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System

01-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
92-93
94
95
96
97
98
99
00

Damage Table
1 - Inertial Dampers - Sudden Lurch
2 - Electrical - Lighting
3 - Electrical - Communications
4 - Plumbing - Water Lines
5 - Electrical - Computer Lines
6 - Temperature Control
7 - Plumbing - Steam Rupture
8 - Atmospheric Control - Ventilation Cut Off
9 - Plumbing - Chemical Lines
10 - Artificial Gravity Control
11 - Electrical - Power Failure : Main
12 - Atmospheric Control - Gas Leak
13 - Electrical - Power Failure : Main & Auxiliary
14 - Fire - Combustatory
15 - Fire - Electrical
16 - Radiation Shielding Failure / Leak
17 - Fire - Chemical
18 - Atmospheric Control - Pressure
19 - Cave-In
20 - Explosion
21 - Hull Breach - Small
22 - Hull Breach - Medium
23 - Hull Breach - Large
24 - Fire - Atmospheric

Sysem Damage Effects Table


1 - Inertial Dampers - Sudden Lurch
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- roll d100 for result:
01-50 character braces against shock - nothing happens
51-55 impact - 1d6 dmg from being thrown against equipment,
bulkhead, etc.
56-60 sprained ankle - 1d10 dmg; move at 1/2 speed (1/4 for vrusk);
roll for which leg
61-65 sprained wrist -1d10 dmg; roll for which arm
(primary hand) -30 to hit using this hand; cant use rifles; -15%
for performing
technical, robotics, medical, demolitions, and computer
skills
(secondary hand) -5 for firing rifles using that hand; cannot fi
re
pistols using that
hand; -10% for performing the ab
ove
skills
66-70 sprained shoulder - 2d10 dmg; roll for which arm
(primary hand) -10 for firing rifles using that arm; cannot fir
e
pistols using that hand;
-10% for performing above skills
(secondary hand) no effects
71-75 blow to head - 2d10 dmg; -5 INT/LOG; 50% chance to be
unconscious for 1d100 minutes
(helmets negate)
76-80 cracked ribs - 2d10 dmg
81-85 broken ankle - 2d10 dmg; move at 1/2 speed; roll for which leg
86-90 broken wrist -2d10 dmg; roll for which arm
(primary hand) cannot use this hand; -25% for performing

above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
91-92 broken shoulder - 4d10 dmg; roll for which shoulder
(primary hand) cannot use this hand; -25% for performing
above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
93-94 broken leg - 4d10 dmg; roll for which leg; only 2 m / turn
movement
95-96 broken arm - 3d10 dmg; roll for which arm
(primary hand) cannot use this hand; -25% for performing
above skills
(secondary hand) cannot use this hand; -10% for performing
above skills
97
concussion - 4d10 dmg; - 10 INT/LOG; -5 DEX/RS; 75% chance to be
unconscious for 1d10
hrs.
98
loose object strikes character - 1d10 dmg
99
large loose object strikes character - 3d10 dmg
00
large loose object breaks free and pins character - 5d10 dmg requires 2 people to
move or STR check at -20 to lift
(note: all performance penalties assume the injury is properly set and
splinted - if this is not the case, add another -20% penalty)
note: a successful RS check reduces result roll by 10
note: inertia screens and skein suits halve all damage
note: vrusk characters get a -10 modifier to their result roll
(note on crash landing: characters restrained by safety belts, etc. treat dmg
roll at -20)
2 - Electrical - Lighting
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all lighting except emergency auxiliary lights go out
- aux. lights are located along floor/deck plates and reduce light level
to dim visibility
- requires Machinery: Repair skill and a tech kit to restore power to lights
- repair time: 1d4 hours
3 - Electrical - Communications
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all c.a.s. panels, intercoms, and vidcams in this area go out, preventing any
shipwide communications
or use of c.a.s. readouts to or from this area
- requires Communication Devices: Repair skill and a tech kit to repair
- repair time: 1d4 hours
4 - Plumbing - Water Lines
(01-50) : blocked / backed up
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all plumbing work will begin to back up - no real damage but pretty gross
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
(51-00) : leaking
- no alert or locks engaged - warning will appear in bridge, life support, and

