Ships critical Damage Charts - opinions please

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SpiritInterface
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Ships critical Damage Charts - opinions please

Unread post by SpiritInterface »

Ships critical hit charts
Roll once for each 25% of mdc damage to location
Main Body
01-12 Bays hit Boats damaged/inoperative
13-24 Comm Array hit Communication ½ range
25-36 Sensor Array hit -1 combat rolls, -15% navigation
37-48 Life Support damaged -10% skill rolls
49-53 Power Systems damaged -2/-10% pilot and combat skill roll
54-63 Quarters damaged No combat effect
64-75 Reaction Mass Storage Turn Schedule +1
76-87 Cargo Bay No combat effect
88-94 Navigation Fields damaged Speed max Mach 5
95-96 Bridge hit Roll that table
97-98 Engineering hit Roll that table
99-00 Weapon hit Roll that table

Engineering
01-12 FTL Engine damage FTL drive ½ speed max
13-24 Space Drive damage Normal Space ½ Mach max
25-33 Power Trunk damage 1 Weapon group ½ damage
34-43 Maneuver Drive damage Turn Schedule +1
44-53 Engine Room damage 0 speed change 2 rounds
54-65 Power Trunk damage Defense and Nav fields ½ str
66-76 Power Surge Sensors out no weapon bonus
77-87 Power Surge Comm System out
88-94 Power Failure All systems out 2 turns
95-96 Power Surge Bridge Roll that table
97-98 Power Surge Weapon Roll that table
99-00 Reactor Breach BOOM!!

Bridge
01-12 Controls -20% Piloting, Turn Schedule +1
13-27 Sensors -1 to combat roll, -2 per/sensor roll
28-39 Weapon Systems lose all combat adds inc Weap Sys
40-49 ECM/ECCM ECM/ECCM out, shields non-mobil
50-61 Navigation -30% Navig. -10% pilot
61-70 Shields Critical shield Failure, out
71-85 Life Support -15% all skill rolls
86-96 Engineering speed 0 for 2 turns
97-98 Captain No speed, target changes 2 turns
99-00 Bridge Destroyed Ship uncontrollable


Weapon System
01-10 Fine Aim damage -1 to hit
11-20 Power Busses damage Beam Weapons ½ dam
21-25 Crystals/Rings damage -8 to hit
26-32 Reload system damage RoF cut in half
33-42 Synchro system damage Cannot link weapons
43-52 Turret jammed Out of Service
53-62 Power System out Out of Service
63-72 Power Surge minor weapon out and roll for nearest
73-77 Power Surge Weapon out and roll 2 nearest
78-88 Feedback Bridge Roll that table
89-00 Feedback Engineering Roll that table


What do you think of this?
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Warshield73
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Re: Ships critical Damage Charts - opinions please

Unread post by Warshield73 »

I like this and I use similar charts for my games. Four differences:

1) I start using this when an area hits 50%, and I roll every 10% after. So if a ship has 1000 MDC I roll when it takes 500 MDC, then again at 600 MDC and so on.

2) the 99-00 Reactor Breach BOOM!! and 99-00 Bridge Destroyed Ship uncontrollable - is a little much. I know it's unlikely and even realistic but it makes it a little more lethal then I normally do.

3) instead of 54-63 Quarters damaged No combat effect or 76-87 Cargo Bay No combat effect I do a basic "Hull Breach" with a random role determining which room and another for how big.

4) I have one that is fire, with random rolls to determine where it is, how big it is, and if it is SDC or MDC and if it is MDC there is a chance of it spreading every 4 melee rounds. I love this one and it occupies 20% to 25% of each chart because it forces PC's to take care of it and it really inspires mages to learn the spell "extinguish fire".

I like the weapons chart. It has a few that I don't so I will do some stealing.
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Re: Ships critical Damage Charts - opinions please

Unread post by taalismn »

SpiritInterface wrote:Ships critical hit charts
Roll once for each 25% of mdc damage to location
Main Body
01-12 Bays hit Boats damaged/inoperative

What do you think of this?


Bays/Lifepods.....even if the ship doesn't have a hangar bay, you can still bone the crew over(ask the SDF-1's Bridge Bunnies)...
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