TEXT: Starship Critical Hit Cards
  by philip Reed
  Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher.Some portions of this document are pre-
  sented as open game content,see the Open Game License at the end of this document for more information. Some artwork copyright Octavirate
  Entertainment,used with permission.
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy.For more information on Ronin Arts,and Ronin Arts’sister
  company,Studio Ronin,please visit www.roninarts.com and www.studioronin.com.
  Based on the optional critical hit rules found the
  future SRD,the cards in this PDF open criticals to more
  than just extra damage. If this system is used it com-
  pletely replaces the optional critical hit rules found in
  the future SRD.
  CREATING THE DECK
  Print three copies of page 2, two copies of page 3,
  one copy each of pages 4 and 5.Cut out the cards and
  shuffle them together to create a 63-card deck.
  USING THE DECK
  Whenever a critical hit is rolled on a starship draw a
  single card from the deck and apply the results to the
  targeted starship.
  If GMs want criticals to be more deadly they can
  choose to draw one card for every five dice of damage
  that the weapon causes.A mass reaction missile,then,
  would deal 4 critical hit cards on a critical.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000,Wizards of the Coast,Inc.
  Modern System Reference Document Copyright 2002-2004,Wizards of the Coast,Inc.;
  Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles Ryan,Eric Cagle,David Noonan,Stan!,
  Christopher Perkins,Rodney Thompson,and JD Wiker, based on material by Jonathan Tweet,
  Monte Cook,Skip Williams,Richard Baker,Peter Adkison,Bruce R.Cordell,John Tynes,Andy
  Collins,and JD Wiker.
  Future:Starship Critical Hit Cards,copyright 2005 Philip Reed.Published by Ronin Arts
  www.roninarts.com.
  Designation of Open Game Content:All text excluding trademarks,logos,names.
  
  Lesser Critical Hit
  Engines
  The starship’s tactical speed
  decreases by 500 feet until the
  engines are repaired.
  If another engine critical is
  drawn before the damage 
  is repaired then the effect is
  cumulative.
  If the ship’s tactical speed has
  already been reduced to 0 feet
  due to engine damage,the
  engine is destroyed and must be
  replaced,not merely repaired.
  Lesser Critical Hit
  Sensors
  The starship is partially blinded 
  until repaired.
  All the ship’s targets gain the
  equivalent of one-half 
  concealment (20% miss chance).
  If the ship’s sensors have already
  been hit the miss chance 
  percentage stacks (though the
  total miss chance percentage
  may never exceed 90%).
  Lesser Critical Hit
  Targeting System
  The starship’s targeting system
  is damaged.
  The starship’s targeting system’s
  equipment bonus on attack rolls
  is decreased by 1 until the 
  system is repaired.
  If the ship’s targeting system has
  already been hit the equipment
  bonus decrease stacks (though
  the total modifier may never be
  decreased below 0).
  Lesser Critical Hit
  Defense System
  One defense system of the
  attacker’s choice is disabled for
  1d6 rounds.
  If the defense suffers another
  critical hit it is destroyed 
  completely and cannot be
  repaired – it must be replaced.
  Lesser Critical Hit
  Cargo Hold
  A lucky shot penetrates the
  ship’s cargo hold and completely
  destroys 20% of the ship’s 
  carried cargo (randomly 
  selected).
  If the ship’s cargo hold has
  already been hit this critical still
  effects the remaining cargo.
  Lesser Critical Hit
  Crew Compartment
  A number of crewmembers and
  passengers are killed (this effect
  applies only if the ship isn’t
  destroyed).
  Roll 1d6 to determine the 
  number of crew fatalities and,if
  the ship carries passengers,1d6
  to determine the number of
  passenger casualties.
  Only supporting GM characters
  are affected.
  Lesser Critical Hit
  Weapon
  One of the starship’s beam
  weapons,projectile weapons,or
  missile launchers (attacker’s
  choice) is damaged.
  The weapon’s damage is reduced
  to one-half (round down) until it
  is repaired.
  If this weapon suffers another
  critical hit it is destroyed and
  may not be used again until it is
  repaired.
  Lesser Critical Hit
  Artificial Gravity
  The starship’s artificial gravity is
  disabled for 1d6 rounds.
  During this time,an untrained
  crew takes a –4 penalty on all
  attack rolls and skill checks
  while coping with the zero-
  gravity conditions.
  Trained,expert,or ace crews take
  no penalties,as they are
  assumed to have the Zero-G
  Training feat.
  Lesser Critical Hit
  Comm System
  One communications system of
  the attacker’s choice is disabled
  for 1d6 rounds.
  If the comm system suffers
  another critical hit it is destroyed
  completely and cannot be
  repaired – it must be replaced.
  
