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Book 2 Plus

Originally posted by atpollard:
[...]

I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.

The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G).
[...]
Arthur,

You're quite right, straightforward formulae are easier to get ahold of. The key is all in the purpose of the formulae. They have to do what they're supposed to do, while managing complexity well.

In fact, the clunkiness of Book 2's jump drive formula is a credit: it shows that GDW was thinking about non-scaling effects. Smaller starships take a penalty, but by the time you're at 1000 tons or so, the penalty has all but vanished. This is also what prevents the Xboat from having an M-drive.

In other words, there was a useful game purpose to the tables, which created ships that weren't merely scaled versions of each other.

But what makes sense for smaller ships doesn't make sense for larger ships, and frankly even High Guard is too clumsy for my tastes. Like you, I think further streamlining would help. And in fact, Book 2 can actually teach HG a lesson or two.

The M-Drive

For example, Book 2's maneuver drive (through drive letter V, anyway) is almost exactly what you are looking for:

* Maneuver Drive = rating * (2% of hull volume) - 1.

And in my tables above, I simplify this to a bare 2% beyond drive letter Z.

So you see, the Maneuver Drive columns in Book 2 are actually closer to your vision of M-drive design than High Guard's picture.

The J-Drive

What about the jump drive? High Guard's function is simple (1% + 1% per jump rating), and in fact is propagated forward to MegaTraveller and T4, and may show up in T5.

My preference is to keep closer to Book 2, which through drive letter V is:

Jump Drive = 5 tons + 2.5% per jump rating

Again, this makes the Xboat the Xboat.

And also, beyond drive letter Z, I drop the 5 tons extra volume and use a straight 2.5% per J-rating.

The Power Plant

Of the three, the power plant is the least important to me, mainly because Book 2 cannot handle the energy loads that High Guard can put on warships. HG dealt with this using Energy Points, which is probably how T5 will do it, and probably is the most reasonable way to go.
 
Originally posted by atpollard:
No offense to everyone’s efforts here, but the more people try to “fix” the Book 2 Starship design rules, the more I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.
I agree 100%. I find it incomprehensible that anyone could actually prefer the Book 2 system (No offense, Robert and others). If it's the convenience of the tables, why not just make new tables based on the HG rules?
The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G). From a deckplan design perspective, that could have created 1 size of engine for each size of ship, and the number of engines = maximum acceleration in G.
Yes, the 2% for 1G is puzzling and (as I understand it) difficult to reconcile to the laws of physics.

Still vastly better than Book 2, though ;) .

Hans
 
For the record, I don't like aspects of Book 2's drive tables (i.e. the high-end drives leave the linear formulae), and of course I like Big Ships, so Book 2 is inadequate.

What I do like is the non-scaling effect, which can be approximated in HG by massaging the HG formulae slightly. Besides that, Book 2 is just a terse abbreviation of High Guard.

It's that combination of bare essentials plus personality that makes Book 2 appealing.
 
When I am forced to work on Trip Generation for roadway design, ITE publishes its data as a graph and a nasty log formula for the fitted curve. Would it be possible to base ship size vs MD size as a nasty curve formula [for hard core gearheads] that could also be plotted as a graph for pseudo-gearheads and a simple chart for non-gearheads.

If non-scaling is indeed "better", this would let each level of designer choose his own poison.

Just a thought.
 
Originally posted by atpollard:
When I am forced to work on Trip Generation for roadway design, ITE publishes its data as a graph and a nasty log formula for the fitted curve. Would it be possible to base ship size vs MD size as a nasty curve formula [for hard core gearheads] that could also be plotted as a graph for pseudo-gearheads and a simple chart for non-gearheads.

If non-scaling is indeed "better", this would let each level of designer choose his own poison.

Just a thought.
Book 2 did the latter, with two implicit formula that defied rules (and therefore more or less made it impossible to reconcile with the former). High Guard did a bit of the former, but did not choose its formulae carefully enough to do the latter efficiently.

But, it is definitely possible to do all three -- EABA does that kind of thing rather elegantly.
 
