Star Wars Damage D6 – Spaceships and other Vehicles

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STAR WARS D6 DAMAGE

Spaceships and other Vehicles

This document updates and expands some of the game rules in The Star Wars Roleplaying Game: Second Edition, Revised and Expanded published by West End Games (hereinafter R&E), which is required to use the rules in this document. Please also note that, unless specifically referring to ships with interstellar hyperdrives or R&E rules, the more general terms spaceship or ship are used here in place of starship to be correctly inclusive of spaceships without interstellar capabilities. Unless otherwise specified, all uses of the terms gunner include pilots who may have access to firing weapons. To ask questions, provide feedback, make suggestions, or otherwise discuss these house rules, please visit the Rancor Pit Forums thread for these rules.

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General

Characters and Creatures

Spaceships and other Vehicles (this page)

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Spaceships and other Vehicles

Collision Damage, Passenger Damage, and Falling Damage

Note: The following chart replaces the “Collision Damage” charts on R&E p.109 and 125. The rest of the Movement rules for vehicles and spaceships remain unchanged. Below the new Collision Damage Chart are the rules for “Passenger Damage” (from R&E p.112 and 129), which remain unchanged but are provided here for completeness. The “Falling Damage” chart below that replaces the one on R&E p.112. See “Vehicle Damage” and “Spaceship Damage” below for more information.

Vehicle/Spaceship Collision Damage Chart

 Speed  Damage
 Cautious   1D+1
 Cruising  2D+2
 High  5D
 All-Out  10D

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Passenger Damage

Passengers may be injured when a vehicle suffers damage or crashes. Use your judgment to decide whether a character takes damage, and how much. If a vehicle is destroyed, everyone aboard could be killed. On the other hand, if the characters are in the pilot’s compartment of a sail barge and a weapon turret on the other side of the barge is destroyed, it’s very unlikely they’ll be injured. In the movies, when the Millennium Falcon was heavily damaged by enemies, no one actually got hurt – the damage was too far away. Use the chart below as a general guide to determine character damage based on how badly the vehicle was damaged (GM decides if normal or stun damage).

Passenger Damage Chart

 Vehicle is:  Passengers suffers:
 Lightly damaged  1D
 Heavily damaged  3D
 Severely damaged  6D
 Destroyed  12D

Damage is character-scale – See the “Character/Creature Damage” section of  “Characters and Creatures.”

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Falling Damage

Whenever anything falls and smacks into the ground, the damage is dependent upon how far the character or object fell. Find the distance fallen in the ranges on the chart below. The damage values on the chart are for standard gravity/atmosphere worlds. Increase the damage a couple of levels for high gravity worlds and decrease falling damage a couple of levels for low gravity worlds. Other factors may affect damage as well, as determined by the GM. The damage always matches the scale of the thing falling — characters suffer character-scale damage, speeders suffer speeder-scale damage, and so forth.

Falling Damage Chart

 Distance Fallen (meters)   Damage 
2-5  2D
6-10  3D
11-16  4D
17-23  5D
24-31  6D
32-40  7D
41-50  8D
51+  9D

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Vehicle Damage

Note: The following rules replace the Vehicle Damage rules on R&E p.111 and 112, and the Ion Cannon rules on p.127.

Rather than suffering injuries, vehicles take damage: engines may be damaged, weapons systems may be disabled and so forth. When a vehicle has a collision, roll the collision damage and compare it to the vehicle’s body strength roll (this is like a damage resistance roll for a character). If a vehicle is blasted in combat, compare the weapon’s damage roll to the vehicle’s body strength roll.

If the damage roll is lower than the body strength roll, the vehicle takes no damage. If the damage roll is equal to or higher than the resistance roll, find the resulting difference on the “Vehicle Damage Chart” for the damage result and see the explanations below that.

Every result except destroyed affects one or more individual systems of the vehicle. The penalties to individual damaged systems and weapons are individually cumulative as indicated. Some vehicle damage results are also vehicle damage statuses that can be worsened by certain subsequent damage results (heavily damaged and severely damaged) moving the vehicle closer to being destroyed.

Ion weapons are designed to interfere with with a machine’s electrical and computer systems but not cause direct physical damage. Shields are rare for non-space vehicles. See “Shields and Tractor Beams” below for details on how shields work.

Vehicle Damage Chart

 Damage Roll > Resistance Roll by:   Result
                            0-3  Shields drained/controls ionized -1D / No effect
                            4-7  Lightly damaged / Shields drained/controls ionized -1D
                           8-11  Heavily damaged / Shields drained/controls ionized -2D
                         12-15  Severely damaged / Shields drained/controls ionized -3D
                           16+  Destroyed / Shields drained/controls ionized -4D

*Normal damage (red) / Ion damage (blue)                                            

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Shields drained/controls ionized.  Each shields drained/controls ionized result temporarily affects the vehicle for the remainder of the round it occurs and the following round. The number of penalty dice are indicated by the specific result.

The first possible effect is draining the vehicle’s ray shields protecting the ship, which reduces the shield dice active. The shields drained effects are cumulative at any given time. 

Whenever the ray shield dice have been completely drained or the vehicle had no shields to begin with, any remaining whole penalty dice from this damage result cause power surges that ionize vehicle controls. To determine the specific controls ionized penalties, roll 1D for each whole penalty die of ionized controls and consult the chart below. Multiple simultaneous effects are cumulative except for the first one below.

6-5. Slow one Move Speed. On the round after this result is rolled, the vehicle slows down to the move speed below its current speed. The vehicle can't be slowed down more than one move speed in a single round, but multiple simultaneous effects still count toward the total ionization dice affecting the vehicle at one time (see below), including the round this result is rolled.

4. Com-scan -1D. All communications and sensor rolls except for reading passive sensors suffer a -1D penalty.

3. Heavy Weaponry -1D. All gunners on the vehicle suffer -1D to their attack rolls.

2. Piloting -1D. All piloting rolls suffer a -1D penalty.

1. Piloting and weaponry -1D. All piloting rolls suffer a -1D penalty, and all gunners on the vehicle suffer -1D to their attack rolls.

Whenever a vehicle is affected by a total of 5D or more in ionization results at one time, the controls are frozen for the rest of the round and the next round, so the vehicle maintains the same speed and direction; the vehicle’s weapons may not be fired and com-scan may not be used other than reading passive sensors. When controls are frozen, blue electricity plays across the vehicle’s controls, as shown when Luke Skywalker’s snowspeeder was ionized in The Empire Strikes Back. If a flying vehicle with frozen controls is headed toward the ground, the GM may allow the pilot to attempt a crash-landing. See “Crash-Landing” below.

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Lightly damaged. Vehicles can be lightly damaged any number of times. Each time a vehicle is lightly damaged, roll 1D and consult the chart below to determine which system is damaged.

6. Sensor suite glitch. The sensors becoming misaligned by a glitch has several minor effects on vehicle systems. There is a -1 penalty to all sensors, communications, heavy weapons, and piloting rolls made for any characters on the vehicle. Subsequent glitches worsen the misalignment, so the penalties accumulate accordingly. When the vehicle has suffered four sensor glitches, com-scan is disabled by system failure—sensors cannot be used, and the ship cannot send or receive any communications. The vehicle may still have functional independent emergency beacons or personal comlinks. The worst sensor results penalty possible from any combination is -4; after reaching that another system must be selected for further light damages. 

5. One onboard weapon emplacement is damaged, gunner suffers a penalty of -1D for attack and damage rolls. The GM determines which emplacement. The penalties of a second weapon damage result are cumulative. If any emplacement is damaged three times total, the weapon is disabled but reparable. Upon its fourth damage, a weapon emplacement is destroyed and must be replaced; a gunner still stationed in a destroyed weapon emplacement definitely takes damage. (See “Passenger Damage” in the previous section above.)

4. Guidance system damaged. All piloting actions suffer a -1D penalty. The penalties of multiple results are cumulative, but the guidance system may not be damaged more than four times.

3. Maneuverability lightly damaged. A power surge damages a power conduit, so the vehicle can no longer perform Full Reaction evasions. That damage can only occur once, so for all subsequent times this result is rolled, the vehicle loses -1D from its maneuverability. If the vehicle’s maneuverability has already been reduced to 0D, then go to the next result below. If the ship had no maneuverability dice to begin with, go the next result below after the ship loses Full Reaction evasions.

2. The vehicle suffers a -1 Speed Level. See the “Vehicle Lost Speed Levels” chart below for details.

1. Powerplant damaged. There is a leak in power which will require the vehicle to refuel sooner than expected (details determined by GM). If this is the second time rolling this damage result, then there is also powerplant damage that causes random minor power drains. For each action taken on the vehicle, the GM will roll 1D. If a 1 is rolled, that action suffers a -1D penalty related to vehicle power, such an operation action involving maneuverability or the damage code of a weapon. This can happen no more than once per round, so once it has occurred the GM will stop rolling for the random power drain until next round. If this damage result is rolled again, then the 1D roll for a random power drain will result on a 1 or 2. And so on for each damage result.

