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4. Mishap Tables
Note that you can get a result in some of the Mishap Tables where the
mishap exceeds the stats of the ship. If that happens, the following
applies:
Generic : System shut down until repaired. Difficult
repair roll to fix.
Hull : Ship breaks up. Crew must abandon ship.
Maneuverability: Reduce the relevant piloting skill when there
is no maneuverability left to lower.
Sublight Drive ; * 2nd ed.
Reduce the moves available in each round
with one for each Space unit remaining of
penalty.
i.e. One Space unit remaining of penalty,
max number of moves are 3 (originally 4).
* 2nd ed. R&E
Reduce the maximum movement available with
one step for each Space unit remaining of
penalty.
i.e. One Space unit remaining of penalty;
max movement is High Speed (originally All-
Out Speed).
Note: The results varies depending upon which version of the
rules you are using. 2nd ed. from 1992 or 2nd ed. R&E
from 1996.
Weaponry : If mishap decreases the damage rating below
zero, weapon is destroyed.
4.1 Generic Mishap Tables -------------
Minor Mishaps
Roll Result
1-2 System malfunction, add +5 to difficulty to use.
3-4 System short, duration one round (Easy repair roll).
5-6 System damaged, Easy repair roll to fix.
Moderate Mishaps
Roll Result
1-2 System short, duration 1D rounds. (Moderate repair roll).
3-4 System damaged, Moderate repair roll to fix.
5-6 System malfunction, add +10 to difficulty to use (Moderate
repair roll).
Catastrophic Mishaps
Roll Result
1-2 System malfunction, add +15 to difficulty to use (Difficult
repair roll).
3-4 System reaching unsafe operating parameters, must be shut down.
Difficult repair roll to fix.
5-6 System destroyed. Must be completely replaced.
4.2 Hull Mishap Tables -------------
Minor Mishaps
Roll Result
1 Power surge wipes out sensors and communications systems for
1D rounds.
2 Minor hull stress; automatic bulkheads seal for two rounds.
Characters may not move to different sections of the ship or
open canopy/airlock until pilot makes a Very Easy computer
programming/repair roll.
3 Minor hull stress; suspectible to further damage. If the ship
is damaged in the next three rounds, add +1D to the enemy's
damage roll.
4 Shield array damaged through power fluxes. Shields reduced by
-1D for one round.
5 Engine vibration stresses hull. Hull code is -1D for one round.
6 Engine vibration causes hull stress. Reduce the ship's space
by -1 and maneuverability by -1D for two rounds.
Moderate Mishaps
Roll Result
1 Engine vibration stresses hull. Hull code is -1D for 1D rounds.
2 Hull stress; suspectible to further damage. If the ship is
damaged in the next three rounds, add +2D to the enemy's
damage roll.
3 Microscopic hull breach; automatic bulkheads seal. Characters
may not move to different sections of the ship or open canopy
and airlock until pilot makes a Very Easy computer programming/
repair roll (to open them) and a Very Easy repair roll to fix
the breach.
4 Shield failure due to power fluxes. Shields reduced by -1D for
1D rounds and after that reduced by -1 until Easy repair roll.
5 Power surge overloads sensors and communications systems for
1D rounds.
6 Power surge interferes with hyperdrive motivator. All astro-
gation attempts in the next 1D rounds add +10 to the difficulty.
Catastrophic Mishaps
Roll Result
1 Power surge destroys one ship's system. Roll 1D:
1 Communications
2-3 Sensors
4-5 Backup hyperdrive
6 Main hyperdrive
2 Hull breach; all automatic bulkheads seal. Any character in
breached compartment suffers 8D damage from vacuum until
computer systems attach a temporary seal (1D rounds). Character
can attach seal manually with a Difficult Strength total (due
to fighting effects of the vacuum).
3 Hull breach and bulkheads fail! All characters in ship suffers
8D damage from vacuum until characters attach temporary seal
(Difficult Strength total) or computer systems activates seal
(1D rounds).
4 Engine vibration causes serious hull damage - reduce hull with
-3D until repairs are made (Very Difficult repair roll).
5 Severe power fluctuations reduce shields by -2D until Moderate
repair roll is made
6 Hull breach in cargo hold: half of the cargo is sucked from
the ship into the vacuum of space.
