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Scott's home-brew Starship Damage tables!
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scott2978
Lieutenant Commander
Lieutenant Commander


Joined: 02 Jun 2005
Posts: 220
Location: Arizona, USA

PostPosted: Wed Feb 07, 2007 1:58 pm    Post subject: Scott's home-brew Starship Damage tables! Reply with quote

Hey everyone,

I made up these damage talbes to give starship damage more flavor. I use them for combat and also for other things that cause damage, and to just add character to ships too. The results are pains-takingly researched and every piece of equipment is actual Star Wars ship gear, though I took a tiny bit of artistic license here and there. This table is made especially for a YT-1300 freighter, but will work with any freighter. I think only one or two items are specific to just the YT-1300, and your average player won't even notice anyway. These tables take the place of the usual damage system in my game, but JUST for player ships. That makes it pretty hard for a player ship to be blown up instantly while keeping the game moving by using the more simple actual SW:2ERE rules for the NPC's (unless of course you want to). If you cut/paste into Word it will come out looking pretty good I think.

Scott




Starship Damage Tables

If you roll a result that does not apply, re-roll. The GM chooses the exact effect of all results based on what the table recommends and the situation at hand. Repair and replacement costs are calculated by the GM as usual. Note that some effects are -1 or -2, not -1D or -2D. A result including “…causes crew 1 Stun/rd” means everyone on board is stunned once per round. Finally, keep in mind that the crew may not notice all damage…

Light damage Roll 2 dice:
(When the ship has sustained as many Light Damage results as it has Hull dice, it also sustains a Moderate Damage result.)
11 Escape pod ejector damaged. A random pod must be launched manually from inside the ship.
12 Cargo Elevator Lift Actuator hit, elevator inoperative. If hit again, causes a seal microfracture.
13 Landing Struts hit, may buckle on landing causing structural damage (ie: -1D hull).
14 Ion Thruster Coolant Valve jammed, mild overheating increases maintenance costs by 25%
15 Auto Chef damaged. Can you fix it? If not, can you cook?
16 Carbonite Inserts cracked. You don’t know what these do, but you better replace them soon.
21 Deceleration Equalizer burned out. Moving faster than cruising speed causes crew 1 Stun/rd.
22 Doppler Compensator fried. Better switch to manual for your next landing. -2 Maneuverability
23 Electrophoto Receptors (EPRs) hit, -2 to all gunnery rolls until fixed.
24 Repulsorlift Pressors (one of 4 axes) damaged. Ship flies at an awkward angle in atmo.
25 Freeze-floating Control out of alignment. Ship experiences rough turbulence in atmo flight.
26 Flow Coupler (negative or positive) fused causing minor power fluctuations. Better replace it.
31 Gyro Stabilizers knocked out of alignment, causing random artificial gravity fluctuations. Whoa!
32 Hydrobooster Automation Circuit housing cracked. Intermittent failures add +3 to piloting difficulty.
33 Refresher unit damaged, sewage flows into bilge upon every flush.
34 Irradiator blown. You never miss it until it’s gone. Unless you like getting sick.
35 Intergyron explodes. Everyone in cockpit sprayed with inky, gritty, black fluid.
36 Quarkmeter sheared off. It’s a bit harder (ie: impossible) to detect energy signatures now.
41 Reactant Agitator Injector dies. Now your ship uses more fuel. +25% consumables cost.
42 Sandskid detached. Landing on anything soft may cause the ship to sink, blocking the entry ramp.
43 Log-recorder obliterated. Now who knows what’s wrong? Not you!
44 Climate controls gone haywire, ship gets randomly very hot or very cold until fixed.
45 Full Spectrum Transceivers (FSTs) burned out. Now you have to determine what it all means.
46 Life Form Indicators (LFIs) blown. Is that a Bomorian fire beetle or a Trandoshan over there?
51 Subspace Transceiver damaged. Ship-to-ship calls sometimes dropped and have lots of static.
52 Intercom unit damaged, causing intermittent operation and loud static.
53 Halpiton Circuit singed. Ship’s computer starts randomly rebooting.
54 Sublight Transponder damage causes garbled signal. Expect more attention from the authorities.
55 Exhaust Nacelle damaged, maximum speed reduced by 1.
56 Water Reclamation system ruptured. Water, water everywhere.
61 Power circuit blowout, nearby Vac suit locker catches fire briefly. Will they still work?
62 Entry Ramp actuator catches fire. Heat-warped bulkhead jams ramp. Find another way out.
63 Oxyscrubbers fried, consumables need replacement sooner.
64 Shipboard fire suppression system malfunctions, spraying safety foam everywhere.
65 Rectenna damaged, making sensors harder to read. +3 to all Sensors difficulties until repaired.
66 Internal hatch combing warped, one random internal hatch will not close all the way.

Seal microfracture – This hatch may suddenly blast open when the seal finally gives out. A microfracture is extremely small and detectable only by a Difficult Sensors roll. Have a random crewmember roll 1D at random intervals:
1-2 Nothing happens, seal still microfractured.
3-4 Microfracture grows larger, add +1 to next roll. Sensors difficulty reduced to Moderate.
5-6 Seal fracture begins to give, groaning and creaking. If not replaced at next landing, it may blow, exposing the cabin to space. If this happens, use GM discretion as to the effects.