engineering
- pipes in this room begin to rupture - 10% chance per turn for electrical
short until fixed
- roll d100 for one of the electrical failures
(01-50) lighting
(51-70) communications
(71-90) computer lines
(91-00) power failure: main
- if left unattended, leaking will entirely fill area in 2 hours for every
contiguous 5 m. x 5 m. area
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
5 - Electrical - Computer Lines
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all computers in this area go down and are no longer accessible from
outside computers
- requires Computers: Activate and Operate skill to temporarily activate each
terminals parabattery
reserve (if it has one or is directly linked to a mainframe within this
area that has one)
- repair time: 1d10 turns
- requires Computers: Interface skill and robcom kit to re-connect computers
to ships network as well
as to restore normal power to them - repair
time: 1d4 hours
6 - Temperature Control
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- requires Machinery: Repair skill and a tech kit to repair
- repair time: 1d4 hours
(01-50) : heat
- temperature will rise 1 degree celsius every minute in this area until
heating unit
breaks down at 160 degrees Fahrenheit/ 71 degrees Celsius conditions will be considered
unlivable and reduce any skill rolls and Logic and Intuition rolls by
-10 or 1 column shift
(51-00) : cold
- temperature will drop 1 degree celsius every minute in this area until
conditions reach -30 degrees
Fahrenheit/ -35 degrees Celsius conditions will be considered unlivable and reduce any skill
rolls and Logic and Intuition rolls by -10 or 1 column shift
- between 0 and - 20 C characters take 1 Stamina point damage per
hour in normal clothing
- below - 20 C characters take 6 Stamina points damage per hour in
normal clothing
7 - Plumbing - Steam Rupture
- yellow alert - no locks engaged - warning will appear in bridge, life
support, and engineering
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- room is engulfed in billowing clouds of steam, obscuring vision completely
and rendering
infrared equipment useless (10% chance each will be permanently
damaged)
- characters roll RS check each turn or be burned for 4d10 pts burn dmg

- conditions will be considered unlivable and reduce any skill rolls and Logic
and Intuition
rolls by -10 or 1 column shift
- asbestos suits and spacesuits protect; inssuits, environmental, and hazmat
suits halve damage
- repair time: 1d4 hours
8 - Atmospheric Control - Ventilation Cut Off
- yellow alert - no locked doors
- air supply to affected section is halted - air supply will last for one hour
per 5 m. x 5 m. section of
room, divided by the number of creatures breathing in that space
- during this time characters in this area will experience symptoms of
Hypoxia (oxygen shortage)
- decrease in judgement, sensory perception, self-appraisal, memory,
motor control
(-20% penalty to DEX/RS & INT/LOG scores) as well as a tranquilizing
effect, in which the
character is unaware and disinterested in the danger of the situation
(roll modified LOG score to
see if character notices)
- once the air is depleted, characters will experience symptoms of Anoxia,
suffering 1 pt. of Stamina
damage per turn
- if doors are left open to unaffected areas, these effects can be temporarily
ignored
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
9 - Plumbing - Chemical Lines
- yellow alert - no locks engaged - warning will appear in bridge, life
support, and engineering
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
- roll for result:
(01-50) : flammable chemical
- although this has no immediate effect, there is a 10% chance
per turn that a spark
will occur within this area and cause a chemical fire ; see Fire
Chemical
- dousing this area with foam will deter this threat
(51-75) : irritant chemical
- chemical will cause 1d10 pts. damage to any living creature in
this area with exposed
skin or normal clothing, considered burn damage - to be treated
with salgel
- space suits, environemental suits, hazmat suits will protect
(76-00) : corrosive chemical
- chemical is highly corrosive and will cause 2d10 pts. damage
to any living creature in
this area unless protected by asbestos suits - all other suits w
ill
leak within 1d10
turns
10 - Artificial Gravity Control

- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- requires Machines: Repair skill plus tech kit or Engineering spacer skill plus
engineers toolkit to
repair
- repair time: 1d4 hours
(01-50) : artificial gravity spike
- roll d100 for result:
(01-70) : 2 gs - 2x normal earth gravity
- standing erect, can be withstood w/ difficulty
- all DEX checks at -20, all movement at 1/2 normal
(71-85) : 3 gs - impossible to remain standing
- walking and climbing are impossible; crawling is difficult (1/
4
speed)
- visual functions difficult - "graying out"
(86-95) : 4 gs - crawling is impossible - movement itself possible only
with
great effort
- sitting position possible
(96-00) : 5 gs - only slight movements of arms and head are possible
(51-00) : artificial gravity drop
- all gravitational control is lost in the immediate area - all unsecure
d
objects and persons
will float freely - see weightless combat section in AD rule boo
k
11 - Electrical - Power Failure : Main
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all power for lights, gravity, temperature, computers, and ventilation is cut
off from
immediate area including all adjoining doors and hatches
- aux. power will maintain emergency lights, pressure control, and
communications (intercom only)
- manual controls next to each door must be used to open them - hatches
open normally but auto servos are down so they will not close automatically
in the event of sudden vaccuum
- 20% chance for each person in area to be shocked for 5d10 pts. damage by
stray arcs of electricity
(only applies to people present at time of damage)
- gauss screens protect; a-s implants halve damage
- requires Machinery: Repair and tech kit to restore main power
- repair time: 1d4 hours
12 - Atmospheric Control - Gas Leak
- yellow alert - doors lock at lvl 1
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
(01-35) : O2 saturation
- no immediate effect, but every 5 turns another 5 m. x 5 m. area will
contain an unhealthy
amount of pure oxygen, risking Oxygen Toxicity - characters in the
area at this time will
experience dizziness, tingling, heat sensation, blurry vision, or muscle
spasms and must pass a