4.3 Hyperdrive Mishap Tables -------------
Minor Mishaps
Roll Result
1 Hyperdrive fluctuation. Trip takes 1D hours longer than normal.
2 Hyperdrive motivator damaged. Ship will not enter hyperspace
until the motivator is fixed. (Very Easy repair roll).
3 Hyperdrive power flux. Ship will not enter hyperspace until
two rounds after hyperdrive is engaged.
4 Power overload: emergency circuits shunt energy into alternate
system. Roll 1D to see which system is destroyed:
1-2 Communications
3-4 Sensors
5-6 Lose 1D of shields
5 Hyperdrive misaligned. Character must make Easy repair roll
before hyperdrive can be engaged.
6 Misjump. Hyperdrive cuts out in wrong system.
Moderate Mishaps
Roll Result
1 Hyperdrive overload. The main hyperdrive is overloaded. Char-
acter must make a Difficult repair roll to get it operating
again.
2 Hyperdrive power flux. Ship will not enter hyperspace until
1D+2 rounds after hyperdrive is engaged.
3 Power surges destroy backup hyperdrive and double hyperdrive
modifier (x1/2 is now x1, x1 is now x2, x2 is now x4).
4 Misjump. Hyperdrive cuts out in wrong system.
5 Hyperdrive fluctuation. Trip takes 4D hours longer than normal.
6 Hyperdrive destroyed. The ship arrives at its destination, but
the hyperdrive is destroyed as the ship emerges into realspace.
Catastrophic Mishaps
Roll Result
1 Hyperdrive blows. The main hyperdrive is completely destroyed.
2 Hyperdrive overload. Power flux nearly destroys hyperdrive.
Characters must make Very Difficult repair roll to get it
operating again.
3 Collision. Ship collides with a havy object while in hyper-
space. The ship drops to realspace, heavily damaged and with
a ruptured hull. The ship is no longer spaceworthy and must
be abandoned.
4 Power surges mean that trip takes 1D days longer than expected.
5 Misjump. Ship emerges in wrong system.
6 Near miss. Ship nearly collides with a stellar object and drops
to realspace at the last instant. The pilot must now plot a new
hyperspace course.
4.4 Maneuverability Mishap Tables -------------
Minor Mishaps
Roll Result
1 Control circuit malfunction causes maneuverability to be -1D
for one round.
2 Alluvial dampers misaligned. Maneuverability at -2D until Easy
repair roll made.
3 Minor radiation leak: nothing immediately dangerous, but must
be repaired before next hyperspace jump (Easy repair roll), or
increase all astrogation difficulties by +10 and anyone in the
engine room suffers 4D radiation damage.
4 Lateral thrusters misfire. Add +5 to the difficulty of any
maneuvers and enemy ships get a +5 bonus to hit in this round.
5 Engine maneuvering circuitry blows. Add +5 to the difficulty
of all maneuvers until circuits are replaced (an Easy repair
roll if the characters have the circuits on hand).
6 System short. Maneuverability is 0D for one round.
Moderate Mishaps
Roll Result
1 Control circuit malfunction causes maneuverability to be -2D
for one round.
2 Radiation leak: nothing immediately dangerous, but must be
repaired before next hyperspace jump (Moderate repair roll),
or increase all astrogation difficulties by +10 and double
all hyperspace travel times. Anyone in the engine room suffers
4D radiation damage.
3 Alluvial dampers misaligned. Maneuverability at -2D until
Moderate repair roll made.
4 System short. Maneuverability is 0D for 1D rounds.
5 Engine maneuvering circuitry blows. Add +10 to the difficulty
of all maneuvers until circuits are replaced (an Easy repair
roll if the characters have the circuits on hand).
6 Lateral thrusters misfire. Add +5 to the difficulty of any
maneuvers and enemy ships get a +5 bonus to hit for next three
rounds.
Catastrophic Mishaps
Roll Result
1 Lateral thrusters blow. Maneuverability is 0D and system must
be completely replaced.
2 System short. Maneuverability is 0D for 1 round. Short remains:
at the beginning of each addditional round, roll 1D. On a 1-2,
the system shorts out for that round.
3 Maneuvering thrusters firing randomly, Increase difficulty of
all maneuvers by +10 until system is shut down (Easy piloting
roll) and repaired (Moderate repair roll and requires 500
credits worth of parts).