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Heavily damaged. Heavily damaged vehicles have taken a much more serious amount of damage. If this is the first heavily damaged result, roll 1D and consult the chart below to determine which system is affected. If a heavily damaged vehicle is lightly damaged or heavily damaged again, it becomes severely damaged.

6-5. All weapon emplacements of one type suffer system damage, gunners suffer a penalty of -2D for attack and damage rolls. The GM determines which weapons. The penalties of this damage result are cumulative with light damage penalties each weapon emplacement may have. If any emplacement is damaged three times total, the weapon is disabled but reparable. Upon its fourth damage, a weapon emplacement is destroyed and must be replaced; gunners still stationed in destroyed weapon emplacements take damage. (See “Passenger Damage.”)

4-3. Maneuverability heavily damaged. A power surge damages a power conduit so the vehicle can no longer perform Full Reaction evasions, and the vehicle loses -1D from its maneuverability. If the vehicle has already lost the ability to perform Full Reaction evasions, the vehicle loses -2D from its maneuverability. Whenever maneuverability dice are reduced to zero (or the vehicle had no maneuverability to begin with), any whole penalty dice left over then dice convert to -1 Speed Level each. See “Vehicle Lost Speed Levels.”

2-1. The vehicle suffers a -2 Speed Level. See “Vehicle Lost Speed Levels.”

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Severely damaged. Severely damaged vehicles have taken major amounts of damage. If this is the first severely damaged result, roll 1D and consult the chart below to determine which system is affected. A severely damaged vehicle which is lightly damaged, heavily damaged or severely damaged again is destroyed.

6-5. All weapons disabled. Weapon systems are rendered inoperative by a major power surge.

4-3. Drive and maneuvering system disabled. The vehicle has the equivalent damage to full maneuverability dice lost and -5 lost speed levels. A flying vehicle plummets toward the ground but the flight systems should not be considered completely disabled until the pilot has a chance to crash-land the vehicle (See “Crash-Landing”). If a ground vehicle was moving at high speed or all-out speed, it crashes­—In this case the crash is part of the damage, not additional damage. A ground vehicle that was moving at cruising or cautious speed simply bounces or rolls to a stop. Once the vehicle comes to a stop, it cannot move under its own power until repaired. (This damage replaces all prior maneuverability dice lost and lost speed levels except for -6 speed levels.)

2-1. Powerplant overload. The vehicle’s powerplant is overloading; unless it’s shut down (Moderate vehicle operation or repair roll), the powerplant will explode in 1D+3 rounds, and the vehicle will be destroyed. If the powerplant is successfully shut down, the vehicle has no power for major systems, but possibly has a minimal active power source such as an auxiliary power unit or emergency battery. A severely damaged flying vehicle plummets toward the ground but the flight system should not be considered completely disabled until the pilot has a chance to crash-land the vehicle. (See “Crash-Landing.”) If a severely damaged ground vehicle is moving at cruising or cautious speed, it simply rolls or bounces to a stop. If a ground vehicle was moving at high speed or all-out speed, it crashes­—In this case the crash is part of the damage, not additional damage. The powerplant of a severely damaged vehicle cannot be reactivated until repaired.

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Destroyed. The vehicle is immediately destroyed. All passengers take damage. (See “Passenger Damage.”) The GM may instead choose one of the following options or roll 1D to determine it randomly.

6-5: Structurally damaged. The vehicle is so badly damaged that it begins to disintegrate. The crew and passengers have 1D+2 rounds to escape before the vehicle falls apart. If applicable, the interior of the vehicle is treated as Moderate terrain for evacuating characters due to the damage.

4-3: Blazing hulk. The vehicle is badly damaged and fires rage in or on it. The crew and passengers have 1D+1 rounds to escape before the vehicle explodes. If applicable, the interior of the vehicle is treated as Difficult terrain for evacuating characters due to the blaze.

2: Structurally damaged blazing hulk. The vehicle is so badly damaged that fires rage in or on it, and it begins to disintegrate. The crew has 1D rounds to escape before the vehicle falls apart or explodes. If applicable, the interior of the vehicle is treated as Very Difficult terrain for evacuating characters due to the blazing damage.

1: Destroyed.

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Vehicle Lost Speed Levels

Lost Speed Levels are cumulative. Below are the effects for each level.

-1 Speed Level: The vehicle’s maximum all-out speed is now reduced to three times its Move.
-2 Speed Level: The vehicle can no longer move at all-out speed; it’s limited to high speed.
-3 Speed Level: The vehicle is limited to its cruising speed.
-4 Speed Level: The vehicle can only move at its cautious speed.
-5 Speed Level: The vehicle’s drive is disabled. A flying vehicle plummets toward the ground but the drive should not be considered completely disabled until the pilot has a chance to crash-land the vehicle (See “Crash-Landing” below). A ground vehicle simply bounces or rolls to a stop. Once the vehicle comes to a stop, it cannot move under its own power until repaired.
-6 Speed Level: The vehicle’s drive is destroyed. It is irreparable so must be replaced. 

When a vehicle suffers lost speed levels that reduce the maximum move speed to lower than the vehicle’s current move speed, the vehicle begins slowing down to the new maximum move speed at no more than one move speed per round (all-out to high speed the next round, high speed to cruising movement the next round, cruising to cautious movement the next round, etc.). 

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Crash-Landing

Certain damage results indicate that a flying vehicle’s pilot may attempt to crash-land the vehicle to avoid a crash. The pilot must attempt an operation roll (minimum difficulty of Moderate). If the roll is a successful then the vehicle takes collision damage at the cruising level, but this additional vehicle damage outcome for the crash-land does not result in additional passenger damage, even if the vehicle is destroyed. (Those aboard may receive up to 5D stun damage at GM discretion). If the pilot fails the crash-land operation roll, the vehicle crashes and the vehicle takes collision damage at the high speed damage level, but everyone aboard takes a maximum passenger damage of 5D, even if the vehicle is destroyed in the crash.

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Vehicle Repair

Note: This replaces the repair rules applicable to non-space vehicles and their weapons on R&E p.60, and this updates the applicable Time Taken information on R&E p.59, 62, 64-65. 

For a character to repair a vehicle, look up the specific damages on the repair table below for repair times and roll difficulties. The repair costs reflect the price of replacement parts based on the vehicle’s original value, except for weapons emplacements which are based on the weapon’s original value. Each weapon emplacement must be repaired individually, even if they were damaged as part of a group of weapons in heavy or severe damage.

Vehicle Repair Chart

 Sensor Suite Misalignment  Time Taken  Difficulty  Cost  Notes
 One glitch  15 minutes  Very Easy  1%
 Two glitches  30 minutes  Easy  2%
 Three glitches  45 minutes  Moderate  3%
 Four glitches  One hour  Difficult  4%
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 Weapon Emplacement Damage  Time Taken  Difficulty  Cost  Notes
 One light damage  15 minutes  Easy  10%
 Two light damages  or  one heavy damage  One hour  Moderate  20%
 One heavy damage and one light damage  Four hours  Difficult  30%  Order of damages does not matter
 Severe damage  or  any three other damages  16 hours  Very Difficult  35%  Order of damages does not matter
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 Guidance System Damage  Time Taken  Difficulty  Cost  Notes
 Damaged once  15 minutes  Very Easy  1%
 Damaged twice  30 minutes  Easy  2%
 Damaged three times  One hour  Moderate  3%
 Damaged four times  Two hours  Difficult  4%
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 Maneuverability Damage  Time Taken  Difficulty  Cost  Notes
 Power conduit (No Full Reaction evasions)  10 minutes  Very Easy  5%  Repair separately from lost dice
 0D+1 to 1D dice lost  15 minutes  Easy  10%
 1D+1 to 2D dice lost  One hour  Moderate  15%
 2D+1 to 3D dice lost  Four hours  Difficult  20%
 3D+1 or more dice lost  16 hours  Very Difficult  25%
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 Lost Speed Levels  Time Taken  Difficulty  Cost  Notes
 -1 speed level  10 minutes  Very Easy  5%
 -2 speed levels  15 minutes  Easy  10%
 -3 speed levels  One hour  Moderate  15%
 -4 speed levels  Four hours  Difficult  20%
 -5 speed levels  16 hours  Very Difficult  25%
 -6 speed levels  n/a  n/a  35%*  *Replacement cost for destroyed drive
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 Powerplant Damage  Time Taken  Difficulty  Cost  Notes
 Power leak  10 minutes  Easy  2%  Damage Control n/a
 Random power drains x1  15 minutes  Easy  4%
 Random power drains x2  One hour  Moderate  6%
 Random power drains x3 or more  Four hours  Difficult  8%
 Severely damaged (Overload)  Four hours  Difficult  10%  Separate repair from leak/drains
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 Other Damage  Time Taken   Difficulty  Cost  Notes
 Drive and maneuvering system disabled  16 hours  Very Difficult   25%  Repair 1:  -5 Lost Speed Levels
 See Notes  See Notes  Varies   Repair 2:  full Maneuverability dice lost

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Shields and Tractor Beams

Note: The following rules replace the rules for “Shields” and “Tractor Beams” on R&E p.126-127 and 127-128, respectively. The “Speed Chart” replaces the “Ships in an Atmosphere” chart on R&E p.129. An update to Ion Cannons is included in other applicable sections. The rest of the R&E “Starship Combat” section remains unchanged.

