Any ships that have been reduced to 0 hull points must roll on the chart below before taking any action, including the mandatory Drift at the end of a turn where the ship wasn't activated.
Countdown to Doom (normally 1d6, Fleet Captains roll 2d6)
1 - STRIKE COLORS - Remove ship from board. If the enemy wins, they capture it as prize. If the rest of your fleet wins, enjoy the court-martial.
2 - BOOM! - Your ship explodes. You are dead. See the rules below for more details.
3 - ABANDON SHIP - Place one Escape Pod marker on your hex for every point of crew efficiency you have left. 1 in 6 chance the ship explodes anyway, killing everyone.
4 - SITTING DUCK - You may only Drift this turn. Any further hull damage to vessel has an X in 6 chance of Exploding the ship, where X is the hull damage inflicted by the incoming shot.
5 - VENTING ATMOSPHERE - Take 1 point of crew damage. 3 in 6 chance of one fire self-extinguishing. You may act normally this turn.
6 - EMERGENCY REPAIRS - Crew restores 1 hull point. 2 in 6 chance of extinguishing one fire. You may act normally this turn.
7 - EMERGENCY REPAIRS - Crew restores d6 hull points, extinguishes all fires and repairs a weapon system of your choice. You may act normally this turn.
8 - EMERGENCY REPAIRS - Crew restores 1 hull point. 2 in 6 chance of extinguishing one fire. You may act normally this turn.
9 - ENGINE STALL - You may only Drift for movement this turn. Weapons and Shields still function.
10 - SPITE STRIKE - You may fire as many weapons as you want this turn, but vessel has an X in 6 chance of Exploding, where X is the number of weapons fired.
11 - ENGINE CORE BREACH IMMANENT - Sometime this turn, your ship Explodes. You get to pick when. Try to take one of the bastards with you.
12 - SHATNERIAN MIRACLE - Erase all damage to vessel. Extinguish all fires. Go forth and kick ass.
HOW TO EXPLODE
Anybody or anything that happens to be in your hex takes damage equal to a centerline torpedo strike.
Anybody or anything that happens to be in an adjacent hex takes damage equal to an offcenter torpedo strike.
Replace your ship with an Explosion marker. This remains on the board as a stationary Density 1 asteroid field. At the beginning of each turn roll 1d6 for each Explosion marker on the board. On a 6 remove that marker.
Make a loud explodey sound effect. Entertain your friends.
Fiendish Friday: The Sixth
1 hour ago