Hard hits

This is something that we've been using recently in our FTF games. It does change the way damage allocation is completed, but tends to speed the game up. I got the idea from Don Miller's website.

Rather than rolling for each individual point of damage, we roll one die for each separate volley. For example, lets say a D7 fires on a Fed CA. Out of the Alpha strike it hits with 2 overloads, 1 standard and three type 1 phasers. The damage per volley might look like this (depending on range of course);

8 - 1st OL
8 - 2nd OL
4 - 1st standard
4 - Ph-1
3 - Ph-1
5 - Ph-1

Lets say the Fed shield strength was 15 points at this juncture of the game. The shield would take the first OL and all but 1 point of the second OL. This is determined by the order the weapons were fired and rolled. So the revised damage;

1 - remainder of 2nd OL
4
4
3
5

One die is rolled for each separate volley, so in the above example only 5 dice are rolled (well double dice actually but you know what I mean). Then on the DAC we go to the first column with the die roll. Let's say the first hit was 'hull', one hull is marked destroyed for the 1 point of OL damage that got thru in that volley. Roll next volley. Let's say 'hull' comes up again in the first column for the new die roll. The volley contained 4 points of standard disruptor damage. So 4 hull boxes are marked destroyed IF there are a group of hull boxes of at least 4 touching boxes. If they are all touching on the SSD then the one roll covers that damage volley. Then you go to the next volley and roll. Some considerations;

1. If, in the above example, there are not 4 touching hull boxes, you mark off what is there. Let's say only two hull boxes are touching. Those two are destroyed. Then go to the next column in the same row that was rolled and see what that is. Let's say it's 'bridge'. Mark off 2 'bridge' boxes then go to the next volley.

2. Weapons hits are individual even if weapons boxes are touching. So for a volley of 4 damage a phaser is hit on the first point of damage. Mark off the facing phaser as per normal rules then go to the next column for the remainder of the volley.

What this tends to do is somewhat consolidate the damage and quicken the game. The SAME amount of damage is applied to the ship either way. The Mizia effect does get affected to a certain extent but OVERALL does work. If a volley 15 points surges in and the roll comes up 'warp engine' then you just had a nacelle blown off. So the dynamics 'can' change but overall it has really served to quicken the game.

Not saying its better, but it is quicker and we've had a lot of fun with it. In some ways, it seems more 'realistic' (hate to use that word on a fantasy game) to have damage take out an entire block of 'something' than dance around the entire ship. Like a naval ship getting hit in the side with a torpedo. Its going to blow a big hole in the side. It 'might' cause some damage (electrical surge etc) in some other part of the ship but the main damage is centralized. This is represented in 'hard hits' as the damage is somewhat centralized but can also effect to a smaller extent other parts of the ship.

Not saying it should replace the existing rules, but give it a shot in your next FTF game and see what you think. :)

changes

It does affect the dynamic and blance of the game to do that, though. The mizia effect is crucial to the way certain units and tactics work, for instance. Heck the PPD is built around the concept, since the ISC creed is to stop violence, not kill people.
There are also some weapons (mostly in Omega and the Magellanic cloud) that are built to take more punishment. The first Torpedo hit on a Trobrin ship essentially gets ignored under standard rules, because the IT-M can take a hit and keep working. Under your rules you'll lose the IT-L instead, because you don't want to be without your big gun.