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Critical Hits
Critical Hits
See also: Repairing Critical Hits
p. 243
About Critical Hits
A number of factors can lead to a ship suffering a Critical Hit. For example, it might suffer enough Hull Trauma to exceed its Hull Trauma Threshold, or a successful combat check could generate enough or to trigger a weapon's Critical Rating.
Reminder, an attack's Damage also has to exceed a target's Armor to deal a Critical Hit, which is important when firing small arms at something using Armor instead of Soak. (A hit from a Personal scale weapon must inflict at least 10 Damage (1 Damage on Planetary scale) after reductions from Armor for the attacker to be able to inflict a Critical Hit.)
Rolling Critical Hits
When an attacker generates a Critical Hit, they roll a d100 on the Critical Hit Result table and their target suffers the listed effects. Some weapons and talents modify this Critical Hit roll, potentially making a Critical Hit more or less effective.
If an attack generates enough to trigger more than one critical roll, the character makes a single roll, adding +10 to the result for each additional time the Critical Rating is triggered.
Personal Weapons and Talents
Notably, talents and qualities that specifically affect Critical Injuries do not effect Critical Hits (so the Vicious quality, for example, would have no effect on a ship or vehicle).
Critical Hit Effects
Once a ship or vehicle suffers a Critical Hit, it counts as suffering that Critical Hit until it is repaired. Critical Hit status remains even if the effects of the Critical Hit only last a single round.
Each Critical Hit status a vehicle suffers from adds +10 to any subsequent Critical Hit check.
Critical Hit Result
d100 | Severity | Result |
---|---|---|
01-09 | Easy () | Mechanical Stress: The vehicle suffers 1 Strain. |
10-18 | Easy () | Jostled: A small explosion or impact rocks the vehicle. All crew members suffer one Strain and are Disoriented for one round. |
19-27 | Easy () | Losing Power to Shields: Decrease Defense in affected Defense Zone by one until the Critical Hit is repaired. If the ship or vehicle has no Defense, suffer one point of System Strain. |
28-36 | Easy () | Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off in a new direction. On their next turn, the pilot cannot execute any Maneuvers and must make a Piloting check to regain control. The difficulty of this check depends on the vehicle's current Speed. |
37-45 | Easy () | Tailspin: All firing from the ship or vehicle suffers dice until the end of the pilot's next turn. All crewmembers are Immobilized until the end of the pilot's next turn. |
46-54 | Easy () | Component Hit: One Component of the attacker's choice is knocked offline, and is rendered inoperable until the end of the following round. For a list of ship components depending on target ship Silhouette, see the tables below. |
55-63 | Average () | Shields Failing: Reduce Defense in all Defense Zones by one point until the Critical Hit is repaired. If the ship or vehicle has no Defense, suffer two points of System Strain. |
64-72 | Average () | Navicomputer Failure: The navicomputer (or in the case of a ship without a navicomputer, its astromech droid) fails and the ship cannot make the jump to hyperspace until the Critical Hit is repaired. If the ship or vehicle is without a hyperdrive, the vehicle or ship's navigation systems fail, leaving it flying or driving blind, unable to tell where it is or where it's going. |
73-81 | Average () | Power Fluctuations: The ship or vehicle is beset by random power surges and outages. The pilot cannot voluntarily inflict System Strain on the ship (to gain an extra Vehicle Maneuver, for example), until this Critical Hit is repaired. |
82-90 | Hard () | Shields Down: Decrease Defense in affected Defense Zone to zero, and decrease Defense in all other Defense Zones by one until this Critical Hit is repaired. While the Defense of the affected Defense Zone cannot be restored until the Critical Hit is repaired, Defense can be assigned to protect that Defense Zone from other zones as usual. If the ship or vehicle is without Defense, suffer four points of System Strain. |
91-99 | Hard () | Engine Damaged: The ship or vehicle's maximum Speed is reduced by one point, to a minimum of one, until the Critical Hit is repaired. |
100-108 | Hard () | Shield Overload: The ship's shields completely fail. Decrease the Defense of all Defense Zones to zero. This Critical Hit cannot be repaired until the end of the encounter, and the ship suffers two points of System Strain. If the ship or vehicle is without Defense, reduce Armor by 1 until the Critical Hit is repaired. |
109-117 | Hard () | Engines Down: The ship or vehicle's maximum Speed is reduced to zero until the Critical Hit is repaired, though it continues on its present course thanks to momentum. In addition, the ship cannot execute any Vehicle Maneuvers until the Critical Hit is repaired. |
118-126 | Hard () | Major System Failure: One Component of the attacker's choice is heavily damaged, and is inoperable until the Critical Hit is repaired. For a list of ship components depending on target ship Silhouette, see the tables below. |
