| (DJJHK1.0) HARD HITS |
| (DDSM1.1) PROCEDURE |
(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 |
(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 |
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.