(DJJHK1.0) HARD HITS
 
    Revision: 1995
    Designed by Donald S. Miller <dsm131@psu.edu>
 
This system is designed as an alternative to (D4.0) Damage Allocation. The basic idea is that all hits from one weapon are resolved on the DAC with a single dice roll, giving the feel of a ``directed'' hit. The system also has the effect of greatly increasing play speed.


 
(DDSM1.1) PROCEDURE

When a ship receives internal damage, all damage from each weapon is resolved with a single dice roll on the DAC. The attacking player rolls and records the damage for each weapon separately and does not combine the damage into one total for allocation purposes. When all of the weapons of a volley have their damage rolled, then each weapon's allocation is resolved separately and in the same order they were rolled. If Super-Aegis (D203) is being used, all of this record keeping is unnecessary. Two dice are rolled and the DAC is consulted:

(DDSM1.11) If an ``Underlined'' result is obtained, take 1 internal to that system (if possible) and proceed to the next column. ``Underlined'' hits are refreshed every time the dice are rolled (not every volley), so the ``Phaser'' hit on line 4 is hit every time a ``4'' is rolled, not just the first time.

(DDSM1.12) If a ``Non-Underlined'' result is obtained, take as many internals as possible of that type until either (1) all damage is resolved or (2) there is no more of that type of system in a grouping (D202.121). In case 2, proceed to the next column on the DAC.
(DDSM1.121) Define a ``grouping'' as a set of boxes that physically touch on the SSD (so the Federation CA has two ``groupings'' of Forward Hull, each with 6 boxes). Damage allocated with a ``Non-Underlined'' result can only be applied to one grouping of that type. The ship's player decides which grouping is hit. The current grouping of a type may be switched from dice roll to dice roll.
(DDSM1.122) Items of a different type in the same grouping (e.g. different option mounts; having fighters and shuttles in the same bay and receiving an ``Any Weapon'' hit) are considered different groupings even though the boxes physically touch.

(DDSM1.13) If an ``Excess Damage'' result is obtained, take 1 point of Excess Damage and roll dice again to allocate the remainder of the damage (if any). If the damage is to be allocated to ``Cargo'' or ``Repair'', treat it as a hard hit versus those systems, then allocate the 1 point of Excess Damage before rerolling.

(DDSM1.14) For accounting purposes, it is good form to say how much damage is remaining in a hard hit before proceeding to the next column. This makes keeping track of how much damage has been taken and how much there is to allocate very easy.
 
(DDSM1.2) EXCEPTIONS

Certain weapons require special rules for hard hits:

(DDSM1.21) DRONES: A spearfish drone that strikes and does two sets of damage (due to the shield being too small) would still allocate using one dice roll.

(DDSM1.22) PLASMA TORPEDOES: An enveloping plasma allocates seperately for each shield that is penetrated. If two plasma shotgun F-torpedoes stike the same target (e.g. if a shuttle docks to a ship and both have F's targetted at them), each would be resolved seperately.

(DDSM1.23) PHASERS: If a phaser fires several pulses (Ph-G, X-phasers), each pulse is considered a separate allocation.

(DDSM1.24) HELLBORES: Hellbores allocate separately for each shield that is penetrated.

(DDSM1.25) OTHER SOURCES OF DAMAGE: The 2 points of internal damage from a breakdown is resolved as one roll. Feedback damage is resolved as one roll for each weapon that does feedback damage. Most natural effects listed in (P0.0) are resolved as one roll per source of damage.
 
(DDSM1.3) EXAMPLE

A Federation CA at range 1 hits an undamaged Klingon D7K's front shield with a full alpha strike (why the D7 would allow such a thing is not debated here). The D7 has no reinforcement and there is no EW shift. The Fed player sees that if he rolls and allocates the phaser damage first, he has a chance of destroying the D7 (due to the 16 point photon internals) or at least blowing off a warp engine. He also notes that if he rolls and allocates the photon damage first, the many phaser hits will probably roll ``Underlined'' hits and strip the D7 of many weapons. He decides to roll the photons first, then the phasers (Note: he could split the weapons however he likes, alternating photons and phasers for example, but I'll keep the example/tactics simple).

His photons automatically hit, and he rolls 4,5,3,2,1,2 for the ph-1 and 5,4 for the ph-3, making the damage 4x16, 4,4,5,7,8,7,4,4 in that order.

Photon #1 strikes Shield #1 reducing it to 14 boxes.
Photon #2 strikes Shield #1, drops it, and does 2 points of internal damage. ``10'' is rolled, destroying the LF+L+RR Ph-2 and the secondary hull's Trac. (the D7's player chose where to allocate the damage)
Photon #3 rolls ``7'', destroying 0 Cargo, 4 F Hull, 2 Btty (not all 3 because they are in different groupings), 0 C Warp, 2 Shtl, 2 APR, 4 Lab, 1 Ph-2 RF+R+LR, and 1 R Warp from an ``Any Warp Engine'' hit.
Photon #4 rolls ``4'', destroying 1 Ph-1 FX, 2 Tran, and 13 R Warp.
4-point Phaser rolls ``2'', destroying 1 Bridge, 1 Scty, 1 Sensor, 1 DamCon.
4-point Phaser rolls ``8'', destroying 4 A Hull.
5-point Phaser rolls ``3'', destroying 1 ADD, 1 Ph-1 FX, 2 Imp, 1 L Warp.
7-point Phaser rolls ``4'', destroying 1 Ph-1 FX, 1 Rear Hull, 1 Tran, 1 R Warp (blowing it off), 2 Imp, 0 Full, 1 A Hull. Note that you still allocate underlined hits even though Photon #4 rolled a ``4''.
8-point Phaser rolls ``11'', destroying 1 Disr, 0 Ph's (none in arc), 1 Imp (yes he had it on-line), 0 R Warp, 9 L warp.
7-point Phaser rolls ``3'', destroying 1 Drn-B, 0 Ph's, 0 Imp, 5 L Warp (blowing it off too), 0 R Warp, 1 A Hull.
4-point Phaser rolls ``3'', destroying 1 Drn-B, 0 Ph's, 0 Imp, 0 L Warp, 0 R Warp, 1 A Hull, 0 Shtl, 1 DamCon, 1 Btty.
4-point Phaser rolls ``3'' (contrived example :) ), destroying 0 Drn, 0 Ph's, 0 Imp, 0 L Warp, 0 R Warp, 0 A Hull, 0 Shtl, 1 DamCon, 0 C Warp, 0 Lab, 1 Btty, 0 Ph's, 1 ExcDam, rerolls ``4'' and destroys 1 Tran.

Note that we have allocated 77 internals with only 12 dice rolls and 12 ``going across the DAC'' runs, and the result the similar to what you would get if you rolled them seperately (the D7 is gutted :) ). In actual practice this system saves (in my experience) about 15 minutes game time for each size class 3 ship that gets blown up in a scenario, allowing MUCH larger battles to be run in an evening.