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Shields

Deflector shields are energy force fields which help absorb some of the damage from enemy attacks. Shields come in two main varieties: particle and ray shields.

Particle shields reinforce structural integrity. They are used on spaceships at all times, except when the ship launches fighters, missiles or torpedoes (the particle shield must be dropped to allow physical objects to pass in and out of the ship). When a ship lowers its particle shield, reduce its hull code by -1D. (A ship which loses its main power generator also loses its particle shield.)

Ray shields use more power and are normally activated only in combat. On spaceships and other vehicles, these shields cover specific fire arcs to be effective in combat. Each spaceship has a certain number of dice in shields. When a pilot uses shields, the shield dice may be split up among the six arcs: front, back, left, right, top, and bottom. When splitting dice among arcs, there are three pips in a die.

For ships or vehicles with an activated ray shield system and any shield dice remaining, arcs that don’t have any shield dice allocated to them have a system default +1 pip shield in that arc. This is not part of the shield dice total, and this +1 disappears when any part of the shield dice are allocated to an arc. If an arc’s shield projector is knocked out, the +1 pip shield is not available for that arc. If the ship’s total ray shield dice code is drained or blown, all the +1 pip default shields disappear.

Allocating ray shield dice to arcs can be done as an action or reaction, and a shield setting remains in effect until the pilot or shield operator reallocates them. The difficulties vary for allocating shields as an action or reaction, and also depend on how many fire arcs are being covered: 

Shield Dice Reallocation Chart

 Action  Difficulty
 1 arc  Very Easy
 2 arcs  Easy
 3 or more arcs  Moderate
 Reaction  Difficulty
 1 arc  Very Easy
 2 arcs  Easy
 3 arcs  Moderate
 4 arcs  Difficult
 5 arcs  Very Difficult
 6 arcs  Heroic

If successful, then the new allocation is set until changed again. If unsuccessful, the prior allocation remains in effect, protecting the ship as it had. Either way, if the ship takes any hits from an arc with shield dice allocated to it (or the +1 pip if nothing allocated to it), then ship gets to add those shield dice to its hull code to resist damage.

When shield dice are drained or blown, they come out of the arc hit until it runs out of allocated shield dice, and then it comes from consecutive arcs (as determined by the GM). When ray shields are activated after being off, the system remembers the last allocation setting and defaults to that. Shield dice restored from repairs return to the last arc they were in when blown. If the ray shields are completely blown, they return to a factory default allocation after the system is repaired and reactivated (GM discretion).

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Speed Chart

Rules for “Tractor Beams” (below) use a derived stat called “speed code.” (For spaceships, the speed code is derived by dividing the ship’s space stat by two and making that number into a die code value, converting the “.5” that results from odd space stat values into “+2” pips.) Find the spaceship's Space stat on chart below and give it the corresponding Speed Code.

Some non-space vehicles will also have a speed code. To determine a vehicle’s speed code, look up the numerically highest Move value on the chart that is less than or equal to the ship’s Move, and give it the corresponding Speed Code.

Speed Chart

 Space  Speed Code Move / Atmosphere All-Out (kmh)
1 0D+2 200 576
2 1D 225 648
3 1D+2 250 720
4 2D 275 792
5 2D+2 300 864
6 3D 325 936
7 3D+2 350 1008
8 4D 375 1080
9 4D+2 400 1152
10 5D 425 1224
11 5D+2 450 1296
12 6D 475 1368
13 6D+2 500 1440

For convenience, a ship or vehicle's speed code may be recorded in its stats in parentheses after its Space or Move stat. If the main drive of a ship/vehicle with a speed code is damaged, its effective speed code is penalized -1D per lost speed level (with a minimum of 0D).

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Tractor Beams

Military-grade tractor beams are used to capture starships so they may be boarded and searched. (Some spaceships have small tractor beam generators for moving cargo around, but they have no combat applications.)

Remember to apply all scale modifiers as applicable. When a tractor beam attempts to “hit” a target ship, it’s resolved as a normal attack: if the attack roll is higher than the difficulty number, the tractor beam hits the target ship. Roll the tractor beam’s “damage” against the ship’s hull code (shield bonuses apply). If the target ship’s hull code roll is higher, the ship breaks free. If the tractor beam damage roll is equal to or higher than the hull code roll, the target ship is captured. A captured ship which doesn’t resist a tractor can automatically be reeled in towards the attacker, mov­ing five Space units each round. Jumping to lightspeed while captured by a tractor beam will destroy the captured ship.

Pilots of all spaceships and some non-space vehicles captured by a tractor beam may attempt to break free, but doing so risks damaging their own ship. To make an attempt, the vehicle must have a speed code (see the “Speed Chart” above). One attempt to break free from the tractor beam may be made per round by rolling hull code plus speed code against a new tractor beam damage roll, but the hull code and speed code must be rolled separately. If the sum of the two roll result is greater than the tractor beam damage roll, the captured ship breaks free of the tractor beam. Whether the ship breaks free or not, the same speed code roll result is compared to the same hull code roll result. If the hull code roll is higher than the speed code roll, then there is no damage to the ship. If the speed code roll is equal to or greater than the hull roll, find the difference result on the chart below to determine the engine damage result.

Tractor Beam Resistance Damage Chart

 Speed Code > Hull by:  Result
                  0-3  -1 speed level
                  4-7  -2 speed levels
                 8-11  -3 speed levels
               12-15  -4 speed levels
                 16+  -5 speed levels

For the meaning of lost speed levels, see “Spaceship Damage” below (or the “Vehicle Damage” section above). If a ship/vehicle with a speed code is already damaged to the point of having an effective speed code of 0D when attempting to break free from a tractor beam capture, it may still attempt to break free but is only rolling its hull code. With the scale factor, some capital ships tractor beam damage dice will far exceed hull plus speed code of smaller scale ships, so it is best to not get captured by tractor beams in the first place.

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Spaceship Damage

Note: The following rules replace the Starship Damage rules on R&E p.128 and 129, and the Ion Cannon rules on p.127.

Spaceships suffer damage like vehicles, but a spaceship is an even more complex integration of multiple systems. Roll the attack or collision damage and compare it to the ship’s damage resistance roll (the ship’s hull code sometimes modified by shields). If the damage roll is lower than the resistance roll, the ship takes no damage. If the damage roll is equal to or higher than the resistance roll, find the resulting difference on the “Spaceship Damage Chart” for the damage result and see the explanations below that.

Every result except destroyed affects one or more individual systems of the ship. The penalties to individual damaged systems and weapons are individually cumulative as indicated. Some ship damage results are also ship damage statuses that can be worsened by certain subsequent damage results, moving the ship closer to being destroyed. If a damage result rolled is not applicable, the GM must determine how to handle it (re-roll, etc.).

Ion weapons are designed to interfere with with a machine’s electrical and computer systems but not cause direct physical damage.

Spaceship Damage Chart

 Damage > Resistance by:   Result
                    0-3  Shields drained/controls ionized -1D / No effect
                    4-7  Lightly damaged / Shields drained/controls ionized -1D
                   8-11  Heavily damaged / Shields drained/controls ionized -2D
                 12-15  Severely damaged / Shields drained/controls ionized -3D
                   16+  Destroyed / Shields drained/controls ionized -4D

*Normal damage (red) / Ion damage (blue)                                            

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Spaceship Damage Results at a glance; see below the highlighted text for the full damage explanations and accumulation rules. 