Stamina check each turn or be rendered unconscious


- after 20 turns unconscious, characters Stamina drops to zero
- there is a 5% non-cumulative chance per turn of a spark starting an
atmospheric fire
(see: Fire - Atmospheric)
(36-60) : toxic (carbon monoxide)
- filters in the air system fail to contain dangerous CO2 generated by
machinery in this area
- no immediate effect, but every 5 turns another 5 m. x 5 m. area will
contain a deadly
amount of carbon monoxide, risking CO2 Poisoning - characters in the
area at this time must
pass a Stamina check each turn with a cumulative -10% penalty or
suffer 1d4 pts.
damage ea. turn
- onset will be signalled by decrease in judgement, sensory perception,
self-appraisal,
memory, and motor control (DEX/RS & INT/LOG penalized by -20%) as
well as a tranquilizing
effect, in which the character is unaware and disinterested in the
danger of the situation (roll
modified LOGIC score to see if
character notices)
(61-85) : toxic (random)
- roll d100 for result:
(01-40) : level 1 : (S5/T4) gas effect
(41-65) : level 2 : (S5/T6) gas effect
(66-75) : level 3 : (S5/T8) gas effect
(76-90) : level 4 : (S10/T6) gas effect
(91-97) : level 5 : (S10/T10) gas effect
(98-00): level 6 : (S15/T8) gas effect
(86-00) : toxic (nitrogen)
- no immediate effect, but in 5 turns a 5 m. x 5 m. area will contain a
deadly amount of
nitrogen, risking Nitrogen Poisoning - character
s in
the area at this time must pass a Stamina
check each turn with a
cumulative -10% penalty or die instantly, reducing their Stamina to
zero
13 - Electrical - Power Failure : Main & Auxiliary
- no alert or locks engaged - warning will appear in bridge, life support, and
engineering
- all power for lights, emergency lights, gravity, temperature, pressure,
communications,
computers, and ventilation is cut off from immediate area including all
adjoining
doors and hatches
- manual controls next to each door must be used to open them - hatches
open normally but auto servos are down so they will not close automatically
in the event of sudden vaccuum
- 20% chance for each person in area to be shocked for 5d10 pts. damage by
stray arcs of electricity
- gauss screens protect; a-s implants halve damage
- requires Machinery: Repair and tech kit to restore auxiliary power within
1d4 hours
- requires Machinery: Repair and tech kit to restore main power - repairs
will take 1d4 days

14 - Fire - Combustatory
- yellow alert - doors lock at lvl 1
- combustible materials catch fire, causing a blaze to spring up suddenly
somewhere in this area
- roll d100 :
-(01-50) : small fire : 1-2 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
25% initial chance for characters to be caught by sudden fire
-(51-75) : med. fire : 1d6 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
50% initial chance for characters to be caught by sudden fire
-(76-00) : large fire : 1d10 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
75% initial chance for characters to be caught by sudden fire
- as the fire spreads, there is a 10% cumulative chance each turn for
characters to be caught by
spreading fire
- characters caught by flames suffer 4d10 pts. damage each turn in fire until
they pass a RS check
- characters caught by flames run a 35% chance of catching fire, meaning
they will continue to
suffer 1d10 pts. damage per turn until extinguished
- asbestos suits fully protect; space suits protect for 10 turns then fail
- characters can manually activate a ships fire foam system by hitting the
fire alarm on any c.a.s.
panel in the area - foam will extinguish
the
fire in 3 turns for every 5 m. x 5 m. area
affected
- one hand-held fire extinguisher will douse one 5 m. x 5 m. area of fire
- foam grenades will extinguish up to three characters on fire or one 3 meter
x 3 meter area
15 - Fire - Electrical
- yellow alert - doors lock at lvl 1
- electrical system in walls and equipment short and explode, causing
randoms burst of sparks and
flames
- roll d100 :
-(01-50) : small fire : 1-2 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
25% initial chance for characters to be caught by sudden fire
-(51-75) : med. fire : 1d6 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
50% initial chance for characters to be caught by sudden fire
-(76-00) : large fire : 1d10 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
75% initial chance for characters to be caught by sudden fire
- as the fire spreads, there is a 10% cumulative chance each turn for
characters to be caught by
spreading fire
- characters caught by flames suffer 3d10 pts. damage each turn in fire until
they pass a RS check
- characters caught by flames run a 35% chance of catching fire, meaning
they will continue to
suffer 1d10 pts. damage per turn until extinguished
- 25% chance / turn for ea. character in area to be hit by electrical arcs or
dangling wires
- 2d10 pts electrical damage that turn only

