Thursday, September 16, 2010

[Future Perfect] Updated Ship Damage Effects

I decided that I needed to update the Critical Damage table for Starships in the Future Perfect setting to reflect the changes to how such vessels operate in the campaign setting.
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Roll 3d6 For Effect

Roll
Location
Effect
3
Scuffed!
No permanent damage
4
Cosmetic Damage
No significant damage, though the vessel has obviously seen some combat. Exterior treatments such as standard “Stealth Paint” will not function properly until repaired.
5
Power Plant
Reduce Total Power by 25% (round down)
6
Engine
Acceleration is halved (round down); this does not affect deceleration.
7
Maneuvering Thrusters
The vehicle may only perform turns to one side (1-3 left) or the other (4-6 right), which may prohibit certain maneuvers. Furthermore, any attempts to decelerate require a successful Piloting Skill roll or the ship risks spinning Out of Control.
8
Propulsion Thrusters
Top Speed is halved.
9
Hull Breach
Structural Damage; Lose 2 Hull and 1 Armor Value. If the attack was from an Explosion lose an additional: 3 Armor from SBT; 1 Hull and 4 Armor from MBT; 2 Hull and 5 Armor from LBT; 2 Hull and 2 Armor from BT. If for some reason a ship’s Armor value is exceeded, apply the different to Hull. If a vessel’s basic Hull value is exceeded, it should be considered Wrecked!
10
Hull Impact
Structural Hit, no special damage.
11
Hull Impact
Structural Hit, no special damage.
12
Hull Breach
Structural Damage; Lose 2 Hull and 1 Armor Value. If the attack was from an Explosion lose an additional: 3 Armor from SBT; 1 Hull and 4 Armor from MBT; 2 Hull and 5 Armor from LBT; 2 Hull and 2 Armor from BT. If for some reason a ships Armor value is exceeded, apply the different to Hull. If a vessel’s basic Hull value is exceeded, it should be considered Wrecked!.
13
Secondary System
A secondary system (on the side of the attack) is damaged and rendered inoperable/useless.
14
Controls
The Ship takes a Handling penalty of -1
15
Operations
Primary Operation System Damaged, roll 1d6: 1 Ship’s Computer; 2 Targeting Control; 3 Sensors/Scanning; 4 Environmental Controls; 5 Gravity; 6 Life Support
16
Crew
A crew member is hit (if any are inside the vehicle); any damage that exceeded the ships total Hull/Armor value is applied against the character normally. Explosion damage affects all passengers in the vehicle who are within the blast radius. If a person hit is somehow outside of the ship, then damage is re-rolled and applied against them entirely.
17
Weapon
A weapon on the side of the ship that was hit is destroyed. If the weapon is part of an Array that is not all bound to the same location, then the weapon is considered inoperable until a Repair roll restores proper function to the remaining weapons in the array. If there is no weapon, then consider this result to be Cosmetic Damage.
18
Wrecked!
Ship is considered wrecked and automatically goes Out of Control.

2 comments:

Sitting Duck said...

Think maybe you could make the text in the white portions of the table black?

Nevereverend said...

Yeah, I'm going to have to do something about the readability.