Volatile Systems

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Certain systems are highly volatile: any system holding missiles, or missiles or gun shells with antimatter warheads; any fuel tanks with antimatter-boosted hydrogen, matter-antimatter, fissionable saltwater, or HEDM fuel; an antimatter power plant; a cargo hold whose contents the GM determines are volatile (e.g., full of explosives).

If a volatile system is disabled, roll against the spacecraft's HT. A failed roll means the spacecraft will explode (reduced to -10× HP) at the end of its next turn. A critical failure means it explodes immediately (unless PC-occupied). If a volatile system is destroyed, roll at -5!

If a spacecraft explodes, it inflicts (6d × basic dHP) crushing explosion damage to any spacecraft docked with it; multiply by 10, change this to burning damage, and add surge and radiation modifiers if antimatter warheads, power plants, or fuel are exploding!