- guass screen or A/S implant protect completely


- 10% chance / turn cumulative that electrical system will short, cutting off
all power to
the room; see Electrical - Main Power Failure
- power may be shut down or reactivated from the bridge, life
support, or engineering or
locally using Machinery: Operate skill and a tech kit within 1d6
turns
- asbestos suits fully protect; space suits protect for 10 turns then fail
- characters can manually activate a ships fire foam system by hitting the
fire alarm on any c.a.s.
panel in the area - foam will extinguish
the
fire in 3 turns for every 5 m. x 5 m. area
affected
- one hand-held fire extinguisher will douse one 5 m. x 5 m. area of fire in 3
turns
- foam grenades will extinguish up to three characters on fire or one 3 meter
x 3 meter area
16 - Radiation Shielding Failure / Leak
- yellow alert - doors lock at lvl 1
- requires Engineer: Nuclear skill plus technical kit to control - task time: 1d
4
hours
- requires Engineering Spacer skill plus engineers toolkit to repair - repair
time: 1d4 days
- engineers inssuit protects fully, space suit halves damage
- rad-blast grenade staves off effects for 10 turns (1 minute) within a 3
meter radius
- roll d100 for result:
-(01-35) : level 1 : (-1/R7) radiation effect
-(36-55) : level 2 : (-1/R30) radiation effect
-(56-85) : level 3 : (-2/R30) radiation effect
-(86-95) : level 4 : (-2/R30!) radiation effect
-(96-00) : level 5 : (-3/R7!) radiation effect
17 - Fire - Chemical
- yellow alert - doors lock at lvl 1
- a chemical agent within hull or room ignites causing a violent fire
- roll d100 :
-(01-50) : small fire : 1-2 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
25% initial chance for characters to be caught by sudden fire
-(51-75) : med. fire : 1d6 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
50% initial chance for characters to be caught by sudden fire
-(76-00) : large fire : 1d10 turns to extinguish each 5 m. x 5 m. area
with fire extinguisher
75% initial chance for characters to be caught by sudden fire
- as the fire spreads, there is a 10% cumulative chance each turn for
characters to be caught by
spreading fire
- characters caught by flames suffer 4d10 pts. damage each turn in fire until
they pass a RS check
- characters caught by flames automatically catch fire, meaning they will
continue to
suffer 2d10 pts. damage per turn for three turns after escaping the
area of fire

