If the damage from an attack equals but does not exceed a target's Resilience, it must succeed at a DN 4 Soak Test; on a failure, the target takes 1 Mortal Wound.
If damage reduces a ship to below its Heavily Wounded threshold (half of its Maximum Wounds + 1), the ship gains a +1 DN penalty to all Tests made until it is repaired over this threshold.
Catastrophic Damage: A ship with no Wounds left is effectively out of action. There may be some crew left alive, trapped in compartments that have not been reached yet, and there may even be power available in some sections of the ship, but the ship can no longer fight and has no operable void shields or equivalent.
Hulked ships will block lines of fire that pass over or through them, due to the clouds of venting gasses and debris they produce, and any mines or torpedoes which strike a hulk will detonate. Hulks can still be targeted as normal, and if they suffer any additional hits, roll on the Voidship Catastrophic Damage table.
If a Hulk survives a battle and is recovered by allies (or captured by its opponents), it must roll on the Battle Scars table below;
Haunted
Ramshackle
Temperamental
Unreliable
Unruly Machine Spirit
Volatile
Called shots can be made to target specific ship systems or weapons. The targeted system uses the same vessel's normal Resilience (including any current bonuses/penalties it may have) - the system's Defence is increased as follows;
External ship system: +2
Internal ship system: +5
Point-Defence weapons: +3
Main or secondary battery weapons: +2
Successful attacks do not inflict Wounds - if the damage from the attack exceeds the Resilience of the system, it is considered disabled until repaired (Tech Test with DN equal to the Value of the system, requiring a Combat Action); if it is hit again, the system is destroyed completely, and must be repaired in a shipyard.