Shields drained/controls ionized. Each shields drained/controls ionized result temporarily affects the spaceship for the remainder of the round it occurs and the following round... The first possible effect... reduces the shield dice active... Whenever the... shield dice have been completely drained or blown, or the ship had no shields to begin with... this damage result cause power surges that ionize ship controls. To determine the specific controls ionized penalties, roll 1D for each whole penalty die of ionized controls...
6. Slow one Move Speed
5. Gunnery -1D
4. Astrogation -1D
3. Piloting -1D
2. Com-scan -1D
1. Piloting and gunnery -1D
Lightly damaged. A spaceship can be lightly damaged any number of times. Each time a ship is lightly damaged, roll 1D...
6. Shield blown
5. One onboard weapon emplacement is damaged, gunner suffers a penalty of -1D for attack and damage rolls
4. Hyperdrive damaged
3. The ship suffers a -1 Speed Level
2. Maneuverability lightly damaged
1. Roll 2D and consult the chart below to determine the light damage, unless... 
       12: Gamemaster selection
       11: Artificial gravity generator damaged
       10: Inertial compensator offline
       9: Repulsorlift generator damaged
       8: Onboard fire
       7: Sensor suite glitch
       6: Life support offline
       5: Escape pod/ejector seat malfunction/damage
       4: Flight computer damaged
       3: Navicomputer damaged
       2: Fuel system damaged
Heavily damaged. ...If this is the first heavily damaged result, roll 1D... If a heavily damaged ship is heavily damaged again, it becomes severely damaged...
6. Shields blown and projector damage
5. All weapon emplacements of one type suffer system damage, gunners suffer a penalty of -2D for attack and damage rolls
4. Backup hyperdrive offline
2. The ship suffers a -2 Speed Level
3. Maneuverability heavily damaged
1. Sensor suite damaged
Severely damaged. ...If this is the first severely damaged result, roll 1D... A severely damaged ship which is damaged again is destroyed...
6. All shields disabled
5. All weapons disabled
4. Main hyperdrive disabled
3. Sublight drive and maneuvering system disabled
2. Hull breach
1. Main power generator overload
Destroyed. The ship is instantly destroyed... The GM may instead choose one of the following options or roll 1D...
6-5: Structurally damaged
4-3: Blazing hulk
2: Structurally damaged blazing hulk
1: Destroyed

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Shields drained/controls ionized. Each shields drained/controls ionized result temporarily affects the spaceship for the remainder of the round it occurs and the following round. The number of penalty dice are indicated by the specific result.

The first possible effect is draining the ship’s ray shields protecting the ship, which reduces the shield dice active. The shields drained effects are cumulative at any given time. Please note that some aquatic spaceships have a specialized ray shield system that can reconfigure to a subaqueous mode. This damage result does not drain shields in subaqueous mode.

Whenever the shields are in subaqueous mode, the ray shield dice have been completely drained or blown (see below), or the ship had no shields to begin with; any remaining whole penalty dice from this damage result cause power surges that ionize ship controls. To determine the specific controls ionized penalties, roll 1D for each whole penalty die of ionized controls and consult the chart below. Multiple simultaneous effects are cumulative except for the first one below.

6. Slow one Move Speed. On the round after this result is rolled, the ship slows down to the move speed below its current speed. The ship can't be slowed down more than one move speed in a single round, but multiple simultaneous effects still count toward the total ionization dice affecting the ship at one time (see below), including the round this result is rolled.

5. Gunnery -1D. All gunners on the ship suffer -1D to their attack rolls.

4. Astrogation -1D. All astrogation rolls suffer a -1D penalty when attempting to jump to lightspeed while controls are ionized.

3. Piloting -1D. All piloting rolls suffer a -1D penalty.

2. Com-scan -1D. All communications and sensor rolls except for reading passive sensors suffer a -1D penalty.

1. Piloting and gunnery -1D. All piloting rolls suffer a -1D penalty, and all gunners on the ship suffer -1D to their attack rolls.

Whenever a ship is affected by a total of 5D or more in ionization results at one time, the controls are frozen for the rest of the round and the next round, so the ship maintains the same speed and direction; the ship's weapons may not be fired and com-scan may not be used other than reading passive sensors; the ship cannot jump to lightspeed. If a flying ship with frozen controls is headed toward the ground, the GM may allow the pilot to attempt a crash-landing. See “Crash-Landing” at the end of the “Vehicle Damage” rules above.

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Lightly damaged. A spaceship can be lightly damaged any number of times. Each time a ship is lightly damaged, roll 1D and consult the chart below to determine which system is damaged.

6. Shield blown. The ship loses -1D from its shields dice. If the ship already had no dice remaining in ray shields (or had no ray shields to begin with), the ship’s particle shield is blown, reducing the ship’s hull code by -1D. If the ship has backup shields, this damage result has no effect on backup shield dice that are not currently activated.

5. One onboard weapon emplacement is damaged, gunner suffers a penalty of -1D for attack and damage rolls. The GM determines which emplacement. The penalties of a second weapon damage result on an emplacement are cumulative. If any emplacement is damaged three times total, the weapon is disabled but reparable. Upon its fourth damage, a weapon emplacement is destroyed and must be replaced; a gunner still stationed in a destroyed weapon emplacement definitely takes damage. (See the “Collision Damage, Passenger Damage, and Falling Damage” section above.)

4. Hyperdrive damaged. Roll 1D to determine which hyperdrive is damaged. On a roll of 1-4, the main hyperdrive is damaged. One a roll of 5-6, the backup hyperdrive is damaged. For each light damage a hyperdrive takes, add 1 to its hyperdrive multiplier. 

3. The ship suffers a -1 Speed Level. See the “Spaceship Lost Speed Levels” chart below for details.

2. Maneuverability lightly damaged. A power surge damages a power conduit, so the ship can no longer perform Full Reaction evasions. That damage can only occur once, so for all subsequent times this result is rolled, the ship loses -1D from its maneuverability. If the ship’s maneuverability has already been reduced to 0D, then go to the previous result above. If the ship had no maneuverability dice to begin with, go the previous result above after the ship loses Full Reaction evasions.

1. Roll 2D and consult the chart below to determine the light damage, unless the following situations apply. If this result is rolled when the ship already has two or more light damages (and not any worse damage statuses), then the ship becomes heavily damaged. If this result is rolled when the ship is already heavily damaged, then the ship becomes severely damaged. (See the next two sections below this one).

       12: Gamemaster selection. For the first and second times this result occurs, the GM determines the damage and effects. The GM may use this damage result for rarer ship systems most other ships don't have (like subaqueous drives on aquatic spaceships), or for damage to more common systems not elsewhere in these damage rules, such as landing gear damaged, external hatches damaged, ship wide internal and external lighting burn-out, emergency power battery leak, water/plumbing leakage, stored food ruined, cargo dislodged/damaged, etc.

       11: Artificial gravity generator damaged. A power surge overloads the generator, knocking it offline. The ship immediately loses artificial gravity if it was active, so the ship’s gravity becomes whatever the natural gravity is of the environment in which it is flying. If this is the second time rolling this damage result, another power surge reboots the generator with a glitch. Starting at the beginning of the following round, the generator is reactivated but the ship’s artificial gravity begins to fluctuate. Roll 1D and consult the chart below. The number rolled both refers to the result (if flying in microgravity or zero gravity such as in outer space), and the number of rounds before another roll (always at the beginning of a round). See The Star Wars Planets Collection for gravity effects. If flying in the presence of standard gravity (such as a standard planet’s atmosphere) where the artificial gravity would normally switch off automatically, the gravity generator damage causes the zero gravity result to become standard, light gravity becomes heavy, standard gravity becomes very heavy (oppressive) and slightly heavy gravity becomes very heavy (immobilizing and possibly damaging to living beings). Flying 'upside down' in this situation will effectively turn a ship's standard gravity to zero gravity and slightly heavy gravity to light gravity. An artificial gravity generator with this damage cannot simply be turned off. It can be deactivated by shutting down the ship’s main power, but the problem still exists if not otherwise addressed before the power is restored. While main power is shut down, the damaged artificial gravity generator may then be safety disconnected from the main power (5 minutes with a Very Easy repair roll to disconnect it or reconnect it). If damage control is performed (even while connected to power) and successful, the artificial gravity generator can quickly be effectively returned to offline status; see the “Damage Control” section of “Repairs and Damage Control.” Another option to stop the gravity fluctuations is to blast the artificial generator and destroy it, which will then require replacement. (If a ship with the first artificial gravity generator damage is flying in the presence of heavy gravity and this result is rolled, re-roll this damage result).
              6-5. Zero gravity
              4-3. Light gravity
              2. Standard gravity
              1. Slightly heavy gravity

       10: Inertial compensator offline. A failsafe activates that freezes controls so that the ship must maintain the same course and speed for the rest of the round to protect the crew and passengers from g-forces. This may cancel actions or end them short of completion. At the start of the next round, the ship’s backup inertial compensator automatically kicks in. The backup is slightly less effective. Any round the ship is in combat or otherwise accelerates, decelerates, or changes direction, all organic lifeforms may take 1D+2 in stun damage at GM discretion, and anyone aboard who is not strapped down may get tossed around a bit more (and possibly subject to more damage). If this is the second time rolling this damage result, then the backup inertial compensator is also knocked offline and the failsafe again kicks in. The GM may allow the failsafe to be overridden, but that would put the ship and all organic lifeforms on it in danger of greater g-forces.