The current iteration of T5 starship design calls for the mass-produced, modular J- M- and P-drives to be stackable. Retrofitted into Book 2 parlance, that would yield a table like this:

Code:
Drive   Units ABCDFHKMPRXYZ  <- hull codes 
  A     200   2------------ 
  B     400   421---------- 
  C     600   6321--------- 
  D     800   -4221-------- 
  E    1000   -53211------- 
  F    1200   -643211------ 
  G    1400   --432111----- 
  H    1600   --542211----- 
  J    1800   --6432111---- 
  K    2000   --6532211---- 
  L    2200   ---5322111--- 
  M    2400   ---6432211--- 
  N    2600   ---6432211--- 
  P    2800   ----432211--- 
  Q    3000   ----533211--- 
  R    3200   ----5432211-- 
  S    3400   ----5432211-- 
  T    3600   ----6433211-- 
  U    3800   ----6433211-- 
  V    4000   ----6543221-- 
  G3   4200   -----5432211- 
  L2   4400   -----5432211- 
  M2   4800   -----6443211- 
  W    5000   -----6543211- 
  N2   5200   -----6543211- 
  J3   5400   -----6543211- 
  P2   5600   ------543211- 
  X    6000   ------653321- 
  R2   6400   ------6543211 
  L3   6600   ------6543211 
  S2   6800   ------6543211 
  T2   7200   -------643211 
  U2   7600   -------643211 
  N3   7800   -------643211 
  Y    8000   -------654221 
  P3   8400   --------54221 
  Q3   9000   --------54321 
  R3   9600   --------64321 
  W2  10000   --------65321 
  S3  10200   --------65321 
  T3  10800   --------65321 
  U3  11400   ---------5321 
  Z   12000   ---------6432 
  W3  15000   ----------532 
  Y2  16000   ----------542 
  X3  18000   ----------643 
  Z2  24000   -----------64 
  Z3  36000   ------------6
The hull codes are one-half the drive units' value. So, the "A" hull is 100 tons, and the "Z" hull is 6,000 tons. Similarly, then, the "A2" hull is 200 tons, just like the "B" hull, and the "Z2" hull is 12,000 tons.
 
Last edited by a moderator:
Re: too many die rolls in Book 2 combat

The *real* problem is that you have to make these rolls one at a time. 30 rolls of 2d6 is tedious in the extreme.

However, you could roll 1d10 for each attack, with a hit occurring on a 7+. Use the standard CT modifiers.

It isn't perfect; you still have 30 rolls to make with 10 triple turrets. However, you can roll them in large batches (5-10 dice per batch). Or, you can simply roll per turret and have all turret weapons hit if the turret hits. This would keep the number of dice manageable.

A +1 modifier on 1d10 represents a 10% shift. A +1 modifier on 2d6 represents 8.3% on average. So the dice are pretty close. And d10s roll in groups far better than d12s or d20s.
 
I've got three ways to group attack rolls.

1. Two-gun Batteries

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Miss One hit Two hits
2 x beam laser 2-4 5-9 10-12
2 x pulse laser 2-6 7-10 11-12</pre>[/QUOTE]The pulse laser roll is slightly unfair -- 8.2% chance for two hits versus 7.2% -- but one percentage point is no biggie, in my mind.

2. Homogenous Turrets

Roll once for a single homogenous turret, get +1 to hit, do 2/3 the damage, rounded down. Valid for double and triple turrets as well as barbettes.

I suppose that could be generalized to work for any group of up to 6 guns, maybe.

3. The statistical fire resolution table in Trillion Credit Squadron

I use this only when firing 10 or more identical weapons.

Hits = (Number of shots) x (To-Hit value)/36

So if you've got 30 beam lasers firing at a bad guy, that's 30 shots at 8+, which is a to-hit of 15. The number of hits is therefore 13 (rounded up).

Or, if they're pulse lasers, that's 30 shots at 9+, which is a to-hit of 10. The number of hits is therefore 8 (x 2 = 16 points of damage).

The threshold for using this thing seems to be about the same place where rolling to hit becomes tedious.

You still have to roll damage, though.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Statistical Combat Table
Die To
Roll Hit
2+ 36
3+ 35
4+ 33
5+ 30
6+ 26
7+ 21
8+ 15
9+ 10
10+ 6
11+ 3
12+ 1 </pre>[/QUOTE]
 
I was toying with the idea of using the High Guard Weapon factors and Armor as an abstract "weapon" in Classic Traveller Book 2 combat. View the HG weapon factor as a radius of destruction for the weapon. If you visualize the weapon exploding on the surface of the target ship, then the weapon factor (radius) represents the ability of the blast to penetrate armor and the Armor Factor represents the ability of the hull to resist penetration. So a factor 9 weapon against a factor 0 armor would inflict a radius 9 blast on the target ship. A factor 9 weapon against a factor 4 armor would inflict a radius 5 blast on the target ship.

