CRITICAL HITS

1-2ENGINE CRITICALSDam.CrewEffect
1-2POWER RELAYS DESTROYED+1+0-1 SPEED
3-4THRUSTERS DAMAGED+1+0-2 SPEED
5FUEL SYSTEM RUPTURED+2+1-4 SPEED
6ENGINES DISABLED+2+10 SPEED, NO SPECIAL ACTIONS
3REACTOR CRITICALSDam.CrewEffect
1-3CAPACITORS DAMAGED+0+1-2 SPEED
4-5REACTOR GAS LEAK+0+2NO SPECIAL ACTIONS
6REACTOR EXPLOSION+2+2NO SPECIAL ACTIONS
4WEAPON CRITICALSDam.CrewEffect
1-3TRACKING SYSTEM DISRUPTED+1+0RANDOM WEAPON MISSES 1 FIRING TURN
4POWER FLUCTUATIONS+0+1RANDOM ARC MISSES 1 FIRING TURN
5WEAPON OFFLINE+2+1NO FIRING 1 RANDOM WEAPON SYSTEM
6AMMUNITION EXPLOSION+2+2NO FIRING 1 RANDOM ARC
5CREW CRITICALSDam.CrewEffect
1-2FIRE+0+2-
3-4MULTIPLE FIRES+0+3-
5LOCALIZED DECOMPRESSION+1+3-
6HULL BREACH+2+3-
6VITAL SYSTEMS CRITICALSDam.CrewEffect
1BRIDGE HIT+0+1NO SPECIAL ACTIONS
2ENGINEERING+1+2NO DAMAGE CONTROL
3WEAPONS CONTROL+1+2NO FIRING 1 RANDOM WEAPON SYSTEM
4SECONDARY EXPLOSIONS+1D6+1D6-
5REACTOR IMPLOSION+1D6+2D6-
6CATASTROPHIC EXPLOSION+3D6+2D6-

VITAL SYSTEMS CRITICALS MAY NOT BE REPAIRED WITH DAMAGE CONTROL

Crippled
Turns reduced by 1 (minimum of 1).
Half speed (applies before any speed modifiers).
Only 1 weapon system per arc may be fired.
Lose Command, Fleet Carrier, Interceptors.
Roll 1d6 for each other trait. On a result of 4-6 it is lost.
Skeleton Crew
No special orders.
Lose Command, Fleet Carrier.
Only 1 weapon system per turn may be fired.
Damage Control checks are at -2.