  Normal Critical Hit
  Engines
  The starship’s tactical speed
  decreases by 1,000 feet until the
  engines are repaired.
  If another engine critical is
  drawn before the damage 
  is repaired then the effect is
  cumulative.
  If the ship’s tactical speed has
  already been reduced to 0 feet
  due to engine damage,the
  engine is destroyed and must be
  replaced,not merely repaired.
  Normal Critical Hit
  Sensors
  The starship is partially blinded 
  until repaired.
  All the ship’s targets gain the
  equivalent of three-quarters 
  concealment (30% miss chance).
  If the ship’s sensors have already
  been hit the miss chance 
  percentage stacks (though the
  total miss chance percentage
  may never exceed 90%)
  Normal Critical Hit
  Targeting System
  The starship’s targeting system
  is damaged.
  The starship’s targeting system’s
  equipment bonus on attack rolls
  is decreased by 2 until the 
  system is repaired.
  If the ship’s targeting system has
  already been hit the equipment
  bonus decrease stacks (though
  the total modifier may never be
  decreased below 0).
  Normal Critical Hit
  Defense System
  One defense system of the
  attacker’s choice is disabled for
  1d10 rounds.
  If the defense system suffers
  another critical hit it is destroyed 
  completely and cannot be
  repaired – it must be replaced.
  Normal Critical Hit
  Cargo Hold
  A lucky shot penetrates the
  ship’s cargo hold and completely
  destroys 40% of the ship’s 
  carried cargo (randomly 
  selected).
  If the ship’s cargo hold has
  already been hit this critical still
  effects the remaining cargo.
  Normal Critical Hit
  Crew Compartment
  A number of crewmembers and
  passengers are killed (this effect
  applies only if the ship isn’t
  destroyed).
  Roll 1d10 to determine the 
  number of crew fatalities and,if
  the ship carries passengers,1d10
  to determine the number of
  passenger casualties.
  Only supporting GM characters
  are affected.
  Normal Critical Hit
  Weapon
  One of the starship’s beam
  weapons,projectile weapons,or
  missile launchers (attacker’s
  choice) is destroyed.
  The weapon no longer functions
  and may not be used again until
  it is repaired.
  If this weapon suffers another
  critical hit it is completely
  destroyed and cannot be
  repaired – it must be replaced.
  Normal Critical Hit
  Artificial Gravity
  The starship’s artificial gravity is
  disabled for 1d10 rounds.
  During this time,an untrained
  crew takes a –4 penalty on all
  attack rolls and skill checks
  while coping with the zero-
  gravity conditions.
  Trained,expert,or ace crews take
  no penalties,as they are
  assumed to have the Zero-G
  Training feat.
  Normal Critical Hit
  Comm System
  One communications system of
  the attacker’s choice is disabled
  for 1d10 rounds.
  If the comm system suffers
  another critical hit it is destroyed
  completely and cannot be
  repaired – it must be replaced.
  
  Severe Critical Hit
  Engines
  The starship’s tactical speed
  decreases by 1,500 feet until the
  engines are repaired.
  If another engine critical is
  drawn before the damage 
  is repaired then the effect is
  cumulative.
  If the ship’s tactical speed has
  already been reduced to 0 feet
  due to engine damage,the
  engine is destroyed and must be
  replaced,not merely repaired.
  Severe Critical Hit
  Sensors
  The starship is blinded 
  until repaired.
  All the ship’s targets gain the
  equivalent of total concealment
  (50% miss chance).
  If the ship’s sensors have already
  been hit the miss chance 
  percentage stacks (though the
  total miss chance percentage
  may never exceed 90%)
  Severe Critical Hit
  Targeting System
  The starship’s targeting system
  is destroyed.
  The starship loses the targeting
  system’s equipment bonus on
  attack rolls until the 
  system is repaired.
  If the ship’s targeting system has
  already been hit the system has
  been completely destroyed and
  must be replaced;it may not be
  repaired.
  Severe Critical Hit
  Defense System
  One defense system of the
  attacker’s choice is destroyed
  completely.
  The defense system cannot be
  repaired – it must be replaced.
  Severe Critical Hit
  Cargo Hold
  A lucky shot penetrates the
  ship’s cargo hold and completely
  destroys 60% of the ship’s 
  carried cargo (randomly 
  selected).
  If the ship’s cargo hold has
  already been hit this critical still
  effects the remaining cargo.
  Severe Critical Hit
  Crew Compartment
  A number of crewmembers and
  passengers are killed (this effect
  applies only if the ship isn’t
  destroyed).
  Roll 2d8 to determine the 
  number of crew fatalities and,if
  the ship carries passengers,2d8
  to determine the number of
  passenger casualties.
  Only supporting GM characters
  are affected.
  Severe Critical Hit
  Weapon
  One of the starship’s beam
  weapons,projectile weapons,or
  missile launchers (attacker’s
  choice) is completely destroyed.
  The weapon no longer functions
  and cannot be repaired – it
  must be replaced.
  Severe Critical Hit
  Artificial Gravity
  The starship’s artificial gravity is
  disabled for 2d8 rounds.
  During this time,an untrained
  crew takes a –4 penalty on all
  attack rolls and skill checks
  while coping with the zero-
  gravity conditions.
  Trained,expert,or ace crews take
  no penalties,as they are
  assumed to have the Zero-G
  Training feat.
  Severe Critical Hit
  Comm System
  One communications system of
  the attacker’s choice is destroyed
  completely.
  The comm system cannot be
  repaired – it must be replaced.
  
  Lesser Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit 
  damage normally.
  Normal Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit damage using a
  x6 multiplier instead of the
  weapon’s normal multiplier.
  In addition,the ship and its crew
  are shaken for 1 round.
  Severe Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit damage using a
  x10 multiplier instead of the
  weapon’s normal multiplier.
  In addition,the ship and its crew
  are shaken for 2d4 rounds.
  Lesser Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit 
  damage normally.
  Lesser Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit 
  damage normally.
  Lesser Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit 
  damage normally.
  Lesser Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit 
  damage normally.
  Normal Critical Hit
  Hull Damage
  The attack inflicts damage.
  Roll critical hit damage using a
  x6 multiplier instead of the
  weapon’s normal multiplier.
  In addition,the ship and its crew
  are shaken for 1 round.
  Normal Critical Hit
  Devastating Attack
  The attack inflicts 
  normal damage.
  In addition,the ship and its crew
  are stunned for 1d4 rounds.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Ronin Arts/Future - Starship Critical Hit Cards.pdf