RETURN TO HOME

Damage to pieces can occur by artificial or natural means. If a piece has cargo and is destroyed all of its cargo will be destroyed as well.

Cause Potential Reduction of Health For Character Chance of Death for Animal or Horse Potential Amount of Destruction To Other Pieces
Accident 1 thru 5 50% 20 thru 100
Combat with futuristic artillery 5 100% 80 thru 100
Combat with contemporary artillery 4 thru 5 95% 60 thru 100
Combat with modern artillery 3 thru 5 90% 40 thru 100
Combat with industrial artillery 2 thru 5 85% 20 thru 100
Combat with exploratory artillery 1 thru 5 80% 20 thru 80
Combat with ancient artillery 1 thru 4 75% 20 thru 60
Combat with primitive artillery 1 or 3 70% 20 thru 40
Combat with futuristic weapon 4 or 5 90% 40 thru 50
Combat with contemporary weapon 3 thru 5 80% 30 thru 50
Combat with modern weapon 2 thru 5 70% 20 thru 50
Combat with industrial weapon 1 thru 5 60% 10 thru 50
Combat with exploratory weapon 1 thru 4 50% 10 thru 40
Combat with ancient weapon 1 thru 3 40% 10 thru 30
Combat with primitive weapon 1 or 2 30% 10 thru 20
Combat with tool 1 20% 1 thru 10
Unarmed combat 0 or 1 10% 1
Fire 1 thru 5 20% 20 thru 100
Monster 1 thru 5 20% 20 thru 100
Pollutant 1 10% n/a
Storm (negative only) 1 thru 5 20% 20 thru 100

If a piece is the cargo of a piece that takes damage these are the chances that it will also take damage for each 1% damage caused. If it does take damage it will be randomized with the same variables as above.

fort, carrier, motorship, saucer 1%
armour, building, motorvessel, steamship, train 2%
equipment, fb4, jet, motorboat, steamvessel, ship, tankette, truck 4%
airliner, amphibian, steamboats, trolly, van, vessel 6%
airplane, boat, car, floatplane, submarine, wagon 8%
others 10%

Each time an action is taken with a character there is a chance of an accident occuring. If an accident happens each piece that isn't cargo in the lot has a 10% chance of being involved. Below are the chances of accidents happening depending on the situation.

Mode Slight Low Regular High Extreme
Fast 0.6% 0.9% 9% 60% 90%
Normal 0.3% 0.6% 6% 30% 60%
Slow 0.1% 0.3% 3% 10% 30%