Uncle Jimbo's Bug Huntin' Range

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Spot Rules

Spaceship Damage

Compartment Size and Armour

Durability is not used to determine damage. The DUR values given are still used for ship design as Size values.

A ship has a number of Size points equal to the DUR of the civilian vessel closest to its class. These Size points can be used to install the following compartments:

 

  Size
Small 2
Medium 4
Large 8
Extra Large 40
Cargo Space As required

One or more Extra-Large compartments may enclose any amount of open space, but for purposes of mounting systems, no compartment can be bigger than Extra-Large. Super-Heavy weapons and other major systems can consist of several components spread across more than one compartment.

Note: In my original proposal, I listed the Toughness of each compartment by its Size. Instead, the base Toughness of each compartment should be determined by the total Size of the ship. I haven't thought this through in detail but the Warships size classes could be used.

The type and Size of systems that can be installed in a compartment, the number of compartments in a vessel, and the chance that any compartment is hit in battle are as described in the Gamemaster's Guide. Size has the same relation to engine and drive-unit power and performance as DUR.

Toughness grades above Good are Extra-Good, Semi-Amazing, Amazing and Super-Amazing.

All PL 7 vessels are assumed to have neutronite armour, unless otherwise stated. Civilian hulls are assumed to have Light armour, which gives no benefit to Toughness. Civilian hulls can be fitted with Moderate armour, which increases the compartment's Toughness by 1 grade, and costs 10% of the vessel's Size (pro rata for partial Moderate armour).

Military hulls are assumed to have Moderate armour. This reduces the hull to the same Size as a civilian hull, and improves each compartment's Toughness by 1 grade. A military hull can be fitted with Heavy armour, which increases the Toughness of each compartment by 2 grades, and costs 10% of the vessel's Size (pro rata for partial Heavy armour).

Spaceship Weapons

Each weapon has a Firepower grade, for purposes of spaceship combat, ranging from Marginal to Super-Amazing. In the following list, weapon systems marked as (*n) damage more than one compartment on a successful hit. After rolling for the compartment hit, the stated number of compartments to either side of the hit are also affected. Where this would extend higher or lower on the compartment hit table than the ship's existing compartments, the extra slots are ignored. Weapons marked as (*All) damage every compartment of a ship on a successful hit.

Marginal: arc cannon, Light laser, EMP mine (*1)

Ordinary: Light IR laser, Heavy laser, CHE mine, TRS mine, ARN missile, CHE missile, SMP missile, assault network, Light mass cannon

Good: Heavy IR laser, NUK mine (*3), Light rail cannon, Light X-ray laser, Heavy mass cannon, Light mass converter (*1), Light MRB missile (*3), PLA missile, Light plasma cannon, plasma network, Light kinetic lance

Extra-Good: Medium rail cannon, Medium X-ray laser, NUK missile (*4), Light matter torpedo (*1), Medium MRB missile (*4), Light particle beam (*1), Medium plasma cannon, Light flux cannon (*1), Heavy kinetic lance, Light maser cannon, Light graser cannon (*1), EM torpedo (*4)

Semi-Amazing: Heavy rail cannon, Heavy X-ray laser, Heavy matter torpedo (*2), Heavy MRB missile (*All), Heavy particle beam (*2), Heavy plasma cannon (*1), Heavy flux cannon (*3), Medium maser cannon, Heavy graser cannon (*2), Heavy mass converter (*3), TNUK bomb (*All)

Amazing: Heavy maser cannon, Super-Heavy particle beam (*3), Super-Heavy plasma cannon (*3), Super-Heavy graser cannon (*3), fusion lance (*3), antimatter bomb (*All)

Super-Amazing: Super-Heavy maser cannon (*1), Super-Heavy mass converter (*All), wormhole generator (*All)

Damage Resolution

On a successful hit, roll d20 and compare to the Damage Table below.

For weapons of the same Firepower as the compartment's Toughness, roll once for an Ordinary hit, twice for a Good hit, or three times for an Amazing hit, for each compartment struck.

For each grade of difference between the weapon's Firepower and the compartment's Toughness, the number of damage rolls is increased or decreased by one (although an Amazing hit always forces at least one damage roll), and a 1-step modifier is applied to the damage control die. So a Medium-sized compartment in a civilian hull (Ordinary) suffering an Ordinary hit (1 roll) from a Light plasma cannon (Good) would make two damage rolls, each at a +1 step penalty.

Damage Table:

Up to 5

No effect
6-8 Shaken: All persons not strapped in are thrown to the deck, must take an action to recover, and suffer damage as an Extremely Short fall. 20% of extras are stunned or slightly wounded. Those strapped in suffer a +2 penalty to their next action in the same round.
9-11 System failure, Slight (as Stun damage)
12-13 Ordinary explosion: all persons in the compartment suffer damage as a Short fall. 50% of extras are moderately wounded.
14-15 System failure, Moderate (as Wound damage)
16 Decompression
17 Good explosion: all persons in compartment suffer damage as a Medium fall. 50% of extras are killed instantly.
18 System failure, Severe (as Mortal damage)
19 Amazing explosion: all persons in compartment take damage as a Long fall. 90% of extras are killed instantly.
20-29 Compartment destroyed. All systems destroyed. All persons in compartment take damage as a Long fall. 100% of extras are killed instantly.
30+ Compartment destroyed. All systems destroyed. All persons in compartment take damage as a Long fall. 100% of extras are killed instantly. Each adjacent compartment must make damage rolls, as if suffering an Ordinary hit from the weapon.

If a result that would harm personnel, except Decompression, is rolled for a compartment that has no living persons in it, it is translated to the next more severe System Failure. If a System Failure result is rolled for a compartment where all systems have suffered Severe failure, it is translated to the next less severe Shaken or Explosion result.

An arc cannon or EMP mine do not cause Shaken or Decompression results. These are instead counted as System Failure - Slight.

An EM torpedo does not cause Shaken, Decompression or Amazing Explosion results. These are instead counted as a System Failure - Slight, Moderate or Severe.

Larger Weapons

Medium weapons have their DUR and POW rating increased by 20% from that
listed in the GMG/Starships.

Heavy weapons have double DUR and POW cost. These weapons can be installed as a number of separate components, each not less than 4 DUR in size.

Super-Heavy weapons have 5 times the DUR and POW cost. These weapons can be installed as a number of components, each not less than 8 DUR in size.

Grasers (PL 6) have a base cost (Light Graser) of DUR 10 and POW 6.

Increase in PL: Any PL 6 weapon can be redesigned at PL 8, halving its DUR
and POW requirements for the same effect. The weapon's requirements at PL 7
are unchanged.