4 Serious power surge. Maneuverability is 0D for 1D rounds and
feedback destroys one ships's system. Roll 1D:
1 Hyperdrive
2-3 Sublight Drive
4 Sensors
5 Communications
6 1 Weapon system(determine randomly)
5 Major radiation leak. Double all hyperspace travel times and
anyone in the engine compartment suffers 6D radiation damage.
6 Lateral thrusters blow up (maneuverability 0D) and power feed-
back lowers Space by -2 for 1D rounds.
4.5 Powerplant Mishap Tables -------------
Minor Mishaps
Roll Result
1 Powerplant control conduits blow out. All maneuvers at +5
difficulty until rerouted. (Easy repair roll)
2 Power surges increases difficulty for all maneuvers by +5 for
one round.
3 Minor radiation leak, nothing immediately dangerous but must
be repaired before next hyperspace jump (Easy difficulty).
Anyone in the engine room suffers 3D radiation damage.
4 Shield array damaged through power fluxes, Shields reduced by
-1D for one round.
5 Powerplant controls misaligned. Easy repair roll to fix.
6 Temporary powerplant failure. No power available for one round.
Moderate Mishaps
Roll Result
1 Power surges. Add +10 to the difficulty of all maneuvers for
2D rounds.
2 Powerplant control conduits blow out. All maneuvers at +10 diffi-
culty until rerouted. (Moderate repair roll, takes 2 rounds)
3 Powerplant operates at 3/4 capacity. All redundant systems must
be shut down in order to operate the vital systems.
4 Radiation leak, nothing immediately dangerous but must be rep-
aired before next hyperspace jump (Moderate difficulty).
Anyone in the engine room suffers 4D radiation damage.
5 Temporary powerplant failure. No power available for 1D rounds.
6 Powerplant overloads while landing or docking as a result of
stresses. Replacement parts costs 25% of the original cost of
the powerplant
Catastrophic Mishaps
Roll Result
1 Powerplant operates at half-capacity. All redundant systems
must be shut down in order to operate the vital systems.
2 Major radiation leak. Double all hyperspace travel times and
all in the engine room or next to it suffers 6D radiation damage.
3 Serious power surge. Feedback destroys one ships's system.
Roll 1D:
1 Hyperdrive
2-3 Sublight Drive
4 Sensors
5 Lose 1D of shields
6 1 Weapon (determine randomly)
4 Powerplant reaching unsafe operating parameters, must be shut
down. Difficult repair roll to fix.
5 Powerplant fails as ship is on final approach for landing.
Pilot must make Difficult piloting rolls not to crash the ship
(5D damage to all aboard if ship chrashes)
6 Powerplant explodes doing 6D damage x Scale Modifier to ship.
Must be completely replaced.
4.6 Sensor Mishap Tables -------------
Minor Mishaps
Roll Result
1 Power surge wipes out sensors and communication for 1D rounds.
2 Search/ Focus mode are stuck and can't be moved for 1D rounds.
3 Conduit blown. Add +5 to sensor difficulty until repaired.
(Easy repair roll).
4 Sensor overloads control. Add +5 to all maneuvers for two
rounds.
5 Wrong readings. Sensor indicates two times normal mass or
numbers. (Very easy repair roll).
6 Wrong readings. Sensor indicates mass or numbers at the wrong
place. (Easy repair roll).
Moderate Mishaps
Roll Result
1 Wrong readings. Sensor indicates 5 times normal mass or
numbers.
2 Sensor freezes in place. Search and focus stuck until fixed
(Easy repair roll)
3 Information overflow. Consider sensor dice 0D for five rounds.
4 Temporary power failure. Sensor unusable for 1D rounds.
5 Sensor appears to work normally, but detects nothing under
planet-size.
6 Wrong readings. Sensor indicates mass or numbers where there
are none. (Moderate repair roll).
Catastrophic Mishaps
Roll Result
1 Power overload: feedback destroys a system. Roll 1D to see
what system:
1-2 Communications
3-4 Sensors itself
5-6 Hyperdrive cut-out
2 Explosion. Sensor array blows up. Must be replaced. (50% cost)
3 Serious power surge. Controls ionized for 1D rounds.
4 Energy overload. Energy destroys circuits. Sensor dice 0D
until fixed. (Moderate repair roll and 10% cost)
5 Serious wrong readings. Sensor indicates non-existing masses
and existing masses at wrong place with wrong mass. Difficult
repair roll.