- 10% chance / turn non-cumulative for explosion to occur, which would


cause 8d10 pts dmg + 1d10
per turn burning damage until extinguished
- asbestos suits fully protect; space suits protect for 10 turns then fail
- characters can manually activate a ships fire foam system by hitting the
fire alarm on any c.a.s.
panel in the area - foam will extinguish
the
fire in 3 turns for every 5 m. x 5 m. area
affected
- one hand-held fire extinguisher will douse one 5 m. x 5 m. area of fire in 3
turns
- foam grenades will extinguish up to three characters on fire or one 3 meter
x 3 meter area
18 - Atmospheric Control - Pressure
- yellow alert - doors lock at lvl 1
- requires Machinery: Repair skill or Engineer: Hydraulic skill and a tech kit
to repair
- repair time: 1d4 hours
(01-50) - pressure drop
- life support controls malfunction and pressure drops drastically in
area
- 1d10 pts dmg / turn while decompressing (2x dmg for dralasites)
- stamina check ea. turn or black out
- after 6 turns per 5 m. x 5 m. section of room all living creatures
decompress and die
(51-00) - pressure increase
- life support controls malfunction and pressure rises drastically in
area
- 1d10 pts dmg / turn while compressing (1/2 dmg for dralasites)
- stamina check ea. turn or black out
- after 6 turns per 5 m. x 5 m. section of room all living creatures
decompress and die
19 - Cave-In
- yellow alert - doors lock at lvl 1
- structural support of room collapses although atmosphere is maintained
- all characters roll RS check to avoid being pinned beneath rubble
- 3d10 dmg to all characters who avoid cave-in (inertia/skein halve
dmg)
- 6d10 dmg to pinned characters - must use laser torch to extricate
- 1 Stamina point per turn lost while pinned unless treated by
Medical Treatment: Wounds I
- area rendered useless until repaired at space station facilities
20 - Explosion
- yellow alert - doors lock at lvl 1
- sheer force of damage to area causes a massive explosion engulfing the
entire area and its contents
- inertia screens, skein suits halve dmg
- roll d100 :
(01-80) : small explosion : 5d10 dmg to all characters, atmosphere
maintained
- roll again 3 times on ship damage table to determine
additional damage
- 30% chance of combustatory fire; see Fire: Combustatory
- requires Engineering spacer skill plus engineers toolkit to
restore temporary
operations

- repair time: 1d10 hours - requires repair at space station for


complete repairs
(81-95) : large explosion : 8d10 dmg to all characters, atmosphere
maintained
- 60% chance of combustatory fire; see Fire: Combustatory
- roll again 5 times on ship damage table to determine
additional damage
- area rendered useless until repaired at space station faciliti
es
(96-00) : complete destruction of room : all creatures and equipment
within
room are instantly obliterated and sucked out into deep space
(yech!)
- area rendered useless until repaired at space station faciliti
es
21 - Hull breach - Small
- yellow alert - doors lock at lvl 1
- atmosphere will void in 3 turns per 5 m. x 5 m. square section of room
- characters can hold breath for a number of turns equal to their Stamina
divided by 5
- 1d10 pts dmg / turn while decompressing
- STA check ea. turn or black out and suffocate
- requires Engineering spacer skill plus engineers toolkit and space welder
to repair
- area off limits to characters not in space suits
- also requires spare hull plating for patch
- repair time: 1d4 hours
22 - Hull breach - Medium
- yellow alert - doors lock at lvl 1
- atmosphere will void in 2 turns per 5 m. x 5 m. square section of room
- characters can hold breath for a number of turns equal to their Stamina
divided by 5
- 1d10 pts dmg / turn while decompressing
- STA check ea. turn or black out and suffocate
- RS check to grab something or be sucked towards breach
- STR check or be sucked out into space
- no penalties for moving if RS check is passed
- requires Engineering spacer skill plus engineers toolkit and space welder
to repair
- area off limits to characters not in space suits
- also requires spare hull plating for patch
- repair time: 1d10 hours
23 - Hull breach - Large
- yellow alert - doors lock at lvl 1
- atmosphere will void in 1 turn per 5 m. x 5 m. square section of room
- characters can hold breath for a number of turns equal to their Stamina
divided by 5
- 1d10 pts dmg / turn while decompressing
- STA check ea. turn or black out and suffocate
- RS check to grab something or be sucked out into space
- STR check ea. turn if moving hand-over-hand
- requires Engineering spacer skill plus engineers toolkit and space welder
to repair
- area off limits to characters not in space suits
- also requires spare hull plating for patch
- repair time: 1d4 days

24 - Fire - Atmospheric
- yellow alert - doors lock at lvl 1
- fire engulfs entire area, fueled by pure oxygen from the life support
system
- characters in this area cannot see and move at 1/2 normal speed
- characters in this area suffer major trauma and must be treated
immediately
- 4d10 pts. damage suffered per turn while in this area - unavoidable
- asbestos suits fully protects - must have breathing tank
- space suit fully protects for 10 turns then fails
- RS check to avoid 'gasping' and sucking in fiery gas otherwise:
- STA check or black out
- 2d10 pts internal burn dmg + 1d10 damage per turn afterwards
- requires Medical Treatment: Wounds IV to treat
- life support will automatically spray fire-retardant foam and suck out air
to
extinguish fire in 2 turns/ ea. 5 m. x 5 m. section of room
- STA check on last turn sucking out or go unconscious
- l.s. will reinject air after one turn, taking another 2 turns/
ea. 5 m. x 5 m. section of room
- area rendered useless until repaired at space station facilities

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