There are 3 types of damage types in ship to ship combat.
Damage Sources
Standard Damage | Internal Damage | Radiation Damage | Void Damage | |
---|---|---|---|---|
Mitigation | Ship Armor | Ship Shield | Ship Shield, Radiation Resistance | Ship Shield, Void Resistance |
Target | Ship's Hull | Crew and Components | Both | Both |
Increased by Crits | ✔ | ✔ | ✔ | ✘ |
Damage Conversion | Internal after Mitigation | — | 33% as Hull 200% as Crew/Component |
50% as Hull 150% as Crew/Component |
- Damage that reduces the Ship's Hull to 0 will destroy the Ship.
- Components damaged beyond 60% will cease to function.
- If Crew's Health drops to 0, it forces a Death Save.
- If Crew's Morale drops below 26, that crew member stops contributing to the Ship's Skill Pools
Damage Examples
Torpedo with Void Resist
- A Torpedo deals 50 standard damage and 40 void damage. The target has 30% armor, 20% shield, and 20 Void Resist (probably from a talent.)
- 50 Standard damage reduced by 30% Armor leaving 35 points.
- All 35 points of remaining Standard Damage are dealt to the Hull (Hull damage) and also converted into Internal Damage.
- The 35 Internal Damage points are reduced 20% by Shielding to 28 points which will be applied to crew and components.
- All 35 points of remaining Standard Damage are dealt to the Hull (Hull damage) and also converted into Internal Damage.
- The 40 Void Damage is first reduced by the 20 Void Resist to 20 Void Damage. Next it is reduced by 20% Shield to 16 damage.
- 50% of all Void Damage is dealt directly to the Hull as Hull damage (without any Armor mitigation), so the Hull takes 16 x 50% = 8 Damage.
- 150% of all Void Damage is dealt directly to crew and components, so 16 x 150% = 24 points will be applied to crew and components.
- 50 Standard damage reduced by 30% Armor leaving 35 points.
- In total, the ship's Hull is reduced by 35 + 8 = 43 and 28 + 24 = 52 damage is passed on to crew and components as unmitigated Internal Damage.
Torpedo with no Void Resist
- Same Torpedo; 50 standard, 40 void, no critical. 30% armor, 20% shield, but with no Void resist.
- 50 Standard damage reduced by 30% Armor leaving 35 points.
- All 35 points of remaining Standard Damage are dealt to the Hull (Hull damage) and also converted into Internal Damage.
- The 35 Internal Damage points are reduced 20% by Shielding to 28 points which will be applied to crew and components.
- All 35 points of remaining Standard Damage are dealt to the Hull (Hull damage) and also converted into Internal Damage.
- The 40 Void Damage is reduced by 20% Shield to 32 Void Damage.
- 50% of all Void Damage is dealt directly to the Hull without any Armor mitigation, so the Hull takes 32 x 50% = 16 Damage.
- 150% of all Void Damage is dealt directly to crew and components, so 32 x 150% = 48 points will be applied to crew and components.
- 50 Standard damage reduced by 30% Armor leaving 35 points.
- In total, the ship's Hull is reduced by 35 + 16 = 51 and 28 + 48 = 76 damage is passed on to crew and components as unmitigated Internal Damage.
Effect Sources
Critical Hits
When a weapon hits in Ship Combat it has a chance to score a Critical Hit. These effects represent the fearsome capability of certain ship weapons to score devastating hits against critical components on an enemy ship.
- Critical Hits are more likely to damage critical components, such as Engine, Bridge and Weapons.
- A Critical Hit will cause the Internal Damage being done by that attack to be increased by 100%.
- A Critical Hit increases the number of crew who are injured during the application of Internal Damage. This doesn't spread the damage thinner, but instead increases the number of crew members that take this full damage.
Crippling Hits
When a weapon hits in Ship Combat it has a chance to cause a Crippling Hit Effect. These effects represent the terrible power of capital ship weapons to disrupt a crew, disable a vessel or sow chaos across the stars.
- Each Ship Weapon has a specific Crippling Hit Chance.
- A Ship Weapon can only roll a Crippling Hit if it scores a hit.
- Each Weapon rolls a Crippling Hit Chance independent of other weapons.
- Each successful Crippling Hit roll causes a single negative debuff called a Crippling Effect to be placed on the target.
- The Crippling Effect's duration is at least 3 but can be longer based on the Ship Weapon's Reactor Point cost.
- Each class of weapons, such as Lances or Torpedoes, can cause different kinds of Crippling Hits.
