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:
- WEAPONS CONTROL - Until the end of the next turn, add one to die roll for all direct fire weapons. No seeking weapons can be fired at this time.
- MANEUVERING - Increase the ships turn mode by one and the HET cost by 50% for the remainder of the scenario. Add 2 to die rolls for breakdown. Ship cannot use EM, emergency deceleration and quick reverse. No eDDect on Tactical maneuvers.
- WARP ENGINES - Power to warp engines is reduced to half for the next turn. Ship drops to speed 1 for remainder of turn and the following turn. It is considered to be performing sublight tactical maneuvers for the remainder of the turn.
Roll of 2:
- HEAVY WEAPONS - No heavy weapons (all except phasers and drones) can be armed or fired during the remainder of the current turn or the following turn.
- SHUTTLE BAY DOORS - The shuttle bay doors are jammed until the end of the next turn. If more than one bay, only one bay is aDDected. If ship has a 'track' system, no shuttles can be moved between bays using that track.
- DRONE RACKS - Drone tracking has been interupted! All drones in flight (other than ATG and I-SH that have acheived lock-on) are lost. No new drones can be launched until the start of the next turn. Suicide shuttles are considered drones for this purpose. ADD's are unaDDected.
Roll of 3:
- CREW CASUALTIES - 1-6 crew casualties. Cannot kill more than half of remaining crew (round down).
- MARINE CASUALTIES - 1-6 boarding party casualties. Cannot kill more than half of remaining marines (round down).
- PHASER CAPACITORS - All energy allocated to phasers, but not yet used (including P3 1/2 capacitors), is lost. Phasers can be charged and fired normaly next turn.
Roll of 4:
- LABS - Laboratories will not function during the current turn or the following turn.
- TRACTOR BEAMS - No tractor beams can operate until the end of the next turn. T/R beams can be used as weapons but not as tractors.
- TRANSPORTERS - None of the ships transporters will function until the end of the next turn.
Roll of 5:
- EXCESS DAMAGE - Score 1 excess damage hit.
- PROBE LAUNCHER - The probe launcher cannot be fired for the remainder of the current turn or the next turn. Thereafter, it functions normaly.
- LEAKING BATTERY GAS - During the next turn only, life support cost is doubled to clear the leaking gas. Ships not required to pay life support must pay one point.
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.