, rounded up in armor. This cannot be repaired unless the armor plating is replaced.
(4)Exposed Weak Spot: Until the armor is repaired, with a difficulty of 9, crits dealt to the ship deal double damage as well.
(5)Armor Stripped: As 4, but requires half the base cost in new structure repair.
9: Shield Damage
(1)Shield Bypass: Any additional shots until next round deal damage as though the ship had no shield.
(2)Shield Dulled: The shield is dulled down, its max protection is lowered a step until repaired, with a base difficulty of 5.
(3)Shield Down: The shield is knocked offline, and offers no protection until repaired, with a base difficulty of 7.
(4)Polarity Reversed: Laser shots at the shield are intensified, rather than reflected, and the shield is stuck. Until this is fixed with a base difficulty of 9, Laser shots that hit this ship deal double damage.
(5)Shield Destroyed: Shield completely gone, needs replacement.
10: Weapon Damage(If multiple weapons, choose a weapon group randomly)
(1)Focuser Damaged: Until this is fixed, with a base difficulty of 5, hits with this weapon group deal one step less damage.
(2)Targeting Damaged: The weapon group becomes harder to target with, and attack rolls with the weapon group are lowered by 2 until this is fixed, with a base difficulty of 5.
(3)Weapon Offline: The weapon group does not work until fixed, with a base difficulty of 7.
(4)Weapon Jammed: The weapon group becomes jammed. The next time it is fired, it deals its normal damage to the ship, then the weapon group becomes inoperable until replaced.
(5)Weapon Destroyed: Weapon completely gone, needs replacement.
11: Countermeasure Damage(If multiple countermeasures, randomly determine a countermeasure)
(1)Dud: The next time the countermeasure fires, it does nothing.
(2)Ammo Explosion: A single charge of the countermeasure explodes, dealing damage to the ship.
(3)Countermeasures Offline: The countermeasures do not work until fixed with a base difficulty of 7.
(4)Frequency Mix-up: The countermeasures track friendly missiles until the problem is fixed, with a base difficulty of 9.
(5)Countermeasures Destroyed: Countermeasure completely gone, needs replacement.
12: That's not good: Roll once to see how bad it is, and roll twice again to determine what two systems were affected this way.
(1)It's Bad: The difficulty to repair the damage systems is raised by 2.
(2)It's Worse: You don't have the proper equipment to actually repair the systems. You can only jury-rig the systems until you get somewhere where you can get the parts.
(3)You Don't Want to Know: After both systems are rolled, roll a system again, ignoring results of 1 or 12. The systems damaged need parts from the system indicated here that are critical to their functioning. You have to scrap the one system to be able to fix the other two normally.
(4)Oh, Damn: The difficulty to fix the systems damaged here is 4 higher, and each round that they go unrepaired, another system at random is damaged. This stops when both of the originally damaged systems are repaired.
(5)See ya: The ship is about to catastrophically explode. You have 1d6*the ship's size rounds to evacuate before it goes up. During this time, you may stop the explosion with a repair difficulty of 25+the ship's size. You may be able to salvage the systems not affected by this roll(roll to see which two systems explode)