With armor penetration reduced to a simple subtraction (attacking weapon factor minus defending armor factor), the next logical question is how to apply damage. I was thinking about using the blast radius squared as the number of dTons of the target ship destroyed. The radius 9 blast from above, would destroy 81 dTons of the target ship with each successful hit. The radius 5 blast from above, would destroy 25 dTons of the target ship with each successful hit.

These are only rough ideas and would need to be tweaked so that the standard Book 2 lasers and missiles would inflict about the same damage, but it would allow a Book 5 ship to fight a Book 2 ship using book 2 combat as well as allow for armor in book 2 combat.

Perhaps damage should be blast radius cubed? Then a factor 1 turret weapon destroys 1 dTon per hit, a factor 5 bay weapon destroys 125 dTons per hit and a factor 10 spinal weapon destroys 1000 dTons per hit.

Just an idea.
 
Wow! Impressive weapons.

But in general, yes, I like armor subtracting from damage.
 
This is what I was looking for a while ago! The extended Bk2 stuff.

I actually kinda like some of the stuff that MGT put in - bays, armor and particle turrets.
 
My 2-cent on how I resolve Book 2 combat: It's quick, and it cuts down on the rolls.

Weapon Rules

Missiles – Per LBB2 missiles will always hit the target unless stopped by countermeasures. Missiles are fired at end of turn, and hit at end of following turn.

• ECM program stops all incoming missiles currently in flight on a roll of 7+
• Anti-Missile: Lasers can destroy one incoming missile on a roll of 8+ (+1/2 Gunnery skill, and +1 per laser in turret above the first one). Lasers used to fire on enemy targets are allowed to fire on incoming missiles.
• Sandcasters: Each incoming missile must save at 11- on 2D6 if sand is fired


Missile Types – Missiles may be fired from turrets or bays. Bay missiles (commonly called torpedoes) cannot be fired from turrets, but can be launched from ordnance hardpoints on small craft so equipped. A 50-ton missile bay fires 2 torpedoes at a time, a 100-ton bay fires 4.

• Standard HE: does 1D6 hits (less armor) applied randomly
• Standard HEAP: does 3 points damage (less armor) to one location
• HE Torpedo: as standard HE, but 3D6 hits
• HEAP Torpedo: 8 points damage (less armor) to one location


Energy Weapons – Each turret rolls only once to hit a target. All fired energy weapons in the turret hit on that single roll. For example, a triple laser turret firing all its weapons rolls once to hit, and then once on the location table for 3 points of damage against that location less armor.

• Beam Lasers – Beam lasers hit at 8+ (+/- appropriate DM) and do 1 point of damage each.
• Pulse Lasers – Pulse lasers hit at 10+ (+/- appropriate DM) and do 2 points damage each.
• Plasma / Fusion Guns – Both are short range weapons that can be fired from turrets and bays. Plasma guns do 3 points each, Fusion guns do 4. Bay versions are increased by 2 points.
• Particle Accelerator Weapons (PAW)-
• PAW turrets do 3 points damage (less armor) plus both crew and computer must save 9+ to avoid radiation damage. If failed the computer takes 1 point damage, crew take 1D6.
• PAW barbettes do 4 points (less armor) and 2 points/2D6 radiation damage
• PAW Bays 50-ton bays do 6 points damage (less armor) plus 4 points / 3D6 radiation damage. 100-ton bays do 10 points damage (less armor) plus 6 points/4D6 radiation damage.
Personal armor reduces radiation by that armor’s point value.

Sandcasters – Sand will stop incoming laser fire at a rate of 1 canister of sand per laser stopped. For example: a triple laser turret would do 3 points damage if it hit, but only 1 point if 2 canisters of sand had been fired.

• Sand is launched at the end of the turn and counts towards the next round of laser fire.
• Sand only lasts one round of laser fire.
• Launchers may only launch one canister per turn.
• Sand will not stop fusion/plasma guns or PAW fire.