       9: Repulsorlift generator damaged. When flying in the presence of significant gravity, the ship's pilot suffers a -1D penalty to any maneuverability related rolls due to power fluctuations. If this is the second time rolling this damage result, the GM rolls 1D. One a roll of 2-6, then the ship’s pilot suffers an additional -1D to any maneuverability related rolls in the presence of significant gravity. On a roll of 1, the repulsorlift goes offline until repaired. The ship may still use its sublight drives to fly in the presence of gravity and stay airborne, but the ship cannot hover or move slowly, which makes landing safely difficult for most ships (See “Crash-Landing.”). This damage result only affects the ship’s repulsorlift system.

       8: Onboard fire. A fire breaks out in the ship and begins to grow. The ship begins to take damage from the fire once every round after the round this damage result occurs. The ship resists damage at the hull code -1D. The damage die code starts out equal to the ship’s hull code -1D, and increases by 1D every round until the fire is put out. If a fire burns too long, it will overwhelm the ship's life support system; the fire will increase the internal temperature and the smoke will degrade the atmosphere type in the ship. (See The Star Wars Planets Collection). If this is the second time rolling this damage result, then a second fire breaks out like the first one except that the damage starts the same round (then begins increasing the same after that). The GM may roll again or otherwise determine which system is on fire and thus could be damaged, or have the fire start in a location that could affect multiple systems, such as a bank of main power converters. Wherever the fire is, it should be somewhere that someone aboard can access the fire to put it out.

       7: Sensor suite glitch. The sensors becoming misaligned by a glitch has several minor effects on ship systems. There is a -1 penalty to all sensors, communications, astrogation, gunnery, and piloting rolls made for any characters on the ship. Subsequent glitches worsen the misalignment, so the penalties accumulate accordingly. When the ship has suffered four sensor glitches (see “Spaceship System Targeting,” and “Water Pressure Damage” in “Spaceships Underwater”), com-scan is disabled by system failure—sensors cannot be used, and the ship cannot send or receive any communications. The ship may still have functional emergency beacons or com-scan systems on escape pods or other carried craft due to these being independent systems on separate vehicles. The worst sensor results penalty possible from any combination is -4; after reaching that another system must be selected for further light damages. See also heavy damage: sensor suite damage below. 

       6: Life support offline. The ship’s air recycling/temperature regulation and water recycling abilities malfunction. (Note: This itself isn’t an immediate danger as the ship should have enough breathable air in storage to last long enough to finish the battle and repair the system, unless certain other damages occur that make this a bigger problem—such a smoke from a fire not being filtered from the air.) If there is no life support system on the ship, perhaps the GM will determine that the pilot’s spacesuit receives minor damage—nothing immediately life-threatening but something that requires attention to patch it. If this is the second time rolling this damage result then the life support system is damaged further, which will require a more difficult and lengthier repair. See The Star Wars Planets Collection for atmospheric effects.

       5: Escape pod/ejector seat malfunction/damage. The GM will determine the specific effects of first and second rolls of this result. Escape pods could get system damages like the primary ship (although many results will not apply). They could be damaged so they won’t function properly should they be needed. Another option is that an escape pod could be erroneously launched without anyone on board (but possibly could be recovered undamaged later). If there is no escape pod or ejector seat on the ship, perhaps the pilot’s spacesuit could receive minor damage—nothing immediately life-threatening but something that requires attention to patch it. If this is the second time rolling this damage result, then the damage could worsen, or something could happen to a second escape pod.

       4: Flight computer damaged by power surges. All piloting actions suffer a -1D penalty. If this is the second time rolling this damage result, then the penalty worsens to -2D.

       3: Navicomputer damaged by power surges. All attempts to use the navicomputer suffer a penalty of -1D. If this is the second time rolling this damage result, the penalty worsens to -2D and the time to pull up astrographical data and calculate any astrogation courses is doubled (the one round option is now two rounds).

       2: Fuel system damaged. One fuel tank suffered a leak which will require the ship to refuel sooner than expected (details determined by the GM). Also, the ship cannot be refueled until the fuel system is repaired. If this is the second time rolling this damage result, then there is also fuel injection system damage which causes random minor power drains as the main power generator has an inconsistent supply of fuel. For each action taken on the ship, the GM will roll 1D. If a 1 is rolled, that action suffers a -1D penalty related to ship power, such a piloting action involving maneuverability or the damage code of a weapon. This can happen no more than once per round, so once it has occurred the GM will stop rolling for the random power drain until next round.

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Heavily damaged. Heavily damaged spaceships have taken a more serious amount of damage. If this is the first heavily damaged result, roll 1D and consult the chart below to determine which system is affected. If a heavily damaged ship is heavily damaged again, it becomes severely damaged (see the next section below this one).

6. Shields blown and projector damage. The ship loses -2D from its shields dice. The shield projector for the fire arc hit is also damaged, so if there are any remaining ray shield dice, that fire arc can no longer be protected until the shield system is repaired. Whenever ray shield dice have been completely blown (or the ship had no ray shields to begin with), any whole penalty dice left over then blow the ship’s particle shield, reducing the ship’s hull code by -1D. If there are still any whole damage dice remaining, this result can damage inactive backup shields.

5. All weapon emplacements of one type suffer system damage, gunners suffer a penalty of -2D for attack and damage rolls. The GM determines which weapons. The penalties of this damage result are cumulative with light damage penalties each weapon emplacement may individually have. If any emplacement is damaged three times total, the weapon is disabled but reparable. Upon its fourth damage, a weapon emplacement is destroyed and must be replaced; gunners still stationed in destroyed weapon emplacements definitely take damage. (See the “Collision Damage, Passenger Damage, and Falling Damage” section above.)

4. Backup hyperdrive offline. The ship’s secondary hyperdrive is nonfunctional. If the ship only has one hyperdrive, then that hyperdrive is nonfunctional. (Note: Successful Damage Control for this damage status restores functionality equivalent to three light damages to the hyperdrive unless it already has more light damages. See “Hyperdrive damaged” in the section above this one.)

3. The ship suffers a -2 Speed Level. See the “Spaceship Lost Speed Levels” chart below for details.

2. Maneuverability heavily damaged. A power surge damages a power conduit so the ship can no longer perform Full Reaction evasions, and the ship loses -1D from its maneuverability. If the ship has already lost the ability to perform Full Reaction evasions, the ship loses -2D from its maneuverability. Whenever maneuverability dice are reduced to zero (or the ship had no maneuverability to begin with), any whole penalty dice left over then dice convert to -1 Speed Level each. See “Spaceship Lost Speed Levels” below.

1. Sensor suite damaged. There is a -2 penalty to all sensors, communications, astrogation, gunnery, and piloting rolls made for any characters on the ship. These penalties are cumulative with sensor glitches so worsen accordingly, regardless of the order they occur in. When the ship has suffered sensor damage and two glitches, com-scan is disabled by system failure—sensors cannot be used, and the ship cannot send or receive any communications. The ship may still have functional emergency beacons or com-scan systems on escape pods or other carried craft due to these being independent systems on separate vehicles. The worst sensor results penalty possible from any combination is -4; after reaching that another system must be selected for further light damages. See the following sensor suite misalignment/damage chart. 

 Sensor results combination (any order)  Sensors/Communications  Astrogation/Gunnery/Piloting
 One glitch  -1  -1
 Damage or two glitches  -2  -2
 Damage and one glitch or three glitches  -3  -3
 Damage and two glitches or four glitches  Com-scan disabled  -4

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Severely damaged. Severely damaged ships have suffered major damage. If this is the first severely damaged result, roll 1D and consult the chart below to determine which system is affected. A severely damaged ship which is lightly damaged, heavily damaged or severely damaged again is destroyed (see the next section below this one).

6. All shields disabled. This damage includes the ship’s particle shield, so the ship’s hull code is -1D. If the ship has any inactive backup shields, they are also disabled until repaired.

5. All weapons disabled. Weapon systems are rendered inoperative by a major power surge.

4. Main hyperdrive disabled. The ship’s primary hyperdrive is nonfunctional.

3. Sublight drive and maneuvering system disabled. The ship is adrift if in space with the equivalent damage effects of full maneuverability dice lost and -5 lost speed levels. (This damage replaces all prior maneuverability dice lost and lost speed levels except for -6 speed levels.)

2. Hull breach in a ship location determined by the GM. The ship’s hull is weakened with a -3 penalty to resist damage. The temperature will drop as the ship vents atmosphere and other small unsecured items which may be blown out to space (through a hole in the particle shield if still active). The ship’s internal atmosphere becomes Type II at the beginning of the next round. 1D rounds later, it drops to Type III, then 1D rounds after that it drops to Type IV. See The Star Wars Planets Collection for atmospheric effects and vacuum damage. If the ship is capable of vacuum seal compartmentalizing, the atmospheric effects of the hull breach in the ship may be minimized. The crew may attempt to effect a makeshift hull seal to stop the ship from venting further atmosphere, but the hull is still weakened with a -2 penalty to resist damage until repaired properly; see the “Damage Control” section of “Repairs and Damage Control.” If this damage result is suffered underwater, see the severely damaged result of “Water Pressure Damage” in the “Spaceships Underwater” section below.

