RANDOM NUMBER TABLES

These rules are optional. Should you choose to use random numbers you do NOT need to use all the tables provided. The optional tables are marked.

These are the numbers you need to "roll" to achieve the desired affect. When you see a number prefaced by a d, IE: d20, that means a 20 sided die. So if you see "4+ on a d20" this means you must get a 4 or higher on a 20 sided die to hit. If you require furthur explanation or assisstance PM Geris for help.


Combat to hit numbers

Beam weapons (Phasers, disruptor beams, plasma beams, etc):
4+ on a d20 (80%)

Bolt weapons (Pulse phasers, disruptor bolts, etc):
7+ on a d20 (65%)

Secondary weapons (Torpedoes, compression beams, etc):
12+ on a d20 (40%)


Ship size differential (This is what you alter the to hit number by, either adding to it [Making it harder], or subtracting from it [Making it easier]. A 20 will always hit and a 1 will always miss). These numbers apply to all weapons (Beams, bolts and secondaries) This table is optional:

Shuttlecraft/Fighters firing on:
Shuttlecraft/Fighters: 0
Frigate/Destroyers: -1
Light/Standard Cruiser: -1
Heavy/Battle Cruiser: -2
Battleship/Dreadnought: -3
Borg built ships: -4

Frigate/Destroyers firing on:
Shuttlecraft/Fighters: 0
Frigate/Destroyers: 0
Light/Standard Cruiser: -1
Heavy/Battle Cruiser: -1
Battleship/Dreadnought: -2
Borg built ships: -3

Light/Standard Cruisers firing on:
Shuttlecraft/Fighters: +1
Frigate/Destroyers: 0
Light/Standard Cruiser: 0
Heavy/Battle Cruiser: -1
Battleship/Dreadnought: -1
Borg built ships: -2

Heavy/Battle Cruisers firing on:
Shuttlecraft/Fighters: +1
Frigate/Destroyers: +1
Light/Standard Cruiser: 0
Heavy/Battle Cruiser: 0
Battleship/Dreadnought: -1
Borg built ships: -2

Battleship/Dreadnoughts firing on:
Shuttlecraft/Fighters: +2
Frigate/Destroyers: +1
Light/Standard Cruiser: +1
Heavy/Battle Cruiser: 0
Battleship/Dreadnought: 0
Borg built ships: -1

Borg built ships firing on:
Shuttlecraft/Fighters: +4
Frigate/Destroyers: +3
Light/Standard Cruiser: +2
Heavy/Battle Cruiser: +1
Battleship/Dreadnought: +0
Borg built ships: -1

For example, a Runabout fires on a Galaxy class ship with two torpedoes. Normally, it would take 12+ on a d20. But because a Galaxy is a Heavy Cruiser and so much larger then the Runabout, the Runabout gains a bonus of -2. So it now needs 10+ on a d20 to hit.


Hit locations. This table is used when your shields are down and damage is added to your hull. You roll a d20 and look for that number on the chart to see what you hit or what was hit on your ship. This table is optional:

1: Bridge
2: Communications
3-4: Engineering
5: Lifesupport
6: Impulse Engines
7: Sensors
8: Shield Control
9: Transporters
10-11: Warp Engines
12-13: Beam/Bolt Emitter
14: Secondary Weapon Bay
15: Ship specials
16-20: Hull

If you roll a section which is already destroyed then the damage goes to the hull. The Borg built ships do not have the following locations: Bridge, Shield Control and Engineering. If those hit locations are rolled for a Borg built vessel then simply put the damage to the hull.


Hit Points of each hit location and effects of hit. There are four numbers for hit points. The first one is used by Shuttlecraft/Fighters and Frigates/Destroyers. The second is used by all Cruisers (Light, Standard, Heavy and Battle). The third is used by Battleships/Dreadnoughts. The fourth is used by Borg built ships. There are three methods of adding damage to systems. The first is the 80% advanced method and another is the simpler 50% method. The third is the all damage goes to the system method.
80% method: Only 80% of the damage goes to the system, the rest goes to the hull (IE:If a ship is hit in the warp engines with a torpedo then 26 goes to the warp engines and 4 goes to the hull. Or if it's hit in the bridge with a 24 point beam then 19 goes to the bridge and 5 goes to the hull. Feel free to guess the rough numbers. As long as you're in the neighborhood of 80%/20% then it's good).
50% method: For simplicity you can do a 50%/50% damage allocation, so that if 30 points from a torpedo hit your impulse engines then 15 goes to the engines and 15 goes to the hull.
100% method: Using this method of damage allocation, all of the damage from the hit goes to the system. If the system is destroyed and there's still damage left, the left over damage goes to the hull (IE: If a phaser emitter on a fighter is hit with a 30 point torpedo the emitter is destroyed and 25 points remain, these points go to the hull).
Players can use the allocation method of their choice. This table is optional:

Bridge: 20-40-60-N/A hp's. Hits to the bridge damage controls and potentially injure crew. When the bridge is destroyed the ship can no longer be controlled from there, and there are often casualities amongst the bridge crew.

