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There are 3 types of damage types in ship to ship combat.

Damage Sources

Icon prop shipdanger Standard Damage Internal Damage Icon prop rad Radiation Damage Icon prop void 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.
    • 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.
  • 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.
    • 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.
  • 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.

ST F Crippling Effects No Header

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
Effect weapon void contortions full Void Contortions Torpedo None (Base) Ship -10% Defense, -10 Escape, -10% Armor
Effect weapon aftershocks 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
Effect weapon fires Electrical Fire Torpedo, Missiles, Rockets, Bombs None (Base) Ship +20 Component damage/turn, +20 Crew dmg/turn
Effect weapon crewstunned Crew Stunned Missile Electrical Fire + Secondary Explosions (Prime) Crew -20 Boarding, -20% Accuracy, -20% Defense, -10 Range Change
Effect weapon secondary explosions full Secondary Explosions Missiles, Rockets None (Base) Ship -20% Armor, -10 Escape, -20% Radiation Resist
Effect weapon system blackout full System Blackout Lance, Plasma Cannon None (Base) Crew -1 Reactor Point, -20 Radiation Resist, +20 Crew dmg/turn
Effect weapon enginefailure Engine Failure Lance, Plasma Cannon, Boarding, Bombs System Blackout + Radiation Wash (Prime) Ship -2 Reactor Points, -10% Shield, -10 Range Change, -20 Escape
Effect weapon radiationwash Radiation Wash Railgun, Lance, Plasma Cannon None (Base) Crew -10% Shield, +20 Morale dmg/turn, -20 Radiation resist
Effect weapon distortionfield Distortion Fields Railgun Venting Hull + Radiation Wash (Prime) Ship -30 Boarding, -30% Accuracy, -15% Hit Chance, -10% Shielding, -20 Void Resist
Effect weapon ventinghull Venting Hull Railgun, Autocannon, Gravcannon, Bombs None (Base) Ship -10% Shield, -20% Armor, +20 Component dmg/turn, +10 Crew dmg/turn
Effect weapon crewpanic full Crew Panic Autocannon, Gravcannon Venting Hull + Ruptured Bulkheads (Prime) Crew -20% Defense, -10 Range Change, +20 Morale dmg/turn
Effect weapon rupturedbulkheads full Ruptured Bulkheads Autocannon, Gravcannon None (Base) Ship -1 Reactor Point, -10 Boarding, -10% Accuracy, +10 Morale dmg/turn, +20 Crew dmg/turn
Effect boarding cripple Crippling Dread "Panic Crew" Boarding Action N/A Boarding -15% Accuracy, -15% Defense, -10 Range Change, +10 Morale dmg/turn
Talent commando disable normal Behind Enemy Lines Wing Commando Boarding Talent N/A Boarding +10 Component Dmg/Turn, +10 Crew Dmg/Turn
Talent boarding cm biobomb small Bio-Agent Bomb Combat Medic Boarding Talent N/A Boarding +10 Morale dmg/turn, +25 Crew dmg/turn
Talent boarding eng demo small Boarder's Demolition Engineer Boarding Talent N/A Boarding -15% Defense, -15% Shield, -15% Armor
Talent boarding mo surrender small Call for Surrender Military Officer Boarding Talent N/A Boarding -10 Range Change, +25 Morale dmg/turn
Talent boarding mech wrench small Thrown Wrench Mechanic Boarding Talent N/A Boarding -3 Reactor Pts, +25 Component dmg/turn, +10 Crew dmg/turn
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