1. Main power generator overload. The ship’s main generator is overloading; unless it’s shut down (Moderate ship operation or repair roll), the generator will explode in 1D+3 rounds, and the ship will be destroyed. If the main generator is successfully shut down, the ship is “dead in space” with no power for major systems, but possibly with minimal active power sources consisting of an auxiliary power generator and emergency battery. If flying over a significant source of gravity, the ship plummets toward the ground but the minimal active power should allow the pilot to make a last-ditch effort to crash-land the ship. (See “Crash-Landing.”) The main generator of a severely damaged ship cannot be reactivated until repaired. A ship which loses its main power also loses its particle shield, thus reducing its hull code by -1D.

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Destroyed. The ship is instantly destroyed and explodes in a ball of flame; everyone aboard is killed. The GM may instead choose one of the following options or roll 1D to determine it randomly.

6-5: Structurally damaged. The ship is so badly damaged that it begins to disintegrate. The crew and passengers have 1D+2 rounds to escape before the ship falls apart. Due to the damage, the interior of the ship is treated as Moderate terrain for evacuating characters.

4-3: Blazing hulk. The ship is badly damaged and fires rage inside. The crew and passengers have 1D+1 rounds to escape before the ship explodes. Due to the blaze, the interior of the ship is treated as Difficult terrain for evacuating characters.

2: Structurally damaged blazing hulk. The ship is so badly damaged that fires rage inside and it begins to disintegrate. The crew and passengers have 1D rounds to escape before the ship falls apart or explodes. Due to the blazing damage, the interior of the ship is treated as Very Difficult terrain for evacuating characters.

1: Destroyed.

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The GM is expected to alter the above damaged systems charts as needed. Some ships may not have all these systems, and some may have rare systems that are not represented here. For example, many ships do not have combat shields. Some fighters do not have navicomputers, so damage to one may be replaced by astromech droid damage (see the “Droid/Shard-Droid Damage” section of  “Characters and Creatures”). Most TIE fighters do not even have hyperdrives. When a ship has less systems, options include results repeating other results or changing them to “roll again.” The DeepWater-class light freighter has a subaqueous drive that could be damaged, so this could replace another system on the chart for that ship. It may be prudent for GMs to create dedicated damage charts for ships operated by player characters or that are otherwise reoccurring.

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Spaceship Lost Speed Levels

Lost Speed Levels are cumulative. Below are the effects for each level.

-1 Speed Level: The ship’s maximum all-out speed is now reduced to three times its Space (or its corresponding Move in a different environment).
-2 Speed Level: The ship can no longer move at all-out speed; it’s limited to high speed.
-3 Speed Level: The ship is limited to its cruising speed.
-4 Speed Level: The ship can only move at its cautious speed.
-5 Speed Level: The ship’s sublight drive is disabled. If the ship still has any maneuverability dice remaining, it may still be able to reorient itself and move very slowly in space (GM discretion).
-6 Speed Level: The ship’s sublight drive is destroyed. It is irreparable so must be replaced.

When a spaceships suffers lost speed levels that reduce the maximum move speed to lower than the ship’s current move speed, the ship begins slowing down to the new maximum move speed at no more than one move speed per round (all-out to high speed the next round, high speed to cruising movement the next round, cruising to cautious movement the next round, etc.). 

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Spaceship System Targeting

Gunners may elect to target certain specific systems on a spaceship with any existing damages except severely damaged. Players of gunner characters must declare which system they are targeting on the ship when declaring their action. Gunners targeting a specific system suffer a penalty of -4D to their attack roll. If an attack roll is unsuccessful and there is no were no sixes on any wild dice, the attack completely misses this ship or hits with no damage (as determined by the GM). If a six was rolled on a wild die of the initial attack roll and that roll is unsuccessful, the attempt to target the specific system is unsuccessful but roll the wild die explosion die/dice; if the roll becomes a successful attack then the ship was still hit–roll to determine damage normally (with a random damage effect). If the attack roll is successful without wild die explosion, the targeted system is hit; roll damage normally to determine the damage level of the attack except that targets cannot be destroyed – rolled destroyed results are instead severely damagedHeavily damaged ships that are heavily damaged again become severely damaged (except for the case of very last result below). After determining any damage level accumulation, apply the end damage result indicated below for the targeted system. All red and purple results below correspond to normal damage results in the random system above (the controls ionized results below bypass the shields drained result). Ion weapons cannot be used for system targeting.

When targeting a ship’s weapons systems, the gunner must also declare a specific weapon emplacement before making the attack roll. If the system targeting is successful, then a light damage outcome affects the declared emplacement and a heavy damage outcome affects the declared weapon's type, instead of the GM determining which weapons are affected.

Shields
Shields drained -1D
Lightly damaged: Shield blown
Heavily damaged: Shields blown and projector damage
Severely damaged: All shields disabled

Weapons
Controls ionized: Gunnery -1D
Lightly damaged: One onboard weapon emplacement is damaged, gunner suffers a penalty of -1D for attack and damage rolls
Heavily damaged: All weapon emplacements of one type suffer system damage, gunners suffer a penalty of -2D for attack and damage rolls
Severely damaged: All weapons disabled

Hyperdrives
Controls ionized: Astrogation -1D
Lightly damaged: Hyperdrive damaged
Heavily damaged: Backup hyperdrive offline
Severely damaged: Main hyperdrive disabled

Sublight Engines
Controls ionized: Slow one Move Speed
Lightly damaged: The ship suffers a -1 Speed Level
Heavily damaged: The ship suffers a -2 Speed Level
Severely damaged: Sublight drive and maneuvering system disabled

Maneuverability
Controls ionized: Piloting -1D
Lightly damaged: Maneuverability lightly damaged
Heavily damaged: Maneuverability heavily damaged
Severely damaged: Sublight drive and maneuvering system disabled

Com-scan
Controls ionized: Com-scan -1D
Lightly damaged: Sensor suite glitch
Heavily damaged: Sensor suite damaged
Severely damaged*: Com-scan disabled (Sensor suite damaged + two Sensor suite glitches)

*This result replaces any existing sensor damage results with the heavy damage and two light damages indicated. Please note the ship is not considered to be severely damaged. If this “severely damaged” result is achieved by way of a rolling a heavily damaged result on top of an existing heavy damage (to a system other than sensors), this results in a unique situation where the ship has two heavy damages. Once a ship is suffering from four sensor glitches (or one sensor damage and two glitches) through any method, com-scan may no longer be targeted.

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Spaceships Underwater

Note: The following rules greatly expand upon the capsule and stats of the DeepWater-class Light Freighter on Stock Ships p.61 and 63.

Spaceships hulls are designed for more than just maintaining pressurized atmospheres inside ships and preventing damage from micrometeoroids. Even commercial spaceship hulls are also designed to withstand several other strains, such as g-forces from high speed maneuvers, asteroid strikes, pirate attacks, atmospheric friction, lightspeed transitions, and the ravages of hyperspace. Most spaceships are not specifically designed to double as aquatic vehicles, but they can still withstand submerging underwater and some degree of water pressure.

Sublight drives are designed to function in vacuums and gaseous atmospheres, but attempting to use them underwater will likely damage them so they should be deactivated before submerging. Aquatic spaceships have separate subaqueous drives. A non-aquatic spaceship can only travel underwater using its repulsorlift drive at a very low speed (GM discretion). If sublight engines on any ship were used just prior to submerging underwater, it is likely they will still be hot for a while and could cause a lot of evaporation while cooling down. On non-aquatic ships, sublight engines may need time to drain and dry out so may not be usable immediately upon surfacing. The sublight drives of aquatic spaceships are especially designed to not have this limitation.

Sensor and weapon ranges are halved underwater (also recommended for ground and nap-of-the-earth flight). When energy weapons not specifically designed for underwater use are fired underwater, the attacker suffers a -7 penalty to hit and -2D to damage. Particle shields work normally underwater, but ray shields on non-aquatic spaceships do not function at all underwater. The ray shields of some aquatic spaceships (such as the MC-11, the DeepWater, and the MC-18) can reconfigure to a special mode to protect the ships from deeper water pressures. The MC-13v2 has a hull specifically designed to withstand underwater depths, so does not rely on special shields.

