Ben and I have been discussing the damage system in depth, how to make it cleaner, and faster. Not to mention cleaning up a bunch of the fiddly bits the game requires.
So, here’s the gist of it, the single-token damage system.
Damage now has a hierarchy:
1. Damaged: After operating this component, roll a 2DMG attack against it.
2. Power Down: This component cannot be operated.
3. Fire: This component cannot be operated. During drift phase, roll a 2DMG attack against this component. If the result does not increase damage to this component, also apply it to a random adjacent component. *
4. Destroyed: This component cannot be operated. If this component suffers another destroyed result, draw a critical hit.
5. Hull Breach: This component cannot be operated. If this component suffers another destroyed or hull breach result, draw a critical hit. Any crew that disrupt in this component automatically die.
When you roll damage, check the effect die, if it is a 5 or 6, apply the appropriate effect, as follows:
1 point: Power down
2 points: Fire
3+ points: Hull Breach
If you don’t get an effect, just apply damage, so:
1-2 points: Damage
3+ points: Destroyed
Damage effects in the heirarchy supercede each other, so if you have a power down, and you get a fire, replace the power down token with a fire.
Damaged is the only state in which a component can still be operated, essentially, a fire is a fire with a power down. Hull breach is now a nastier version of destroyed.
All damage, save for Damaged, is repaired down to Damaged. Repairing Damaged puts the component back to full working strength.
Repair costs are as follows:
Power Down: 1
Hull Breach: 4
So, some example shots:
The Reliant shoots the Enterprise, and gets 2 impact dice. They come up a 6, and a 4 for 3 points, and the effect die comes up a 5. This causes a hull breach.
The Klinghoffer fires at the Hassan, and gets 3 impact dice. They come up 4, 4, 6, for 4 impact points. The effect die rolls a 2. This just destroys the component.
The Tobruk hits the Olimander with a pulse laser, getting 3 hits, each for 1 impact die. The first and second hits both nail the same location. The first hit comes up a 4 on the impact die, for 1 point, with a 6 on the effect die. This causes a power down. The next hit is a 6 on the impact die, for 2 points, with a 3 on the impact die, this just causes damage. Since there is already a power down in that location, it takes no further damage, but more crew disrupt. The final hit is another 6 on the impact die, and a 5 on the effect die, so that spot ends up with a fire.
Hope those help. As for crew disruption, we’re thinking 1 point disrupts 1 crew, 2+ points disrupt all crew.
Hopefully, these changes keep the basic feel, while simplifying the system, as well as cleaning up the sheets a bit, and reducing the number of fiddly bits.
It hasn’t been playtested yet, and if it works out, it will mean some serious changes across the board for the system. But, this wouldn’t be the first time.
*It would be nice to have some method of determining which component the fire spreads into without a roll.