Crippling HIt Trios
Crippling Effects applied first are "Base" Crippling Effects. Each weapon type can generate two different base crippling effects. If neither crippling effect is present on the foe, one of these two will be selected randomly on a crippling hit. If one of the two crippling effects is already present on the foe, the other will be applied, on a subsequent crippling hit. If both crippling base effects are already present on the foe, the next crippling hit will cause the "Prime" Crippling Effect, which is generally stronger than either base effect.
There is some overlap between Base and Prime crippling effects across weapon types. For instance, both Missiles and Torpedoes can cause Electrical Fires, which means getting to either Crew Stunned and/or Aftershocks will be faster by using the combination of missiles and torpedoes as either can apply one of the requisite base effects for both prime effects.
Types of Crippling Effects
Crippling Effects come in many forms. Each Crippling Effect is classified as either Crew, Ship or Boarding. Crew and Officers have access to Talents which can remove all Ship, all Crew, or all of both categories of Crippling Effects. It is important that your crew keep enough of these Crippling Effect removal Talents on hand to prevent your ship and crew from being overwhelmed by these power effects. Boarding Crippling Effects cannot be removed by almost any Talents and are typically only removed by the passage of Turns.
Name | Cause | Prerequisites | Type | Effect |
---|---|---|---|---|
Void Contortions | Torpedo | None (Base) | Ship | -10% Defense, -10 Escape, -10% Armor |
Aftershocks | Torpedo, Rockets | Electrical Fires + Void Contortions (Prime) | Crew | -20% Defense, -15% Shielding, -20 Radiation Resist, -20 Void Resist, +10 Component-Crew-Morale dmg/turn |
Electrical Fire | Torpedo, Missiles, Rockets, Bombs | None (Base) | Ship | +20 Component damage/turn, +20 Crew dmg/turn |
Crew Stunned | Missile | Electrical Fire + Secondary Explosions (Prime) | Crew | -20 Boarding, -20% Accuracy, -20% Defense, -10 Range Change |
Secondary Explosions | Missiles, Rockets | None (Base) | Ship | -20% Armor, -10 Escape, -20% Radiation Resist |
System Blackout | Lance, Plasma Cannon | None (Base) | Crew | -1 Reactor Point, -20 Radiation Resist, +20 Crew dmg/turn |
Engine Failure | Lance, Plasma Cannon, Boarding, Bombs | System Blackout + Radiation Wash (Prime) | Ship | -2 Reactor Points, -10% Shield, -10 Range Change, -20 Escape |
Radiation Wash | Railgun, Lance, Plasma Cannon | None (Base) | Crew | -10% Shield, +20 Morale dmg/turn, -20 Radiation resist |
Distortion Fields | Railgun | Venting Hull + Radiation Wash (Prime) | Ship | -30 Boarding, -30% Accuracy, -15% Hit Chance, -10% Shielding, -20 Void Resist |
Venting Hull | Railgun, Autocannon, Gravcannon, Bombs | None (Base) | Ship | -10% Shield, -20% Armor, +20 Component dmg/turn, +10 Crew dmg/turn |
Crew Panic | Autocannon, Gravcannon | Venting Hull + Ruptured Bulkheads (Prime) | Crew | -20% Defense, -10 Range Change, +20 Morale dmg/turn |
Ruptured Bulkheads | Autocannon, Gravcannon | None (Base) | Ship | -1 Reactor Point, -10 Boarding, -10% Accuracy, +10 Morale dmg/turn, +20 Crew dmg/turn |
Crippling Dread | "Panic Crew" Boarding Action | N/A | Boarding | -15% Accuracy, -15% Defense, -10 Range Change, +10 Morale dmg/turn |
Behind Enemy Lines | Wing Commando Boarding Talent | N/A | Boarding | +10 Component Dmg/Turn, +10 Crew Dmg/Turn |
Bio-Agent Bomb | Combat Medic Boarding Talent | N/A | Boarding | +10 Morale dmg/turn, +25 Crew dmg/turn |
Boarder's Demolition | Engineer Boarding Talent | N/A | Boarding | -15% Defense, -15% Shield, -15% Armor |
Call for Surrender | Military Officer Boarding Talent | N/A | Boarding | -10 Range Change, +25 Morale dmg/turn |
Thrown Wrench | Mechanic Boarding Talent | N/A | Boarding | -3 Reactor Pts, +25 Component dmg/turn, +10 Crew dmg/turn |