Malfunction Table

Total Name Effect
0 or lower Dead Hit The Vehicle suffers no ill effects as if it had not suffered a Malfunction at all. You do not increase the amount of Malfunctions suffered this Encounter.
1-5 Knocked Off Course Reface the Vehicle 45° away from the source of this Malfunction.
6-10 Turbulence All [Crew] perform a Reflex Save of Difficulty 18, each [Crew] that fails generates 1 less Quick Action Point at the start of their next Turn.
11-15 Subsystem Discharge The [Vehicle] takes D4 [Systems] Damage.
16-20 Ammo Spillage Reduce all installed Equipment to 0 Ammo.
21-25 Crew Unnerved All [Crew] take D4 Stress Damage.
26-30 Knocked Flying Reface the Vehicle 90° away from the source of this Malfunction.
31-35 Shunted All [Crew] perform a Fortitude Save Difficulty 18, each [Crew] that fails generates 1 less Action Point at the start of their next Turn.
36-40 Subsystem Discharge Trigger the [Vehicles] [Overload].
41-45 Warped Plates Malfunction; 50/Turn.
Reduce the [Vehicle's] Speed by 1 until end of Encounter.
46-50 High G's All [Crew] perform a Fortitude Save of Difficulty 18, each [Crew] that fails generates 1 less Action Point and Quick Action Point at the start of their next Turn.
51-55 Crew Shaken All [Crew] take D8 Stress Damage.
56-60 Aux. Component Busted Malfunction; 50/Turn. Determine an [Auxilliary] [Component], render it inactive until the end of the Encounter.
61-65 Systems Shocked Trigger the [Vehicles] [Overload] twice.
66-70 Shredded Plates Malfunction; 80/Turn. Reduce the [Armour] of an installed [Plating] [Component] to 0.
71-75 Generator Flux Malfunction; 80/Turn. Reduce the [Systems Regen] of an installed [Generator] [Component] to 0.
76-80 Propulsion Spasm Malfunction; 80/Turn. Reduce the all [Vehicle] Speed by 1.
81-85 Crew Distressed All [Crew] take D12 Stress Damage.
86-90 Systems Overloaded Trigger the [Vehicle's] [Overload] Thrice.
91-95 Feedback Sparks All [Crew] gain D6 instances of Burning.
96-99 Vehicle Fault Gain a Fault.
100 Unifying Experience All [Crew] gain 1 Exp and generate a Trauma.
101-105 Aux. Component Damaged Malfunction; 120/Turn. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault.
106-110 Combat Component Damaged Malfunction; 120/Turn. Determine a [Weapon] or [Flickerfield] [Component], it is rendered non-functional. Gain a Fault.
111-115 Propulsion Damaged Malfunction; 120/Turn. Determine a [Propulsion] [Component], it is rendered non-functional. Gain a Fault.
116-120 Generator Damaged Malfunction; 120/Turn. Determine a [Generator] [Component], it is rendered non-functional. Gain a Fault.
121-125 Plating Component Damaged Malfunction; 120/Turn. Determine an [Plating] [Component], it is rendered non-functional. Gain a Fault.
126-130 Life Support Damaged Malfunction; 120/Turn. The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. Gain a Fault.
131-135 Violent Discharge All [Crew] generate an Injury.
136-140 Aux. Component Destroyed Malfunction; 120/Periodic. Determine an [Auxilliary] [Component], it is rendered non-functional. Gain a Fault.
141-145 Core Component Destroyed Malfunction; 120/Periodic. Determine a [Core] [Component], it is rendered non-functional. Gain a Fault.
146-149 Life Support Damaged Malfunction; 120/Periodic.The atmospheric seal of the [Vehicle] is ruptured. All [Crew] inside that compartment will be exposed to the outer environment. After the current Encounter, the [Vehicle] will no longer be able to generate [Rebreathers]. Gain a Fault.
150 Shared Experience All [Crew] gain D6 Experience, generate a Trauma and obtain a Scar.
151+ Vehicle Destroyed Malfunction; 200/Periodic. The Vehicle is rendered non-functioning.
200+ Vaporised! The Vehicle is turned into nothing but a pile of useless rubble, scrap and dust.
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