Communications: 15-30-45-60 hp's. Hits to communication make transmitting and reciving comms difficult. When communications are destroyed the ship can no longer transmit or recieve comms.

Engineering: 45-90-135-N/A hp's. Hits to engineering make repairing the ship more difficult (+1 to power cost for repairs) as well as lower the amount of main power generated (If engineering is at 50%, then power generation is at 50%. Main power generation can not drop below 10%). When engineering is destroyed the ship can no longer do juryrig repairs and only generates 10% of maximum main power.

Lifesupport: 25-50-75-100 hp's. When lifesupport is damaged the ship can not carry more then 50% of it's max crew number. When lifesupport is destroyed crew starts to die once the remaining heat and oxygen is depleted (This can take anywhere from 15 minutes to several hours).

Impulse Engines: 20-40-60-80 hp's. When impulse engines are damaged then the ship can not go faster then half impulse (When using impulse engines. Warp drives still operate normally). When impulse engines are destroyed the ship is adrift with no way to travel at sub warp speeds.

Sensors: 15-30-45-60 hp's. When sensors are damaged it becomes more difficult to scan objects OR lock on to targets in combat (+3 to hit when sensors damaged). When sensors are destroyed objects can no longer be scanned and weapons must be targeted manually (+6 to hit when sensors destroyed).

Shield Control: 25-50-75-N/A hp's. When shield control is damaged it costs 1 and a half power points to raise shields (If it normally takes 20 power to raise shields it now takes 30). Also shield repair is half as effective (1 power point to repair 2 shield points instead of 4). When shield controls are destroyed shields can no longer be raised or repaired.

Transporters: 20-40-60-80 hp's. When transporters are damaged they can only transport half as many people as normal. When transporters are destroyed the ship can no longer use transporters.

Warp Engines: 40-80-120-160 hp's. When warp drives are damaged the ship loses 1 warp factor of speed from it's max. When warp drives are at 50% the ship can only go at half it's normal warp speed. When warp engines are destroyed the ship can no longer enter warp.

Beam/Bolt Emitter: 5-10-15-20 hp's. When a beam emitter is destroyed then the ship loses one emitter. There is nor effect if an emitter is just damaged.

Secondary Weapon Bay: 10-20-30-40 hp's. When a secondary weapon bay is destroyed the ships spread is reduced by 1. When the spread is reduced to 0 it can no longer fire secondary weapons.

Ship specials: 20-40-60-80 hp's. Ship specials are different for every vessels, and some ships have more then one. For ships that have more then one the player can choose which systems are hit. Examples of special systems would be: Module units for Miranda's, Nebula's and Vor'Cha's, cloaking devices for Romulan and Klingon vessels, regeneration ability on Borg vessels (Their free regeneration), etc. These systems operate at 50% effeciency when damaged, but when they're destroyed they no longer operate.

Called shots are also possible. Once a ships shields are down specific systems can be targeted. These are the added difficulty numbers to hit specific loacations. This table is optional:

Bridge: +8
Communications: +8
Engineering: +6
Lifesupport: +10
Impulse Engines: +7
Sensors: +8
Shield Control: +9
Transporters: +10
Warp Engines: +4
Beam/Bolt Emitter: +7
Secondary Weapon Bay: +6
Ship Specials: +8

For example, if you wanted to hit a ships warp engines with beams you'd take your to hit number (4+), add the ship size differential (We're assuming for this example that the ships are the same size, so the change is 0), and add the called shot penalty (+4) and put them together you get your new to hit number (4+4=8+). If you miss on a called shot, but get higher then twice your normal to hit number (IE: 8 for beams, 14 for pulse plus ship differential) then you still hit the ship and can still roll on the to hit table.


If you don't wish to use the random number generator that will eventually be put on the website, you can download one for use when you post. Or, if you don't want to use those you can get yourself some 20 sided dice from most local game stores. Just ask the clerk for 20 sided dice.

Be honest in the use of this system, since it's likely that no one but you will be able to see your rolls!