Shield - provided by a shield generator, acting as a regenerative hitpoints buffer
Armor - additional armor plates protecting a vessel
Hull - the structural integrity of a chassis
Core - represents the internal components condition
Armor
Variant 1
Any component can have an additional armor component, taking up slots for the component (weapon, subsystem) + armor
Variant 2
A ship can have n armor components. Their sum is the ship's armor pool value which has to be 0 in order to be able to attack internal components (weapons, subsystems).
Variant 3
A ship can have n armor components. Their sum is the ship's armor pool value, but an armor component also provides a damage reduction bonus to all subsystems/weapons etc. This damage reduction can be circumvented by using the right damage types when attacking.
Variant 4
A ship can have n armor components. Their sum is the ship's armor pool value, providing extra health. An attacker can choose any scanned internal component (subsystem, weapon etc.). He then does damage to the internal component and the ships hull.
Variant 5
A ship can have multiple armor components. Their sum is the ship's armor pool value. This value is added as a second pool to the ship's hull, but also to each internal component's hitpoints. In order to attack an internal component the armor pool value has to be 0, then the internal component can be damaged. The damage done to the armor pool of the internal component is also dealt to the ship's armor pool value.
Example:
A ship has the following stats:
Hull: 30 HP
Armor: 10 HP
Shields: 0
Components
Warp drive: 5 HP
An attacker shoots at the ship, dealing 15 points of damage. The ship's armor pool is now at 0, and it's hull at 25. Any other damage dealt to the ship is directly subtracted from the ship's hull pool. The attacker now chooses to attack the warp drive, dealing 11 points of damage. The warp drive still has it's initial armor pool value of 10. After the attack, the warp drive has 0 armor, and 4 HP left. Because the attack damaged the ship's hull in order to attack the warp drive, all the damage dealt to the internal component's armor is also subtracted from the ship's armor/hull. Because it's armor value was already at 0, the ship's hull now has 15 HP left.
If the attacked internal component is a room such as a medic bay, and it's brought to 0 HP, a hull breach occurs on the attacked ship. This can also happend as a minor effect created by the attacker rolling a 10 on it's attacking, or if the attacker is using special weapons designed to tearing holes in hulls.
Internal component hitpoints
Variant 1
As soon as a subsystem or weapon doesn't have it's maximum hitpoints, it's rendered useless until repaired (e.g. current: 5, maximum: 7 hitpoints). If it has 0 hitpoints it's completely destroyed and unrepairable (but salvageable for spare parts).
Variant 2
If an internal component has 0 hitpoints, it's rendered useless, destroyed etc. depending on the situation.
Attacking
Variant 1
Use the same rules as described in the PHB in the Combat section. Meaning:
Range
Target size
Movement (attacker, defender)
Pilot/Shooter skills - A defender (pilot) can use his piloting skill to evade the attacker. The attacker can use his appropriate skill, if he's a pilot he uses his piloting skill, if he's a turret user he uses his weapon skill.
Environmental modifiers
Variant 2
Small vs Small: Dogfight = opposed piloting checks.
Medium vs Small: Small hits automatically, can dodge using his piloting check vs. medium
Medium vs Medium: Both hit automatically, no dodging.
Large vs Small: Both hit automatically, no dodging.
Large vs Medium: Both hit automatically, no dodging.
Large vs Large: Both hit automatically, no dodging.
Exceptions
Heat-seeking missiles, etc. that automatically aim
Possible pools
Armor
Variant 1
Any component can have an additional armor component, taking up slots for the component (weapon, subsystem) + armor
Variant 2
A ship can have n armor components. Their sum is the ship's armor pool value which has to be 0 in order to be able to attack internal components (weapons, subsystems).
Variant 3
A ship can have n armor components. Their sum is the ship's armor pool value, but an armor component also provides a damage reduction bonus to all subsystems/weapons etc. This damage reduction can be circumvented by using the right damage types when attacking.
Variant 4
A ship can have n armor components. Their sum is the ship's armor pool value, providing extra health. An attacker can choose any scanned internal component (subsystem, weapon etc.). He then does damage to the internal component and the ships hull.
Variant 5
A ship can have multiple armor components. Their sum is the ship's armor pool value. This value is added as a second pool to the ship's hull, but also to each internal component's hitpoints. In order to attack an internal component the armor pool value has to be 0, then the internal component can be damaged. The damage done to the armor pool of the internal component is also dealt to the ship's armor pool value.
Example: A ship has the following stats: Hull: 30 HP Armor: 10 HP Shields: 0
Components
An attacker shoots at the ship, dealing 15 points of damage. The ship's armor pool is now at 0, and it's hull at 25. Any other damage dealt to the ship is directly subtracted from the ship's hull pool. The attacker now chooses to attack the warp drive, dealing 11 points of damage. The warp drive still has it's initial armor pool value of 10. After the attack, the warp drive has 0 armor, and 4 HP left. Because the attack damaged the ship's hull in order to attack the warp drive, all the damage dealt to the internal component's armor is also subtracted from the ship's armor/hull. Because it's armor value was already at 0, the ship's hull now has 15 HP left. If the attacked internal component is a room such as a medic bay, and it's brought to 0 HP, a hull breach occurs on the attacked ship. This can also happend as a minor effect created by the attacker rolling a 10 on it's attacking, or if the attacker is using special weapons designed to tearing holes in hulls.
Internal component hitpoints
Variant 1
As soon as a subsystem or weapon doesn't have it's maximum hitpoints, it's rendered useless until repaired (e.g. current: 5, maximum: 7 hitpoints). If it has 0 hitpoints it's completely destroyed and unrepairable (but salvageable for spare parts).
Variant 2
If an internal component has 0 hitpoints, it's rendered useless, destroyed etc. depending on the situation.
Attacking
Variant 1
Use the same rules as described in the PHB in the Combat section. Meaning:
Variant 2
Exceptions