The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

New Starship Damage Chart
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> New Starship Damage Chart Goto page Previous  1, 2, 3, 4
View previous topic :: View next topic  
Author Message
CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 9156
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 12, 2017 6:56 pm    Post subject: Reply with quote

garhkal wrote:
That it would.. And since it's controls DID seem dead which is why it crashed, it makes sense!

I'd say that any ship system reduced to 0D by ion damage would suffer a similar effect until the ionization bleeds off (unless the ship gets to Controls Dead, in which case, nothing works until the resident tech runs around and resets the circuit breakers and blown fuses.

Also, I'd likely use the same rule for EMP Damage, except that the damage is permanent until repaired (doesn't roll off like ion damage).

EDIT: Also, to keep EMP weapons from being too overpowering, I'd rule that Shields are doubly effective against EMP weaponry (1D Shields = 2D vs EMP, 2D = 4D, etc). Combining this with my rules for Ion Cannon being particularly good at bringing down shields would explain the use of Empion weaponry.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Grand Moff
Grand Moff


Joined: 17 Jul 2005
Posts: 10550
Location: Reynoldsburg, Columbus, ohio.

PostPosted: Sun Feb 12, 2017 8:21 pm    Post subject: Reply with quote

IMO there is already a counter to EMPs being overpowering. THEY affect everyone, not just enemy units you shoot at... Plus why should shields be doubly effective against something designed to FRY stuff, when they don't work against ion cannons designed to shut them down?
_________________
It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
Back to top
View user's profile Send private message
CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 9156
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 12, 2017 8:25 pm    Post subject: Reply with quote

garhkal wrote:
IMO there is already a counter to EMPs being overpowering. THEY affect everyone, not just enemy units you shoot at... Plus why should shields be doubly effective against something designed to FRY stuff, when they don't work against ion cannons designed to shut them down?

Unless they are focused in a specific direction. Which, ya know, might be possible in a science fiction setting.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Grand Moff
Grand Moff


Joined: 17 Jul 2005
Posts: 10550
Location: Reynoldsburg, Columbus, ohio.

PostPosted: Mon Feb 13, 2017 6:27 am    Post subject: Reply with quote

But even if focused in say an arc of 60 degrees, all in that arc still gets hit, friend or foe.
_________________
It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
Back to top
View user's profile Send private message
CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 9156
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Feb 13, 2017 7:04 am    Post subject: Reply with quote

garhkal wrote:
But even if focused in say an arc of 60 degrees, all in that arc still gets hit, friend or foe.

For someone who considers WEG to be the definitive version of the SWU, you do seem to need a lot of reminding of its details.

Check the Imperial Sourcebook, pages 122-123, for the stats on the Merr-Sonn DEMP Gun, an EMP weapon with a linear discharge affecting a single target, with no blast radius.

If they can fit it into a pistol, then they can certainly do it with starfighter and capital grade weaponry.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
denderan marajain
Lieutenant Commander
Lieutenant Commander


Joined: 13 May 2014
Posts: 147
Location: Vienna, Austria

PostPosted: Tue Apr 18, 2017 11:46 am    Post subject: Reply with quote

CRMcNeill wrote:
To update and organize everything, here's the current version:

REVISED STARSHIP DAMAGE CHART (use chart from rulebook, page 128, except as noted):

Shields Drained (replaces Shields Blown). The ship's Shields are reduced to 0D for the remainder of this round. The ship suffers no permanent damage, and the Shields are recharged to full strength by the beginning of the next round. If the ship has no shields to begin with, it suffers the Controls Ionized result instead.

Controls Ionized. No Change.

Lightly Damaged.
1. No Change.
2. Sensors Damaged. Re-roll 1D:
    1-3. Sensor Suite Damaged. -1D to all Sensor and Astrogation rolls.
    4-6. Fire Control Damaged. -1D to all Fire Control.
3. Weapons Damaged. Re-roll 1D:
    1-3. One on-board weapon emplacement is rendered inoperative by a major power surge or system failure; it's lightly damaged. Randomly determine which weapon is affected.
    4-6. One on-board weapon emplacement is hit and destroyed; the gunners take damage (see "Passenger Damage".) Randomly determine which weapon is affected.
4. No Change
5. Shields Blown. The ship loses 1D from its Shields total, which lasts until the shields are repaired. If the ship has no remaining dice in Shields, the penalty is applied to the ship's Particle Shields (Hull) up to a maximum of -2D. If the Particle Shields are already reduced by 2D, the ship suffers the Controls Ionized result.
6. No Change.

