Damage Assessment in Interceptor


Ballistic Protection
Interceptors gain BP. Any internal box not having a (shaded) component listed on it is considered Ballistic Protection.


TRANsponder,
Accel Compensator,
Long Rng Sensors,
Scanner Sys,
Turret Frozen
0  1  2
Damage Taken
9  6  D
Destroyed Save


Nav Comp, Communications, Fire Control, Life Support
0   1   2   3   4
Damage Taken
9   8   5   2   D
8 7 4 1 D
Destroyed Save
Short Save


HELM
For each box boxes destroyed, a -1 penalty is assessed to every subsequent piloting roll for that fighter.
0   1   2   3   4
Damage Taken
9   8   5   2   D
8 7 4 1 D
Destroyed Save
Short Save


TARG
Replaces: Target Locking Circuits, Predictor Comp, Range Finder Comp, Target Track Comp)
Special: Each box hit is a -1 to hit number penalty.


SHLD (SHIELD)
0   1-3   4-6   7   8-10   11-13   14
Damage Taken
9    8     6    5    4       2      D
9 7 5 4 3 13 D
Destroyed Save
Short Save


SHLD PWR CONV
This is the Shield Power Converter.
0   1   2   3   4   5   6   7   8
Damage Taken
9   8   7   6   4   3   2   1   D
8 7 6 5 3 2 1 1 D
Destroyed Save
Short Save


L/R VECT
For every two boxes of damage, assign a -1 penalty to every piloting roll made for the fighter. For each Vector Thruster destroyed, apply a -3 penalty (and ignore the -1 per 2 damage as indicated above on that thruster)
0   1   2   3   4   5   6
Damage Taken
9   8   6   4   2   1   D
8 7 5 3 1 1 D
Destroyed Save
Short Save


VELOCITY THRUSTER
Special: for each box damaged in this location, subtract one from the fighters max thrust and re-adjust max thrust levels accordingly.


PWR GRID
Special: Each box hit in this location shorts out (see WPN SHORTS in Int rulebook) one randomly determined weapon in the appropriate Weapon location for one turn. If more than one box is hit in a turn, then multiple weapons are rolled for short out. If a weapon is rolled twice or more in the same turn, then it is shorted out for one turn per time it is indicated. There is no further effect.


WEAPONS
Special: The boxes in the weapon locations must be split up into distinct weapons. Any "odd" number of boxes (due to the division) must be assigned to the largest weapon in the location. A weapon is destroyed automatically when one of it's boxes is hit--there is no save. Note that there are two Bow Weapon damage sections, both count as one location.


SSC
Each weapon location (BOW, LW, RW, TUR) now has its own SSC location. When an SSC is destroyed, it effects the weapons in that location only.
0   1   2
Damage Taken
9   6   D
Destroyed Save


PILOT/GUNNER
The first hit on a crewmember breaches the cockpit, ruining internal life support. The second hit on EACH crewmember ruins their Ejection System. Afterwards, the crewmember begins to take damage, and must roll a consciousness roll every time they get hit.
1   2   3   4
Number of hits taken
8   5   3   D
Consciousness Roll


ATMOS
Anti-Grav AND/OR Control Surfaces
0   1   2   3   4   5   6
Damage Taken
9   8   6   4   2   1   D
8 7 5 3 1 1 D
Destroyed Save
Short Save


POWER PLANT
Special: For every full 8 boxes hit, the plant is reduced in it's power output by 1/4. Strike out the current level of capacity on the record sheet and use the new thrust value.
0-7   8-15   16-23   24-31    32
Damage Taken
 1    3/4     1/2     1/4    Dest
Plant Power Value
The plant must also roll for destruction:
0  1-4  5-8  9-12  13-16  17-20  21-24  25-28  29-31  32
Damage
9   8    7    6      5      4      3      2      1     D
9 7 6 5 4 3 2 1 1 D
Destroyed Save
Short Save


POW CPL
This is the link between the Power Plant and the SLD.
1   2   3   4
Damage Taken
8   5   2   D
7 4 1 D
Destroyed Save
Short Save


SLD
Special: For every full 6 boxes hit, the plant is reduced in it's power output by 1/4. Strike out the current level of capacity on the record sheet and use the new thrust value.
0-5   6-11   12-17   18-23   24
Damage Taken
 1    3/4     1/2     1/4   Dest
Thrust Value
The drive must also roll for destruction:
0   1-3   4-6   7-9   10-12   13-15   16-18   19-21   22-23   24
Damage
9    8     7     6      5       4       3       2       1      D
9 7 6 5 4 3 2 1 1 D
Destroyed Save
Short Save


INT STRUCTURE
The internal structure of the fighter is what holds it together. All the darker shaded boxes on the Damage Diagram are part of the internal structure damage track, and all damage is cumulative. If all the boxes on one side (left or right) are marked off, apply a further -1 penalty to the save number on the table below.
1-5   6-10   11-14   15-18   19-22   23-26   27-29   30-32   33-35   36
Damage
 9     8       7       6       5       4       3       2       1      D
Save


Back to the Damage Rule Main Page
  Centurion Damage -==- Killing a Tank   
Interceptor Damage -==- Killing a Fighter
Send Comments
Page design/contents © Kannik, 1997 Last Updated: 09 26 97