Moderate damage Roll 2 dice:
(When the ship has sustained as many Moderate Damage results as it has Hull dice, it also sustains a Heavy Damage result.)
11 Escape Pod bulkhead combing warped. One pod is stuck in its berth until repaired.
12 Mass Shadow Sensors damaged, ship randomly drops out of hyperspace until fixed.
13 Particle Shield Matrix Board fried, even small impacts may cause hull microfracture.
14 Landing Claw shot away. –1 to hull strength rolls until mount is repaired or claw is replaced.
15 Acceleration Compensator hit, moving faster than cautious speed causes crew 1 Stun/rd.
16 Alluvial Dampers damaged, hyperspace travel times fluctuate greatly.
21 Repulsorlift Graviton Gauge blown, atmo flight difficulty +1 level as ship bucks and heaves.
22 Refresher unit explodes, sewage flies everywhere. Beware at your next planetfall.
23 Flux Inhibitor hit, -2 base speed until repaired.
24 Surge Arrestor electrical fire, power fluctuations effect multiple systems. Re-roll twice.
25 Gyro Stabilizers damaged, artificial gravity changes 90 degrees.
26 Accu-Accelerator blasted, Ion engines will no longer start once they are shut down.
31 Realspace Compensator breaks, after next reversion, sublight engines/repulsorlifts fail.
32 Avionics Control smashed, flying in atmo is increased 2 difficulty levels until fixed.
33 Burn-out Creepage, roll once on Light Damage table every week until full overhaul.
34 Speed Limiter burned up, shipboard energy weapons damage reduced by 1D.
35 Centrifugal Debris Extractor shattered, ships engines require overhaul sooner.
36 DDX Pulse Modulator damaged, random ship’s systems lose power intermittently.
41 Energy Array smashed, you have to operate it manually until fixed. (+1 action for pilot)
42 Etheric Rudder jammed, ship pulls hard to one side, increases piloting difficulty by 2 levels.
43 One random cockpit seat is hit, saving the occupant, but the G-Locks on that seat are gone.
44 Gyro Control Module knocked out of alignment, maintaining level flight is Difficult.
45 Artificial Gravity generator cuts out. Now I’m free, I’m free-falling…
46 Inertial Compensator damaged, maneuvering faster than cruising causes crew 1 Wound/rd.
51 Ion-flux stabilizer blown, power circuits randomly overload doing 3D damage to those nearby.
52 Ionization Reactor destroyed, consumables replacement cost doubled.
53 Navigation Computer fried, nav buffer data lost and all plotting times doubled until fixed.
54 Entry Ramp Reservoir-locking Valve cracked and leaking, better get on that hand pump quick!
55 Power Coupling (negative or positive) damaged, Hyperdrive Motivator inoperative until fixed.
56 Sensor Pallet holed, sensors work intermittently until repaired.
61 Magnetic Bottle breached, Hyperdrive Motivator fails, offline until bottle is replaced.
62 Thrust Intermix Cowling blown away, ship begins to get hot – very hot.
63 Field Limiters blown out, shields flicker randomly until fixed. 50% chance of working each hit.
64 Subspace Transceiver destroyed, no communications beyond televisual range.
65 Navigation Computer core meltdown, time to dust off the astrogation plotter.
66 Quad-Ax Stabilizer fails, Hyperdrive rattles in its mounting, causing intermittent drive failure.


Hull microfracture – The hull may suddenly blast apart when the fracture finally cracks open. A microfracture is extremely small and detectable only by a Difficult Sensors roll. Have a random crewmember roll 1D at random intervals:
1-2 Nothing happens, Hulll still microfractured.
3-4 Microfracture grows larger, add +1 to next roll. Sensors difficulty reduced to Moderate.
5-6 Hull fracture begins to crack, groaning and creaking. If not replaced at next landing, it may blow, exposing the cabin to space. If this happens, use GM discretion as to the effects.