Heavily Damaged.
1. No Change.
2. Sensors Badly Damaged. Re-roll 1D:
    1-3. Sensor Suite Damaged. -2D to all Sensor and Astrogation rolls.
    4-6. Fire Control Damaged. -2D to all Fire Control
3. Weapons Badly Damaged. Re-Roll 1D:
    1-3. All weapons of one type in one fire arc are rendered inoperative due to a major power surge or system failure, and must be repaired before they can be used again.
    4-6. All weapons of one type in one fire arc are destroyed by a series of power overloads. The gunners take damage (see "Passenger Damage".) Randomly determine which weapon is affected.
4. No Change

5. Shields Blown. The ship loses 2D from its Shields total, which lasts until the shields are repaired. If the ship has no remaining dice in Shields, the penalty is applied to the ship's Particle Shields (Hull) up to a maximum of -2D. If the Particle Shields are already reduced by 2D, the ship suffers the Controls Ionized result.

6. No Change.

Severely Damaged.
1-4. No Change.
5 - Controls Damaged / Bridge Smashed. The ship's control systems are badly damaged. -3D to all skill rolls. For starfighters and space transports, the ship's control linkages and computer systems have been damaged; for capital ships, the ship's bridge or other central command station has taken a direct hit, killing or injuring many of the ship's senior officers.
6. Sensors Destroyed. All Sensors are rendered inoperable. Fire Control is reduced by -4D, and Piloting and Astrogation suffer a -4D penalty due to the loss of all sensor support for navigation purposes.

Destroyed. - No Change.

Catastrophic Damage. (Replaces Destroyed for PC-manned ships)
1-3 - Structural Damage. The ship is so badly damaged that it begins to come apart. The crew has 1D rounds to abandon ship before it is destroyed.

4-5 - Blazing Hulk. The ship is badly damaged and fire rages inside. Roll 1D every round; on a 1, the ship explodes.

6 - Destroyed. The ship instantly explodes in a ball of flame, and all aboard are killed.


Passenger Damage. While the existing rules for passenger damage work fine for small ships (those with a half-dozen crew or fewer), they don't represent the effects of damage on ships with larger crews (in the hundreds or thousands range). Rather than rolling damage against each individual crewman, apply the damage value as a penalty to the ship's Crew Skill dice levels. This represents how crew casualties affect the crew's ability as a whole to operate the ship.
    Lightly Damaged - -1D for 1 round.
    Heavily Damaged - -3D for 1 round, -2D for remainder of battle, -1D until crew casualties can be replaced.
    Severely Damaged - -6D for 1 round, -4D for remainder of battle, -2D until crew casualties can be replaced.
    Catastrophic Damage - Special: reserved for PC manner ships. Characters will have an indeterminate number of rounds to evacuate the ship before it is Destroyed.
    Destroyed - All crew killed. The only exceptions will be NPCs who managed to make it to escape pods with seconds to spare. This allows the GM to preserve the life of major villains and such in the interests of continuing the story.


at the beginning i would to say that like your ideas very much but i do have a question about Shield drained.

Is the impact not too strong?

for example

Weapons Damage: 6D

Ship Hull 4D, Shields 2D

The attacker has 4 of this weapon -> 4 Shots per round

1. Shot 6D vs. 6D

If you get a shields drained result the resistance for the next 3 shots ist reduced to 4D

In the mathematical mean you get the 21 for damage and 14 for resistance -> 3 times lightly damaged because of a shield drained result in the first place

Why did you choose this variant?

Greetings

DM
Back to top
View user's profile Send private message
CRMcNeill
Grand Moff
Grand Moff


Joined: 05 Apr 2010
Posts: 9156
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Apr 18, 2017 3:06 pm    Post subject: Reply with quote

denderan marajain wrote:
at the beginning i would to say that like your ideas very much but i do have a question about Shield drained.

Is the impact not too strong?

I don't think so. There is at least one incidence in the EU (X-Wing: Wraith Squadron) where this tactic is used deliberately, with X-Wings firing two volleys of proton torpedoes, one which disrupts the shields of a Nebulon-B frigate, allowing the second volley to penetrate for greater damage. So, firing weapons in sequence to bring down shields to facilitate subsequent attacks is a facet of the SW EU.

On top of that, it is just a temporary window, as opposed to permanent damage (as it was under the Shields Blown result), since the shields will be back up to full strength at the end of the following round, without requiring any sort of repair roll. Unless an attack that hits for damage as the result of a Shields Drained result manages to hit the shield generator for damage...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
denderan marajain
Lieutenant Commander
Lieutenant Commander


Joined: 13 May 2014
Posts: 147
Location: Vienna, Austria

PostPosted: Thu Apr 20, 2017 6:09 pm    Post subject: Reply with quote

Thanks for the quick and logical answer
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT
Goto page Previous  1, 2, 3, 4
Page 4 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0