It has been a common complaint in our games lately, that a couple of rolls on the critical table is what decides the victor rather than strategy or planning or tactics. Also some of the results on the crit table make for very un-fun games. So I have come up with a new criticals table, maybe we'll play a few games using it to see if the game is more fun.
Here it is: http://chburger.brinkster.net/armageddon/CritTableSR.asp
Here is a summary of the changes:
Engines
1-2 is frustrating, it is the most common critical and does virtually nothing. I have added 1 damage to make it a bit more "critical". Yes I know I'm supposed to be toning down the crit table, so sue me
6 is pretty debilitating to many ships, but I wanted to keep at least one speed 0 crit in there, so the effect stays. The damage is decreased because the effect is so nasty.
Reactor
4-5 has its crew loss reduced.
6 has damage and crew loss reduced, and no longer does speed 0.
Weapons
The most un-fun criticals since firing weapons is the whole fun part of ACTA.
1-3 changed to random weapon misses 1 turn, does 1 damage instead of 1 crew.
4 changed to random arc misses 1 turn, kills 1 crew.
5 changed to random weapons system offline, reduced crew loss.
6 changed to random arc offline, reduced damage and crew loss.
"Misses 1 turn" means that if it has not yet fired this turn, it will miss the current turn's firing. If it has already fired, it will miss next turn. If weapon is slow-loading and is currently reloading, it will miss an extra turn.
Crew
6 toned down a bit.
Vitals
2 toned down damage and crew loss.
3 changed to random weapons system offline, damage and crew loss toned down.
5 toned down damage and crew loss.
6 toned down but still pretty nasty.
Here it is: http://chburger.brinkster.net/armageddon/CritTableSR.asp
Here is a summary of the changes:
Engines
1-2 is frustrating, it is the most common critical and does virtually nothing. I have added 1 damage to make it a bit more "critical". Yes I know I'm supposed to be toning down the crit table, so sue me

6 is pretty debilitating to many ships, but I wanted to keep at least one speed 0 crit in there, so the effect stays. The damage is decreased because the effect is so nasty.
Reactor
4-5 has its crew loss reduced.
6 has damage and crew loss reduced, and no longer does speed 0.
Weapons
The most un-fun criticals since firing weapons is the whole fun part of ACTA.
1-3 changed to random weapon misses 1 turn, does 1 damage instead of 1 crew.
4 changed to random arc misses 1 turn, kills 1 crew.
5 changed to random weapons system offline, reduced crew loss.
6 changed to random arc offline, reduced damage and crew loss.
"Misses 1 turn" means that if it has not yet fired this turn, it will miss the current turn's firing. If it has already fired, it will miss next turn. If weapon is slow-loading and is currently reloading, it will miss an extra turn.
Crew
6 toned down a bit.
Vitals
2 toned down damage and crew loss.
3 changed to random weapons system offline, damage and crew loss toned down.
5 toned down damage and crew loss.
6 toned down but still pretty nasty.