Armor – Ships may be armored per High Guard rules.



For anything over 5000 tons I use HG, for fleets I use HG - except for the ship the players are on....that requires the more personal touch of this system.
 
Excellent idea, is that considered a point defense canister shot? Or is it chaff?

Chaff might work as a cheap alternative to ECM as well as subtract 1 from targeting by lasers and all.
 
Excellent idea, is that considered a point defense canister shot? Or is it chaff?
Point-defense cannister shot - the idea was inspired by a Jeff Swycaffer article in Dragon many moons ago.
sabredog said:
Chaff might work as a cheap alternative to ECM as well as subtract 1 from targeting by lasers and all.
We also have chaff cannisters to mess with radar guidance systems, flares to confuse infrared missle sensors, and anti-missle missles.
 
Could the total number of weapons being fired be treated as an attack factor on the FFW/IE tables?

The roll of a die would then give you the number of hits to roll damage for.
Code:
die      total attack strength
roll  1  3  6 12 18 24 30 36 42 48
 1    -  -  -  1  2  3  4  5  6  7
 2    -  -  -  2  3  4  5  6  7  8
 3    -  -  1  2  4  5  6  7  8  9
 4    -  1  2  3  4  5  6  7  8  9
 5    -  1  2  3  5  6  7  8  9 10
 6    1  2  3  4  6  7  8  9 10 11
The 1d6 roll replaces the roll to hit.

The above could be changed to a 2d6 roll:
Code:
die      total attack strength
roll  1  3  6 12 18 24 30 36 42 48
 2    -  -  -  1  2  3  4  5  6  7
 3    -  -  -  2  3  4  5  6  7  8
 4    -  -  1  2  4  5  6  7  8  9
 5    -  1  2  3  4  5  6  7  8  9
 6    -  1  2  3  5  6  7  8  9 10
 7    1  2  3  4  6  7  8  9 10 11
 8    1  2  4  5  6  7  8  9 10 11
 9    1  2  4  6  7  8  9 10 11 12
10    1  2  4  7  8  9 10 11 12 13
11    1  2  5  8  9 10 11 12 12 14
12    1  3  5  9 10 11 12 13 14 15

Mega-apologies for the thread necro, but I found this discussion a few weeks ago as I was compiling my "personal LBB" set (basically copypasta-ing texts from the FFE CD-ROMs and incorporating my house rules where needed; now my game is contained within 3 60-page booklets rather than spread across lord knows how many books, magazines and loose sheets of paper).

I was working on a table based on the same concept as this (rather than doing the math, I used a spreadsheet to do about 500k sets of rolls and worked from that), and was pleasantly surprised to find it's sorta similar:

Code:
[B]Roll 1 2 3 6 9 12 15 18 21 24 27 30 [/B]
 [B]-5 [/B] 0 0 0 0 0  0  0  0  0  0  0  0 
 [B]-4[/B]  0 0 0 0 0  0  0  0  0  0  0  1 
 [B]-3[/B]  0 0 0 0 0  0  0  0  0  0  1  2 
 [B]-2[/B]  0 0 0 0 0  0  0  0  0  1  2  3 
 [B]-1[/B]  0 0 0 0 0  0  0  0  1  2  3  4 
  [B]0[/B]  0 0 0 0 0  0  0  0  2  3  4  5 
  [B]1[/B]  0 0 0 0 0  0  0  1  3  4  5  6 
  [B]2[/B]  0 0 0 0 0  0  1  2  4  5  6  7 
  [B]3[/B]  0 0 0 0 0  1  2  3  5  6  8  8 
  [B]4[/B]  0 0 0 0 1  2  3  4  6  7  9 10
  [B]5[/B]  0 0 0 1 2  3  4  5  7  8 10 11 
  [B]6[/B]  0 0 1 2 3  4  5  6  8  9 11 12 
  [B]7[/B]  0 1 1 2 3  4  6  7  9 10 12 13 
  [B]8[/B]  1 1 1 3 4  5  7  8 10 11 13 14 
  [B]9[/B]  1 1 2 3 4  6  8  9 11 12 14 16 
 [B]10[/B]  1 2 2 4 5  7  9 10 12 14 16 17 
 [B]11[/B]  1 2 2 4 6  8 10 11 13 15 17 18 
 [B]12[/B]  1 2 3 5 7  9 11 12 14 16 18 20 
 [B]13[/B]  1 2 3 5 7  9 12 13 15 17 19 21 
 [B]14[/B]  1 2 3 6 8 10 13 14 16 18 20 22 
 [B]15[/B]  1 2 3 6 8 10 14 15 17 19 21 23

Because this discussion had led to posting ideas for a damage table, I used that and came up with damage tables for multiple shots, too. I'll put those in the next post.
 
