Ship Damage Types

There are 3 types of damage types in ship to ship combat. Each damage type is rolled separately, and goes through its own pipeline.

## Damage Pipeline

 Standard Damage
Internal Damage
 Radiation Damage
(see Notes)
 b. Mitigation
3 RP Weapon: +100%
4 RP Weapon: +175%
3 RP Weapon: +100%
4 RP Weapon: +175%
 d. Ship's Hull
Ship's Hull
Ship's Hull
 e. Damage Conversion
Crew/Components

Notes:

* All +Damage% effects from ship components and buffs apply to standard damage only.[1]
* Any bonus +energy (Radiation/Void) damage from Talent buffs are rolled separately [2] and added to the weapon's damage of that type, if any. *Currently, only +Radiation damage is available from Talent buffs.*
* Radiation and Void Resist are applied as follows:
	+ If Resist is positive, it reduces damage of the same energy type by simple subtraction, to a minimum of 0.

* Damage that reduces the Ship's Hull to 0 destroys the Ship, killing the Captain and all crew. In permadeath mode, this ends the game!
* Components damaged to 60% or more are disabled, and cease to function.
	+ Disabled components cannot be fired or used, and do not add to a ship's mass, jump cost, armor/shields, and dice pools.
	+ Disabled components that are repaired during ship combat to 59% or less damage immediately resume working at full strength (on the same turn).

The following rules apply to all Crew, including Officers and the Captain.

* If a Crew's Morale drops below 26, that crew member stops contributing to the Ship's Skill Pools.
	+ If a Crew's Morale is restored above 25, that crew member immediately (in the same turn) resumes contributing normally.
* If a Crew's Health drops to 0, it triggers a life saving Talent if any are available, else it forces a Death Save.
	+ Only 1 life saving Talent will trigger per 1 turn of ship combat, regardless of the number of life saving Talents available. If 2 or more crew members are-dying in the same turn, the first one will trigger 1 life saving Talent, and all others will proceed to their Death Saves.

### 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.

#### Large Plasma Cannon with *Barrel Roll* and *Burner Skid* rolls a Critical Hit vs. Negative Radiation Resist

* A Pirate fires an Interceder PCX-5 and scores a Critical Hit.
* The target ship has 50% Armor, 40% Shields, 0 Radiation Resist from components, and -40 Radiation Resist from 2 Crippling Effects: *Radiation Wash* and *System Blackout.*
* 1A. The PCX-5 rolls 60 Standard damage (out of 51-80).
	+ 1A-a. The firing ship has total Damage bonus of -25% from *Barrel Roll* = 45 Standard damage.
	+ 1A-b. 45 Standard damage -50% Armor = 22.5 Standard damage, truncated to 22.
	+ 1A-c. The critical hit increases Standard damage by a bonus 175%, to 60.5, truncated to 60.
	+ 1A-d. 100% is applied to Hull = -60 to Hull.
	+ 1A-e. The 60 Standard damage becomes Internal damage.
	+ 1B-b. 60 internal damage -40% Shields = 36 post-shield internal damage.
	+ 1B-e. 100% of this 36 damage is applied to crew and components = -36 to c&c.
* 2. The PCX-5 rolls 180 Radiation damage (out of 83-275).
* 2. *Burner Skid* rolls 9 of +80 Radiation damage (out of 1-80). This is raised to its floor of 30% of 80, or +24 Radiation damage.
	+ 2-a. The target ship's -40 Radiation Resist increases the Radiation damage! It rolls +30 Radiation damage (out of 21-40).
	+ 2-a. The sum of all 3 parts is 180 + 24 + 30 = 234 Radiation damage. *Barrel Roll* does not add its -Damage% to Radiation.
	+ 2-b. 234 Radiation -40% Shields = 140.4 post-Shields Radiation damage, truncated to 140.
	+ 2-c. The critical hit increases the Radiation damage by +175%, to 385.
	+ 2-d. 33% of 385 is applied to Hull = -127 to Hull (truncated from 127.05)
	+ 2-e. 200% of the internal Radiation damage is applied to crew and components = **-770 to c&c.**
* The target ship takes -(60 + 127) = -187 to Hull, and -(36 + 770) = -806 to crew and components. *Jolly Good.*

## 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 between 50 and 175% depending on the weapon's RP cost.
* 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.