BATTLE DAMAGE, CODE RED

This is optional rule D4.6. It is a card based damage system consisting of the following 64 card deck:

2 Cargo or forward hull
2 Cargo or Aft hull
2 Cargo or any warp
2 Cargo or any hull or any weapon
2 Cargo or any hit
5 Forward hull
3 Aft hull
2 Aft hull/shuttle
2 Center warp engine
4 Right warp engine*
4 Left warp engine*
2 Impulse engine
2 Drone*
1 Drone or any hull
2 Phaser*
1 Phaser or any hull
2 Torpedo*
1 Torpedo or any hull
3 APR
3 Battery*
1 Bridge or flag bridge*
1 Emergency Bridge or Aux con*
2 Shuttle
1 Damage control or boarding party*
1 Sensor or scanner*
3 Lab
1 Probe
2 Tractor beam
2 Transporters
3 Critical hits (#1,#2,#3)*

* An asterix denotes 'Once per volley'. That card can only be used once for each system listed.

CRITICAL HITS

It is the critical hits which make the battle system add to the game dynamics. It is possible to only score a single internal yet result in a 'lucky' hit. Critical hits vary in their severity from potentialy lethal, to a mere inconvenience, to no eDDect at all. Each critical hit card has 6 potential criticals of which one is chosen by a die roll.

Roll of 1:

Roll of 2:

Roll of 3:

Roll of 4:

Roll of 5:

Roll of 6:

Card use:

  • Vollies involving less than 16 internals: corresponding number of cards are drawn from the deck If the system is unavailable, another card is drawn and place on top. This process is repeated until a successful hit can be scored.
  • Vollies involving more than 15 internals: Cards are drawn as above except that damage is determined in units of 10.
  • The deck is reshuffled between draws after the necessary 'once per volley' cards have been removed.
  • No more than 1 critical hit can be received per volley. Surplus critical hit cards are simply ignored and discarded.
  • If a ship rejects 5 cards in a row, an EXCESS damage is scored.
  • This battle system is based on the relative frequency concept whereby certain systems are easier to hit than others. Unlike the standard DAC results, it is not uncommon for a ship to be destroyed while still having about 10% of its internals undamaged.