Heavy damage Roll 2 dice:
(When the ship has sustained as many Heavy Damage results as it has Hull dice, it also sustains a Severe Damage result.)
11 Escape Pod ruptured, pod cabin is open to space. Don’t touch that hatch!
12 Mass Shadow Sensors destroyed, greatly increasing the difficulty of navigation until replaced.
13 Particle Shields down, every impact causes a hull microfracture.
14 Hull breach, random junk or passenger plugs the gap – temporarily.
15 Acceleration Compensator demolished, hyperspace travel causes crew 1 wound/rd.
16 Alluvial Dampers gone, Hyperdrive will not engage until replaced.
21 Weapon mount takes a direct hit, roll damage vs 2D starship scale strength.
22 Sublight drive Inverse Coupling severed. Speed can only be changed by 1 until replaced.
23 Interrupter Template gone, any shooting could remove valuable external components.
24 Crystal Oscillator explodes, ship’s main power goes offline. Emergency power lasts 1D hours.
25 Plasma Phase Coil damaged, white-hot plasma floods the cargo bay, incinerating everything.
26 Shield Projector crushed by collapsing bulkhead, one shield arc is down, permanently.
31 Influx Capacitor blown out, a very big bang is about to happen... Better fix it fast!
32 Neutrino Hybridizer shattered. Sublight base speed reduced to 1.
33 Burn-out Creepage, roll on Moderate Damage table every week until full overhaul.
34 Weapons Capacitor drilled. All power to weapons is lost until replaced.
35 Centrifugal Debris Extractor quits, ships engines ingest space debris and go offline. Forever.
36 DDX Pulse Modulator overloads, random ship’s system is totally vaporized.
41 Energy Array detonates, power allocation cannot be changed until replaced.
42 Cryogenic Power Cells holed, deadly cryo-gas leakage and backup power fails.
43 Droid Interface Unit overloads, exploding. Attached droids suffer 6D damage.
44 Gyro Control Module explodes, ship flies into a tight spin. Tricky piloting can regain control…
45 Weapon hit, Light Mass Core meltdown melts the weapon to the hull. Lots of work to fix.
46 Inertial Compensator totally smashed, faster than cautions movement causes crew 1 wound/rd.
51 Power Converter pierced, jets of hot plasma burn into the ship’s sublight engines…
52 Hypercoil catches fire. Before it’s out, there’s a hole the size of your fist in the Hyperdrive…
53 Halpiton Circuit Destroyed. Ship’s computer needs to be replaced.
54 Heavy structural damage, no systems hit, but ship’s Hull is at -1D until full overhaul.
55 Power Coupling (negative or positive) ignites, starting large plasma fire. Hull -1/rd until out.
56 Sensor Pallet explodes, all sensors down... very, very down.
61 Hyperdrive Shunt damaged, extreme heat melts nearby power linkages, controls going dead…
62 Terdon Repulsorlift Power Cell vaporized, deadly Terdon gas leaks into crew compartment.
63 Shield Capacitor power linkages snapped, all shields down until replaced.
64 Bulkhead collapse, (roll twice on Moderate Damage table)
65 Serious hull breach, ship leaking atmosphere. All air is gone in 1D minutes.
66 Secondary explosions, reroll twice on this table.


Severe damage
Roll once on each previous damage table. (When the ship has sustained as many Severe Damage results as it has Hull dice, it is destroyed.)

Ship destroyed Roll 1 die:

1 Ship begins to disintegrate, in 1D rounds it will simply fall apart. Luckily you have time to bail.
2 All ship’s systems go completely and permanently dead. You’re floating junk, dead in space.
3 Massive damage and multiple explosions. Passengers each take 4D damage. Roll again…
4 A large portion of the hull rips off, exposing passengers to open space. Ship dies.
5 An explosion inside the Hyperdrive causes the motivator to actuate. The ship, and you, vanish.
6 You witness the biggest, brightest explosion you’ve ever seen, right up close. Good night.


Last edited by scott2978 on Wed Feb 07, 2007 4:25 pm; edited 7 times in total
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Feb 07, 2007 2:08 pm    Post subject: Reply with quote

That's very colorful, thanks. The only thing I find odd is the rolling system you picked. Before rolling, are you supposed to say which dice comes before the other to form that number? Because, if I roll a 2 and a 1, that can be either 21 or 12. That's a rather strange method, and quite alien to the WEG D6 system.
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scott2978
Lieutenant Commander
Lieutenant Commander


Joined: 02 Jun 2005
Posts: 220
Location: Arizona, USA

PostPosted: Wed Feb 07, 2007 2:33 pm    Post subject: Reply with quote

Yeah. I had to pick a mechanic that fit the number of results I had to work with, and preferably one that used D6's. For gaming groups that might be confused, you could simply nominate one player to roll one D6, and another to roll the second D6, to avoid the possibility of confusion or cheating.

Noteworthy is that I made the tables so that there is no correlation between what you roll and how bad the result is. Higher does not equal worse, for instance. For many of the results, I factored in how much the repairs would cost as a factor of how bad the damage is. For instance: a result of "X needs to be fixed" is not as bad as "X needs to be replaced".

Also, there are a lot of results that are there more for role playing purposes than blowing the group to kingdom come. I tried to make the ship damage results have as much flavor as the character's injuries have. I've found that often the ship is as much a party member as the PCs.

Scott
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scott2978
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Joined: 02 Jun 2005
Posts: 220
Location: Arizona, USA

PostPosted: Wed Feb 07, 2007 3:05 pm    Post subject: Reply with quote

Also note that I used the verbiage: "Roll 2 dice" instead of "Roll 2D" for each table.

I just posted an update to the tables using the latest version.
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Pel
Line Captain
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Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Thu Feb 08, 2007 3:13 am    Post subject: Reply with quote

Great tables! Definitely more descriptive and interesting than the standard "controls ionized" or "Dude, we're all gonna die!" hehe

Excellent work! Thanks for posting them.
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