127-133 | Daunting () | Major Hull Breach: A huge, gaping tear is torn in the ship's hull and it depressurizes. For ships and vehicles of Silhouette 4 and smaller, the entire ship depressurizes in a number of rounds equal to the ship's Silhouette. Ships and vehicles of Silhouette 5 and larger tend to be highly compartmentalized and have many safeguards against depressurization. These ships don't completely depressurize, but parts do (the specifics of which parts depressurize is up to the GM; however each section of the ship or vehicle that does lose air does so in a number of rounds equal to the vehicle's Silhouette). Vehicles and ships operating in an atmosphere can better handle this Critical Hit. However, the huge tear still inflicts penalties, causing the vehicle to suffer the Destabilized Critical Hit instead. |
134-138 | Daunting () | Destabilized: The ship or vehicle's structural integrity is seriously damaged. Reduce the ship or vehicle's Hull Trauma threshold and System Strain threshold to half their original values until repaired. |
139-144 | Daunting () | Fire!: Fire rages through the ship. The ship or vehicle immediately takes two points of System Strain, and anyone caught in the fire takes damage as discussed in Atmospheric Effects. A fire can be put out with some quick thinking and appropriate skill; Vigilance and/or Cool checks at the Game Master's discretion. Once going, a fire takes one round per two of the ship's Silhouette points to put out |
145-153 | Daunting () | Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams, breaking up and disintegrating around the crew. At the end of the following round, the ship is completely destroyed and the surrounding environment is littered with debris. Anyone aboard the ship or vehicle has one round to get to an escape pod, bail out, or dive for the nearest hatch before they are lost. |
154+ | - | Vaporized: The ship or vehicle is completely destroyed, consumed in a particularly large and dramatic fireball. Nothing survives. |
Component Criticals
Of all the Critical Hit results, these have the potential to be the most devastating (outside of those that completely destroy a vessel). Component Hit Criticals functionally disable, either temporarily or permanently, critical systems on a target vessel and can lead to a number of complications.
There are two charts for Component Hit Criticals, one for small ships of Silhouette 4 or lower, and one for large ships of Silhouette 5 or higher. The effects of most of these Critical Hits stack, and a ship can suffer more than one Component Hit Critical.
Small Vehicle Components
Silhouette 4 or lower
Component | Description |
---|---|
Support Droid | Typically an astromech, the droid is knocked out of commission until it can be repaired. If this droid is a Player Character, it immediately suffers 10 Strain. |
Ejection System | The pilot and/or crew are unable to escape the ship in an emergency until this system resets or is repaired, depending on the severity of the Critical Hit. |
Weapon System | One weapon system of the attacker's choice is knocked offline. |
Sensors | Sensor range is reduced by one Planetary Range Band. If the ship's sensors are already Close range, they are knocked offline completely and the ship is effectively blind until the sensors are rebooted or repaired, depending on the severity of the Critical Hit. |
Comms | The comms are knocked offline and the ship can neither send nor receive any electronic signals or data |
Sublight Engines | The engines are slightly damaged and the ship's Speed is reduced by one point. |
Hyperdrive | Either the hyperdrive or navicomputer are damaged, and the ship cannot make the jump to hyperspace. |
Shields | The ship's Defense is reduced by one point in all Defense Zones. |
Large Vehicle Components
Silhouette 5 or higher
Component | Description |
---|---|
Landing Gear | The ship's landing gear are stuck. Any attempt to land a ship that cannot deploy its landing gear results in two points of Hull Trauma and two points of System Strain. This only applies to ships of Silhouette 5; anything larger is unable to enter a planet's atmosphere. |
Weapon System | One weapon system of the attacker's choice is knocked offline. |
Sensors | Sensor range is reduced by one Planetary Range Band. If the ship's sensors are already Close range, they are knocked offline completely and the ship is effectively blind until the sensors are rebooted or repaired, depending on the severity of the Critical Hit. |
Comms | The comms are knocked offline and the ship can neither send nor receive any electronic signals or data |
Sublight Engines | The engines are slightly damaged and the ship's Speed is reduced by one point. |
Hyperdrive | Either the hyperdrive or navicomputer are damaged, and the ship cannot make the jump to hyperspace. |
Shields | The ship's Defense is reduced by one point in all Defense Zones. |
Landing Bay | One of the vessel's landing bays is knocked out of commission. The severity of the damage is ultimately left to the Game Master's discretion, and could result in anything from a temporary inability to launch or recover ships from this bay, to a failure of the docking bay shield and a total decompression of the entire compartment. |
Cargo Hold | The ship is hulled and one of the cargo holds is exposed to vacuum. Cargo may be damaged or lost, and anyone in the cargo hold takes Damage according to the Game Master's discretion. |
Bridge | The bridge is damaged. No Vehicle Maneuvers or Vehicle Actions may be executed aboard the ship until the damage is repaired. In addition, the ship continues on its course at its current Speed, and cannot be stopped or its course changed until the damage is fixed. |