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Spaceship Depth

On standard planets, starfighter-scale non-aquatic spaceships (and aquatic spaceships when the special shields completely fail) have a maximum safe submergence depth of 50m per 1D plus 15m per pip of hull code, as shown in the chart below. Whenever exceeding the maximum safe depth, the GM rolls for water pressure damage against the hull code once per round (whenever in the round it seems most appropriate), using the damage code on the chart corresponding to the ship's depth level (or part thereof). For depths greater than 500m, just use the difference in meters to determine the additional die code added to 10D damage. Non-standard planets may adjust this chart.

Spaceship Hull Depth Chart

 0D+1  015m      3D+2  180m      7D  350m
 0D+2  030m  4D  200m  7D+1  365m
 1D  050m  4D+1  215m  7D+2  380m
 1D+1  065m  4D+2  230m  8D  400m
 1D+2  080m  5D  250m  8D+1  415m
 2D  100m  5D+1  265m  8D+2  430m
 2D+1  115m  5D+2  280m  9D  450m
 2D+2  130m  6D  300m  9D+1  465m
 3D  150m  6D+1  315m  9D+2  480m
 3D+1  165m  6D+2  330m  10D  500m

On standard planets, starfighter-scale aquatic spaceships with special shields have a maximum safe submergence depth of 500m per 1D plus 150m per pip of functional ray shields. Aquatic spaceships with specialized hulls have a maximum safe submergence depth indicted by its capsule/game stats. When aquatic vessels exceed maximum safe depth, the GM also rolls for water pressure damage once per round. To calculate the damage code, take the difference of the two depths and add the corresponding die code to the ship's hull code. Special shield bonus pips to resist physical damage do apply to this hull roll.

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Water Pressure Damage

Roll the water pressure damage and compare it to the ship’s damage resistance roll (sometimes modified by shields pips for some aquatic ships). If the damage roll is lower than the resistance roll, the ship takes no damage. If the damage roll is equal to or higher than the resistance roll, find the resulting difference on the “Water Pressure Spaceship Damage Chart” and see the explanations below it.

Every result except destroyed affects one or more individual systems of the ship. The penalties to individual damaged systems and weapons are individually cumulative as indicated. Some ship damage results are also ship damage statuses that can be worsened by certain subsequent damage results (lightly damaged at least twice, heavily damaged, and severely damaged) moving the ship closer to being destroyed. If a damage result rolled is not applicable and there aren’t instructions on what to do, the GM must determine how to handle it (re-roll, etc.).

Water Pressure Spaceship Damage Chart

 Damage > Resistance by:   Result
                    0-3  Controls ionized
                    4-7  Lightly damaged
                   8-11  Heavily damaged
                 12-15  Severely damaged
                   16+  Destroyed

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Controls ionized.  Power surges ionize ship controls. Each controls ionized result temporarily penalizes the spaceship for the remainder of the round it occurs and the following round. To determine the specific controls ionized penalties, roll 1D for each whole penalty die of ionized controls and consult the chart below. Multiple simultaneous effects are cumulative except for the first one below.

6-5. Slow one Move Speed. On the round after this result is rolled, a non-aquatic spaceship using its repulsorlift generator to move slowly comes to a complete stop, and an aquatic spaceship slows down to the move speed below its current speed. The ship can’t be slowed down more than one move speed in a single round, but multiple simultaneous effects still count toward the total ionization dice affecting the ship at one time (see below), including the round this result is rolled.

4. Gunnery -1D. All gunners on the ship suffer -1D to their attack rolls.

3. Piloting -1D. All piloting rolls suffer a -1D penalty.

2. Com-scan -1D. All communications and sensor rolls except for reading passive sensors suffer a -1D penalty.

1. Piloting and gunnery -1D. All piloting rolls suffer a -1D penalty, and all gunners on the ship suffer -1D to their attack rolls.

Whenever a ship is affected by a total of 5D or more in ionization results at one time, the controls are frozen for the rest of the round and the next round, so the ship maintains the same speed and direction; the ship's weapons may not be fired; and com-scan may not be used other than reading passive sensors. If a ship with frozen controls is headed toward the seafloor or another obstruction, the GM may allow the pilot to attempt a crash-landing. See “Crash-Landing” at the end of the “Vehicle Damage” rules above.

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Lightly damaged. A spaceship can be lightly damaged any number of times. Each time a ship is lightly damaged, roll 1D and consult the chart below to determine which system is damaged.

6. One onboard weapon emplacement is damaged, gunner suffers a penalty of -1D for attack and damage rolls. The GM determines which emplacement. The penalties of a second weapon damage result are cumulative. If any emplacement is damaged three times total, the weapon is disabled but reparable. Upon its fourth damage, a weapon emplacement is destroyed and must be replaced; a gunner still stationed in a destroyed weapon emplacement definitely takes damage. (See the “Collision Damage, Passenger Damage, and Falling Damage” section above.)

5. Hyperdrive damaged. Roll 1D to determine which hyperdrive is damaged. On a roll of 1-4, the main hyperdrive is damaged. One a roll of 5-6, the backup hyperdrive is damaged. For each light damage a hyperdrive takes, add 1 to its hyperdrive multiplier. If a hyperdrive already has three light damages, then this result takes that hyperdrive offline until repaired. (Note: Successful Damage Control for this damage status restores functionality equivalent to three light damages.) If an offline hyperdrive takes damage again, it moves to disabled status, which is still nonfunctional but damage control is no longer possible.

4. The ship suffers a -1 Speed Level. See the “Spaceship Lost Speed Levels” chart (in the prior section “Spaceship Damage”) for details.

3. Maneuverability lightly damaged. A power surge damages a power conduit, so the ship can no longer perform Full Reaction evasions. That damage can only occur once, so for all subsequent times this result is rolled, the ship loses -1D from its maneuverability. If the ship’s maneuverability has already been reduced to 0D, then go to the previous result above. If the ship had no maneuverability dice to begin with, go the previous result above after the ship loses Full Reaction evasions.

2. Sensor suite glitch. The sensors becoming misaligned by a glitch has several minor effects on ship systems. There is a -1 penalty to all gunnery, sensors, communications, astrogation and piloting rolls made for any characters on the ship. Subsequent glitches worsen the misalignment, so the penalties accumulate accordingly. When the ship has suffered four sensor glitches (or sensor damage and at least two glitches), com-scan is disabled by system failure—sensors cannot be used, and the ship cannot send or receive any communications. The ship may still have functional emergency beacons or com-scan systems on escape pods or other carried craft due to these being independent systems on separate vehicles. The worst sensor results penalty possible from any combination is -4; after reaching that another system must be selected for further light damages. See the following sensor suite misalignment/damage chart. 

 Sensor results combination (any order)  Sensors/Communications  Astrogation/Gunnery/Piloting
 One glitch  -1  -1
 Two glitches or damage  -2  -2
 Three glitches or damage and one glitch  -3  -3
 Four glitches or damage and two glitches  Com-scan disabled  -4

1. Roll 1D and consult the chart below to determine the light damage, unless the following situations apply. If this result is rolled when the ship already has two or more light damages (and not any worse damage statuses), then the ship becomes heavily damaged. If this result is rolled when the ship is already heavily damaged, then the ship becomes severely damaged. (See the next two sections below this one).

       6: Gamemaster selection. For the first and second times this result occurs, the GM determines a light damage from the normal damage chart (in the prior section “Spaceship Damage”) or another system/effect.

       5: Subaqueous drive or repulsorlift generator damaged. For aquatic spaceships, the subaqueous drive suffers a -2 Speed Level. If this is the second time rolling this damage result for an aquatic spaceship, the subaqueous drive suffers an additional -1 Speed Level. Use the “Spaceship Lost Speed Levels” chart (in the prior section “Spaceship Damage”) to determine subaqueous drive effects. For non-aquatic ships, the repulsorlift generator is instead damaged. When flying in the presence of significant gravity, the ship’s pilot suffers a -1D penalty to any maneuverability related rolls due to power fluctuations. If this is the second time rolling this damage result for a non-aquatic ship, the GM rolls 1D. One a roll of 2-6, then the ship’s pilot suffers an additional -1D to any maneuverability related rolls in the presence of significant gravity. On a roll of 1, the repulsorlift goes offline until repaired. The ship may still use its sublight drives to fly in the presence of gravity and stay airborne, but the ship cannot hover or move slowly, which makes landing safely difficult for most ships (See “Crash-Landing.”).

       4: Onboard fire. A fire breaks out in the ship and begins to grow. The ship begins to take damage from the fire once every round after the round this damage result occurs. The ship resists damage at the hull code -1D. The damage die code starts out equal to the ship’s hull code -1D, and increases by 1D every round until the fire is put out. If a fire burns too long, it will overwhelm the ship's life support system; the fire will increase the internal temperature and the smoke will degrade the atmosphere type in the ship. (See The Star Wars Planets Collection). If this is the second time rolling this damage result, then a second fire breaks out like the first one except that the damage starts the same round (then begins increasing the same after that). The GM may roll again or otherwise determine which system is on fire and thus could be damaged, or have the fire start in a location that could affect multiple systems, such as a bank of main power converters. Wherever the fire is, it should be somewhere that someone aboard can access the fire to put it out.