Explosive damage tables. Roll 2d6, and read each entry in the row indicated by the dice roll until you reach the column matching the number of hits.

Code:
EXPLOSIVE DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    P-Plant  Comp.    Hull     Hold     Fuel     J-Drive  Fuel     M-Drive  Fuel     J-Drive  Fuel     Hull     
3    M-Drive  Hull     Comp.    J-Drive  Hold     Hull     Fuel     J-Drive  Fuel     P-Plant  Fuel     Comp.
4    J-Drive  Fuel     Hull     Hold     Comp.    Fuel     Hull     M-Drive  J-Drive  Weapn    Fuel     Critical
5    Fuel     Hull     Fuel     Hull     M-Drive  Fuel     Hull     Comp.    P-Plant  Comp.    Hull     J-Drive
6    Hull     Hold     Hull     Comp.    Hold     J-Drive  Weapn    Fuel     Hull     Fuel     M-Drive  Critical
7    Hull     Comp.    Hull     Comp.    Hull     J-Drive  Hull     Hold     M-Drive  Hull     Fuel     Hold
8    Hold     Hull     Hold     Hull     Comp.    J-Drive  Weapn    Hull     Hold     Fuel     P-Plant  Critical
9    Comp.    Hull     Hold     Comp.    J-Drive  Hold     Hull     Comp.    Fuel     Hold     Hull     M-Drive
10   Comp.    Weapn    Hull     J-Drive  Hold     Critical Comp.    Hull     Hold     Hull     Fuel     M-Drive
11   Weapon   Hull     Comp.    M-Drive  Comp.    Weapn    Comp.    Hold     Comp.    Fuel     Hold     Hold
12   Critical Comp.    Hull     Hold     Comp.    Fuel     Hull     Hold     Comp.    Critical P-Plant  Comp.

EXPLOSIVE DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    P-Plant  Comp.    Hull     Hold     Fuel     M-Drive  Fuel     M-Drive  Fuel     M-Drive  Fuel     Hull     
3    M-Drive  Hull     Comp.    M-Drive  Hold     Hull     Fuel     M-Drive  Fuel     P-Plant  Fuel     Comp.
4    M-Drive  Fuel     Hull     Hold     Comp.    Fuel     Hull     M-Drive  M-Drive  Weapn    Fuel     Critical
5    Fuel     Hull     Fuel     Hull     M-Drive  Fuel     Hull     Comp.    P-Plant  Comp.    Hull     M-Drive
6    Hull     Hold     Hull     Comp.    Hold     M-Drive  Weapn    Fuel     Hull     Fuel     M-Drive  Critical
7    Hull     Comp.    Hull     Comp.    Hull     M-Drive  Hull     Hold     M-Drive  Hull     Fuel     Hold
8    Hold     Hull     Hold     Hull     Comp.    M-Drive  Weapn    Hull     Hold     Fuel     P-Plant  Critical
9    Comp.    Hull     Hold     Comp.    M-Drive  Hold     Hull     Comp.    Fuel     Hold     Hull     M-Drive
10   Comp.    Weapn    Hull     M-Drive  Hold     Critical Comp.    Hull     Hold     Hull     Fuel     M-Drive
11   Weapn    Hull     Comp.    M-Drive  Comp.    Weapn    Comp.    Hold     Comp.    Fuel     Hold     Hold
12   Critical Comp.    Hull     Hold     Comp.    Fuel     Hull     Hold     Comp.    Critical P-Plant  Comp.

