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Battle Damage Chart

From FuturePath

This page is linked to from Giving and Receiving Damage in Space Ships. This is regarding the Battle Damage Die Roll done when a ship receives battle damage. It is 2d6 and determines the base repair DC as well as any side effects the ship may incur.

The DC is determined by both the 2d6 roll and the enemy’s Ship's Weapons Mod + Weapon’s Officer’s Wisdom or Dexterity score (whichever they prefer). For example, a Battle Damage roll of 8 would be 'Blown Cpacitor' which has a base DC of 10. So it would be 10 + Ship’s Weapons Mod + Weapon’s Officer’s Wis or Dex. Repairing the effect of Battle Damage is always a DC of 15.

To learn more about spaceship combat, go here. To learn more about spaceships, in general, go here.

  • 7: DC 7
    • Description: Ruptured Valve
    • Effect: None
  • 6: DC 11
    • Description: Punctured hull
    • Effect: The crew cannot move from one bay to another without a spacesuit. All bays and main ship compartments stay pressurized.
  • 8: DC 10
    • Description: Blown Capacitor
    • Effect: Roll a d6. 1=Captions Console, 2=Science Console, 3=Pilot Console, 4=Sensor Console, 5=Weapon Console, 6=Engineer Console. This console explodes, dealing X Hit Die worth of Electric Damage on the target. Causing the Shaken condition for one round. X = 1 + 1/4 Character level, rounded down.
  • 5: DC 14
    • Description: Rocked ship
    • Effect: The crew must do a Dexterity Saving throw DC15 + (number of total d10s beyond the successful damage threshold) or be shaken for one round. A Critical failure causes the crew member to be thrown from their console, take 1d6 damage, and spend a turn getting back to their console.
  • 9: DC 13
    • Description: Misaligned Actuator
    • Effect: The Pilot takes disadvantage during the next round. If the number of successful d10 rolls exceeds the threshold by 4, the Pilot takes 2AD of disadvantage.
  • 4: DC 18
    • Description: Life support damaged
    • Effect: The ship’s artificial gravity is temporarily out. The crew is floating in Zero-G. Any crew member who attempts to move (leave their station for another station, for example) must make an Acrobatics check to determine whether they reach their destination. DC 15.
  • 10: DC 17
    • Description: EPS Conduit exploded
    • Effect: Remove the Tracking DC bonus from the engines, and the Pilot’s console explodes, dealing X Hit Die worth of Electric Damage and causing him to be shaken for one round. X = 1 + 1/4 Character level, rounded down.
  • 3: DC 22
    • Description: Short in secondary power distribution.
    • Effect: Any roll that uses the Electronics takes disadvantage. If the number of successful d10 rolls exceeds the threshold by 4, the Pilot takes 2AD of disadvantage.
  • 11: DC 21
    • Description: Main sensor array damaged
    • Effect: The Weapons Officer takes -1, -1. They have to use 1 less die and take -1 to all rolls. The Sensor Officer takes 2AD of disadvantage.
  • 2: DC 27
    • Description: Plasma Containment failure.
    • Effect: The Engineer is forced to drop everything to solve this problem and takes X Hit Die worth of damage for every turn they are solving the issue. They can do a Dexterity saving throw, DC 15, to only take ½ damage. X = 1 + 1/4 Character level, rounded down.
  • 12: DC -
    • Description: Engine core malfunction.
    • Effect: The Engineer has to stop what he/she is doing in order to stop a meltdown. They do not need to roll for the action. It’s just that they have to drop everything and handle this. (They can choose not to and abandon ship if that is the player’s choice)