Damage Assessment in Interceptor Back

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  2Damage Taken
9  6  DDestroyed Save

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

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HELM
For each box boxes destroyed, a -1 penalty is assessed to every subsequent piloting roll for that fighter.
0  1  2  3  4Damage 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 14Damage Taken
9  8   6   5   4     2   D
9  7   5   4   3     1   D
Destroyed Save
Short Save

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

Left/Right 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  6Damage 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  2Damage Taken
9  6  DDestroyed 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  4Number of hits taken
8  5  3  DConsciousness Roll

ATMOS
Anti-Grav AND/OR Control Surfaces
0  1  2  3  4  5  6Damage 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  32Damage Taken
100%  75%    50%    25%   DestPlant 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  4Damage 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 24Damage Taken
100%  75%   50%   25%  DestThrust 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 24Damage
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 36Damage
 9   8     7     6     5     4     3     2     1   DSave

  Eliminating a Fighter Back

In this system, there are several ways one can knock out or kill a ship:

1Kill the crew This is somewhat difficult, but it renders the craft useless (even if another crew comes
along, as the controls are completely shot). It also has the bonus of leaving the rest of
the tank relatively intact for salvage. Crew Survival: Nil
2Weapons Neutralising all the fighters's weapons turns it into a kinetic missile, or a turkey to take
hits...  Crew Survival: Total
3Power Plant When the power plant is destroyed, make another saving roll. If the roll is made, the
reactor has only suffered damage to its components, in which case it simply shuts down--
the tank must ground and no movement or weapons fire is permitted, but it's still "intact".
Crew Survival: Total. On a failed roll, the core has been breached. Fusion reactors,
when breached, do not explode in the fantastic sense of the word. The plasma contained
within does, however, engulf the vehicle and fuses it into a lump of molten slag. In other
words, the tank is completely decimated. Crew Survival: if the Ejector System still
functions, the target number is 8; if it is not, sorry.
4Sub-Lght Drive As with the power plant, when the SLD is destroyed, another save roll is made. If
successful, the drive shreds itself into metal filings, but doesn't do anything nasty.
Of course, now the ship's a "sitting" duck... Crew Survival: Total. If the roll isn't
made, then the SLD does something nasty... like exploding violently. Crew Survival:
if the Ejector System still works, the target number is 9; if not, the target number is
but 3. Roll and pray.
5Structure When the fighter's Internal Structure suffers a catastrophic failure, it may simply
shake itself apart (messily), twist itself into a pretzel, snap in two, etc. The craft
is no more, and all internal components are destroyed. Crew Survival: if the ejector
system is in working order, 9-1/2 vehicle speed. If it isn't, then it's 8-vehicle speed.


Page design/contents Kannik, 1997