I posted something a couple weeks ago on the chart list.
This was still on the playtest table but here is what we have on the FB page.
Critical Hit Chart
2: Reactor/Ruptured Hit
1-2: Critical Mass 4" AD equal to double the HP of destroyed ship
3-4: Ammo Explosion: Splits the ship into 2 parts and (2) 4" AD equal to double the Hp of destroyed ship.
5-6: Fold Space Ruptured: 1d6 for direction 1-2 fore,3-4 port, 5-6 starboard.
Roll 1d6 for movement then the Ship is pulled into FTL and is removed from play. Any ship within 2" of ship has to roll a d6 and of a 1 they are pulled into FTL with destroyed ship.
3: Engine Damage
1-2: Engine Failure: Ship moves 2" next turn
3-4: Engine Damaged: Movement is reduced to 1/2 speed
5-6: Motion Control: ship has to move in a straight line and cannot turn on next activation.
4: Weapon System offline. Roll d6 1-2 back online on next activation.
1-3 Primary weapons are offline, roll d6 if multiple weapons
4-6 Secondaries weapons offline, roll if multiple systems are on ship.
Example: shields, torp, mines, point defense
5: Raging Deck Fire
d6 on 6 1cp/ap are lost, if failed add +1 to next roll.
6: Decompression on decks. loose 1 CP/AP
7: Critical Hit (Hard Pounding) 1d3 CP/AP
8: Cant take much more Captain. Add Decompression Marker
1-3 1CP/AP Taking highest
4-6 2CP/AP Taking highest
9: Armament Hit: Bay Doors Compromised.
No Assault can be launched as well as fighters or landing fighters to ship.
10: Containment Breach CR reduced to Dr
11: Bridge Hit: No star cards can be played on ship.
If Star Admiral onboard, Looses benefits
12: Abandoned Ship. Ship will move 1/2 speed then roll #2 option
Place markers outside of 4" of ship. Life boats token of all remaining CP and AP result in VP
something simple but exciting