6 Erratic power flux. Sensor readouts explodes. Anyone in sensor
compartment suffers 3D damage from sparks and smoke.
4.7 Sublight Drive Mishap Tables -------------
Minor Mishaps
Roll Result
1 Engine power transfer conduit blows out. Space is -2 until
repaired (Easy repair roll).
2 Drive system stalls. Ship must continue at same speed for
two rounds.
3 Power surges increase difficulty of all maneuvers by +5 for
one round.
4 Engine reaching unsafe operating parameters: ship must make
no maneuvers or circuits burn out, adding +10 to the diffi-
culty of all maneuvers until repaired (Easy difficulty)
5 Engine power surges. Add +5 to the difficulty of all maneuvers,
including landing. Repairs cost 10% of engine cost.
6 Engine power conduits blow out. All maneuvers at +10 difficulty
until rerouted (Moderate repair roll, takes two rounds).
Moderate Mishaps
Roll Result
1 Power surges. Add +10 to the difficulty of all maneuvers for
2D rounds.
2 Drive circuit link failure. Roll 1D at the beginning of each
round. On 1-2, controls are considered ionized for that round.
3 Engine power transfer conduit blows out. Space is -2 until
repaired (Moderate repair roll).
4 Drive system stalls. Ship must continue at same speed for
two rounds, maneuverability considered 0D for 1D rounds.
5 Temporary drive failure. Ship is dead in space for 1D rounds.
6 Engine reaching unsafe operating parameters: ship must make
no maneuvers for next two rounds or circuits burn out, adding
+10 to the difficulty of all maneuvers until repaired (Moderate
difficulty)
Catastrophic Mishaps
Roll Result
1 Engine overloads while landing or docking as a result of
stresses. Replacement parts cost 25% of the original retail
price of the engine.
2 Engine overload. Engine shuts down, with no thrust, maneuver-
ability is effectively 0D. Add +15 to all astrogation diffi-
culties.
3 Engine overload and is destroyed. Must be completely replaced.
4 Engine overload. Engine destroyed, must be replaced, anyone
near the engine compartment suffers 4D damage from explosion
and smoke inhalation.
5 Engine overload and power surge. Engine destroyed and disables
hyperdrive. (Difficult repair roll to fix).
6 Drive system fails as ship is on final approach for landing.
Pilot must make Difficult piloting rolls not to crash the ship
(5D damage to all aboard if ship crashes).
4.8 Weaponry Mishap Tables -------------
Minor Mishaps
Roll Result
1 Power surges reduces fire control by -1D for one round.
2 Circuit flux creates erratic power flow: -1D to fire control
until fixed (Easy Weapon repair roll).
3 Targeting computer malfunction. Weapon will only fire once
per round for one round.
4 Weapons misfire. Range is halved for one round.
5 Power flux reduces damage by -1D for one round. This mishap
does not apply to missiles, torpedoes, rockets, bombs etc.
6 Power transfer conduit blows out. Weapon disabled until fixed
(Very Easy Weapon repair roll).
Moderate Mishaps
Roll Result
1 Power surge reduces fire control by -1D for 1D rounds.
2 Circuit flux creates erratic power flow. Fire control is 0D
until fixed (Easy Weapon repair roll).
3 Power flux reduces damage by -3D for 1D rounds unless fixed
(Moderate Weapon repair roll). This mishap does not apply to
missiles, torpedoes, rockets, bombs etc.
4 Power transfer conduit blows out. Weapon disabled until fixed
(Moderate Weapon repair roll).
5 Targeting computer displays faulty range data. Increase diffi-
culty of all gunnery rolls by +2D for five rounds.
6 Targeting computer has a short. Fire control is 0D and damage
is -3D until fixed. (normally fixed with by a solid kick to
the computer linkage).
Catastrophic Mishaps
Roll Result
1 Power transfer conduit blows out. Weapon disabled until fixed
(Moderate Weapon repair roll).
2 If weapon is a turret and/or retractable, it freezes in place
for 1D rounds. If not, no effect.
3 Power surge reduces weapon to molten slag. Weapon is destroyed.
4 Circuit flux creates erratic power flow. Roll 1D each round: on
a 5 or 6 the weapon overloads, destroying the weapon. Requires
a Heroic Weapon repair roll to fix.
5 Circuitry overload only allows weapon to be fired once every
four rounds.
6 Power flow disables 1D other weapons (pick randomly) on the ship
for two rounds.
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