       3: Life support offline. The ship’s air recycling/temperature regulation and water recycling abilities malfunction. (Note: This itself isn’t an immediate danger as the ship should have enough breathable air in storage to last long enough to finish the battle and repair the system, unless certain other damages occur that make this a bigger problem—such a smoke from a fire not being filtered from the air.) If there is no life support system on the ship, perhaps the GM will determine that the pilot’s spacesuit receives minor damage—nothing immediately life-threatening but something that requires attention to patch it. If this is the second time rolling this damage result then the life support system is damaged further, which will require a more difficult and lengthier repair. See The Star Wars Planets Collection for atmospheric effects.

       2: Escape pod/ejector seat malfunction/damage. The GM will determine the specific effects of first and second rolls of this result. Escape pods could get system damages like the primary ship (although many results will not apply). They could be damaged so they won’t function properly should they be needed. Another option is that an escape pod could be erroneously launched without anyone on board (but possibly could be recovered undamaged later). If there is no escape pod or ejector seat on the ship, perhaps the pilot’s spacesuit could receive minor damage—nothing immediately life-threatening but something that requires attention to patch it. If this is the second time rolling this damage result, then the damage could worsen, or something could happen to a second escape pod.

       1: Flight computer damaged by power surges. All piloting actions suffer a -1D penalty. If this is the second time rolling this damage result, then the penalty worsens to -2D.

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Heavily damaged. Heavily damaged spaceships have taken a more serious amount of damage.

Shields blown. The ship's particle shield is blown (which reduces its hull code -1D), and the ship also loses -1D from its ray shields (even if not currently activated). Unless the ship is an aquatic spaceship with a specialized hull, the reduction of hull code from the blown particle shield will change the ship's maximum safe depth, and the reduction to the ray shields code will radically change the maximum safe depth on aquatic ships that rely on specialized shields for water pressure protection (see “Spaceship Hull Depth Chart” above). If there were no active shield dice damaged by this result, this result can damage inactive backup shields if the ship has any. If a heavily damaged ship is heavily damaged again, it becomes severely damaged (see below).

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Severely damaged. Severely damaged ships have suffered major damage.

Hull breach in a ship location determined by the GM. A small fracture appears in the hull (and any shields if still online). The ship’s hull is weakened with a -3 penalty to resist damage, and the ship begins taking on water, which could eventually damage ship systems further. The crew may attempt to effect a makeshift hull seal to stop the ship from taking on more water, but the hull is still weakened with a -2 penalty to resist damage until repaired properly; see the “Damage Control” section of “Repairs and Damage Control.” A severely damaged ship which is lightly damaged, heavily damaged or severely damaged again is destroyed (see below)..

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Destroyed. The ship instantly implodes; everyone aboard is killed. The GM may instead elect the following.

Crushed. Multiple fractures appear in the hull (and any shields if still online). Water begins rushing into the ship. The crew and passengers have 1D rounds to escape in escape pods before the ship implodes. Due to flowing water, the interior of the ship is treated as Moderate terrain for evacuating characters.

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Spaceship Repair

Note: This replaces the repair rules applicable to spaceships and their weapons on R&E p.60, and this updates the applicable Time Taken information on R&E p.59, 62, 65. 

For characters to repair spaceships, look up the specific damages on the charts below for repair times and roll difficulties. The repair costs reflect the price of replacement parts based on the spaceship’s original value, except for weapons emplacements which are based on the weapon’s original value. Each weapon emplacement must be repaired individually with separate repair rolls, even if they were damaged as part of a group of weapons in heavy or severe damage. The GM may however cut the repair times down when repairing damage done to a group of weapons at once, as long as at least one weapon has the full repair time for the damage level and that repair is completed by the time the others are.

Spaceship Repair Chart

 Shields Blown  Time Taken  Difficulty  Cost  Notes
 0D+1 to 1D dice lost  15 minutes  Easy  6%  Repair includes any projector damage
 1D+1 to 2D dice lost  One hour  Moderate  7%  Repair includes any projector damage
 2D+1 to 3D dice lost  Four hours  Difficult  8%  Repair includes any projector damage
 3D+1 or more dice lost  16 hours  Very Difficult  9%  Repair includes any projector damage
 Backup shields  See note  See note  Cost - 1%  Repair as a separate shield system
 Particle shield blown  One hour  Moderate  5%  Repair as a separate shield system
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 Weapon Emplacement Damage  Time Taken  Difficulty  Cost  Notes
 One light damage  15 minutes  Easy  10%
 One heavy damage  or  two light damages  One hour  Moderate  20%
 One heavy damage and one light damage  Four hours  Difficult  30%  Order of damages does not matter
 Severe damage  or  any three other damages  16 hours  Very Difficult  35%  Order of damages does not matter
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 Hyperdrive Damage  Time Taken  Difficulty  Cost  Notes
 One light damage  20 minutes  Very Easy  2%  Repair each hyperdrive separately
 Two light damages  40 minutes  Easy  4%  Repair each hyperdrive separately
 Three or more light damages  One hour  Moderate  6%  Repair each hyperdrive separately
 Hyperdrive offline  One hour  Moderate  8%  Repair each hyperdrive separately
 Hyperdrive disabled  Four hours  Difficult 10%  Damage control n/a
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 Lost Speed Levels  Time Taken  Difficulty  Cost  Notes
 -1 speed level  10 minutes  Very Easy  5%
 -2 speed levels  15 minutes  Easy  10%
 -3 speed levels  One hour  Moderate  15%
 -4 speed levels  Four hours  Difficult  20%
 -5 speed levels  16 hours  Very Difficult  25%
 -6 speed levels  n/a  n/a  35%*  *Replacement cost for destroyed drive
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 Maneuverability Damage  Time Taken Difficulty  Cost  Notes
 Power conduit (No Full Reaction evasions)  10 minutes  Very Easy  5%  Repair separately from lost dice
 0D+1 to 1D dice lost  15 minutes  Easy  10%
 1D+1 to 2D dice lost  One hour  Moderate  15%
 2D+1 to 3D dice lost  Four hours  Difficult  20%
 3D+1 or more dice lost  16 hours  Very Difficult  25%
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 Sensor Suite Misalignment/Damage  Time Taken  Difficulty  Cost  Notes
 One glitch  15 minutes  Very Easy  1%
 Damage  or  two glitches  30 minutes  Easy  2%
 Damage and one glitch  or  three glitches  45 minutes  Moderate  3%
 Damage and two glitches  or  four glitches  One hour  Difficult  4%
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 Repulsorlift Generator Damage  Time Taken  Difficulty  Cost  Notes
 1D penalty  15 minutes  Easy  2%
 2D penalty  One hour  Moderate  4%
 Offline  One hour  Moderate  5% .
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 Artificial Gravity Generator Damage  Time Taken  Difficulty  Cost  Notes
 Generator offline  15 minutes  Easy  2%
 Fluctuating gravity  One hour  Moderate  4%
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 Life Support System Offline  Time Taken  Difficulty  Cost  Notes
 Lightly damaged  15 minutes  Easy  3%
 Heavily damaged  One hour  Moderate  6%  Damage control n/a
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 Escape Pod / Ejector Seat Malfunction/Damage  Time Taken  Difficulty  Cost  Notes
 One damage result  Varies  Up to Easy Varies
 Two damage results  Varies  Up to Moderate Varies  Possibly repair as a separate system
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 Flight Computer Damage  Time Taken  Difficulty  Cost  Notes
 Damaged once  15 minutes  Very Easy  1%
 Damaged twice  30 minutes  Easy  2%
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 Navicomputer Damage  Time Taken  Difficulty  Cost  Notes
 Navicomputer damaged once  15 minutes  Very Easy  1%
 Navicomputer damaged twice  30 minutes  Easy  2%
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 Fuel System Damage  Time Taken  Difficulty  Cost  Notes
 Fuel leak  15 minutes  Easy  2%  Damage control n/a
 Fuel injection issue (Random power drains)  One hour  Moderate  4%
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 Other Damages  Time Taken   Difficulty  Cost  Notes
 Inertial compensator offline (primary or secondary)  15 minutes  Easy  3%  Repair each as a separate system
 Sublight drive and maneuvering system disabled  16 hours  Very Difficult   25%  Repair 1:  -5 Lost Speed Levels
 See Notes  See Notes  Varies  Repair 2:  full Maneuverability dice lost
 Hull breach  Four hours  Difficult  5%  Damage control seals breach, Hull -2
 Main power generator severely damaged  Four hours  Difficult  10%

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General

Characters and Creatures

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To ask questions, provide feedback, make suggestions, or otherwise discuss these house rules, please visit the Rancor Pit Forums thread for these rules