EXPLOSIVE DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1        2        3        4        5        6        7        8        9        10       11       12
2    Drive    Cabin    Drive    Drive    Drive    Comp.    Drive    Weapn    Drive    Drive    Drive    Cabin
3    Drive    Cabin    Comp.    Drive    Drive    Cabin    Drive    Weapn    Drive    Drive    Drive    Cabin
4    Drive    Cabin    Comp.    Drive    Drive    Cabin    Drive    Weapn    Drive    Drive    Cabin    Critical
5    Drive    Cabin    Comp.    Weapn    Drive    Cabin    Drive    Cabin    Drive    Drive    Cabin    Critical
6    Comp.    Weapn    Cabin    Weapn    Drive    Cabin    Comp.    Cabin    Drive    Drive    Cabin    Drive
7    Cabin    Weapn    Comp.    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Critical Drive
8    Cabin    Comp.    Weapn    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Critical Cabin
9    Cabin    Comp.    Weapn    Cabin    Drive    Comp.    Cabin    Weapn    Drive    Cabin    Cabin    Critical
10   Cabin    Comp.    Cabin    Weapn    Cabin    Comp.    Cabin    Weapn    Drive    Cabin    Critical Drive
11   Weapn    Cabin    Comp.    Cabin    Critical Cabin    Comp.    Cabin    Drive    Cabin    Weapn    Drive
12   Critical Cabin    Comp.    Cabin    Weapn    Cabin    Comp.    Cabin    Drive    Cabin    Critical Cabin
 
Radiation damage tables...

Code:
RADIATION DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    --      Crew    Comp.   Crew    Comp.   Crew    --      Crew    Comp.   --      Comp.
3    Crew    Comp.   --      Crew    Comp.   Crew    Comp.   Crew    --      Crew    Comp.   --
4    Comp.   Crew    Comp.   --      Comp.   Comp.   Crew    Comp.   Crew    --      Weapn   Crew
5    Comp.   Comp.   Comp.   Crew    --      Crew    Comp.   Crew    Comp.   Crew    --      Weapn   
6    Comp.   Comp.   Crew    Comp.   Crew    --      Crew    Comp.   Weapn   Crew    Comp.   --
7    --      Comp.   Comp.   Crew    Comp.   Crew    --      Weapn   Comp.   Comp.   Comp.   Weapn   
8    Comp.   --      Crew    Comp.   Crew    Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.
9    Crew    Comp.   --      Weapn   Comp.   Comp.   Comp.   Weapn   --      Comp.   Crew    Weapn   
10   Weapn   Comp.   Comp.   --      Weapn   Comp.   Weapn   Comp.   Crew    --      Weapn   Comp.
11   Weapn   Crew    Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.   Comp.   --      Weapn   
12   Weapn   Comp.   Weapn   Comp.   Weapn   --      Weapn   Comp.   Weapn   Comp.   Weapn   --

RADIATION DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------      Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Crew    Comp.   Crew
3    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Weapn   
4    Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   Crew    Comp.   Crew
5    Comp.   Comp.   Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   
6    Comp.   Comp.   Crew    Comp.   Crew    Comp.   Crew    Comp.   Weapn   Crew    Comp.   Comp.
7    Comp.   Comp.   Comp.   Crew    Comp.   Crew    Comp.   Weapn   Comp.   Comp.   Comp.   Weapn   
8    Comp.   Comp.   Crew    Comp.   Crew    Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.
9    Crew    Comp.   Comp.   Weapn   Comp.   Comp.   Comp.   Weapn   Comp.   Comp.   Crew    Weapn   
10   Weapn   Comp.   Weapn   Comp.   Crew    Comp.   Weapn   Comp.   Crew    Comp.   Weapn   Comp.
11   Weapn   Crew    Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.
12   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.   Weapn   Comp.

RADIATION DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------      Number of Hits ------------------------------------------------------------
Roll 1       2       3       4       5       6       7       8       9       10      11      12
2    Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Weapn   
3    Crew    Comp.   Crew    Comp.   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Crew
4    Crew    Crew    Weapn   Crew    Comp.   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew
5    Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Comp.   Crew    Crew
6    Crew    Comp.   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Comp.   Weapn   
7    Crew    Crew    Crew    Comp.   Crew    Weapn   Comp.   Crew    Crew    Weapn   Crew    Comp.
8    Comp.   Comp.   Crew    Crew    Weapn   Crew    Crew    Weapn   Crew    Crew    Comp.   Crew
9    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Comp.   Weapn   
10   Weapn   Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Crew    Comp.
11   Weapn   Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn   Comp.
12   Weapn   Comp.   Crew    Comp.   Crew    Weapn   Crew    Crew    Comp.   Crew    Crew    Weapn
 
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