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Gravity on Damaged Ships.
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Mamatried
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PostPosted: Tue Apr 25, 2023 7:04 am    Post subject: Gravity on Damaged Ships. Reply with quote

How would gravity wotrk on damaged ships in SWD6?
I would think at some level of damage gravity within the ship will fail?

have anyone done or had experince with this in game? I have not but it came up with some dicussion.

Zero G rules who imo is very varying from a simpel +X when so and so to removeal of penalties and XXX

So I at a loss as to what rules to have for someone boarding a non life support and no gravity derelict ship etc
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pakman
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PostPosted: Tue Apr 25, 2023 10:08 am    Post subject: Reply with quote

Short answer:
It works however you want it to in your game. Just make sure the players understand it.

Longer Answer:
I have not finished it, but am planning on adding "artificial gravity/Inertial compensator" to my star ship damage rules.

Basically, I am thinking some kind of penalty based upon how much maneuvering or speed changes the ship would make. In theory, people should be belted down in combat - but you could also have any hit which gets past shields thrown them around a bit. Say, make an agility roll vs. the damage or something to avoid being knocked prone (or thrown around a room).

Mostly, zero g might be a narrative event - but knocking it out for a while might make for a fun complication for the party to get past -especially in a boarding action.

Like I said, still working on details - but this is kind of the direction I am going. Oh, that and if the gravity is out - the hyperdrive will not start - unless you want to rule in your game that the "field" or whatever a hyperdirve does takes care of that.

Again, decide how you want it to work - just make sure your players know.

Best of luck in your game.
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cheshire
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PostPosted: Tue Apr 25, 2023 12:47 pm    Post subject: Reply with quote

I've used it as an environmental effect in a game. The characters were onboard a capital ship that was taking enemy fire, and they're confronting an BBEG as part of the adventure. Just as the combat was beginning, the gravity went. Now it's a zero-g battle.

I believe we had them operate off of their dexterity or acrobatics to maneuver into position during the fight, rather than just standard movement. And, of course, when they had a trajectory, it continued on until the hit a wall.

So, it was using a series of existing skills to run the combat. But again, it was all environmental flourish to make the scene more interesting rather than just a regular ground battle. There were no predetermined mechanical factors as to when the gravity would or wouldn't fail. In fact, they moved on to another segment of the capital ship where artificial gravity hadn't failed.
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garhkal
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PostPosted: Tue Apr 25, 2023 1:57 pm    Post subject: Re: Gravity on Damaged Ships. Reply with quote

Mamatried wrote:
How would gravity wotrk on damaged ships in SWD6?
I would think at some level of damage gravity within the ship will fail?

have anyone done or had experince with this in game? I have not but it came up with some dicussion.

Zero G rules who imo is very varying from a simpel +X when so and so to removeal of penalties and XXX

So I at a loss as to what rules to have for someone boarding a non life support and no gravity derelict ship etc

I have. Once main power Or life support goes out, then grav is off.. SO anyone not strapped in, free-floats. That's a good place for folks using Mag boots!

IIRC there does exist a zero g skill, i just forget where i saw it.
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Whill
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PostPosted: Wed Apr 26, 2023 1:40 am    Post subject: Re: Gravity on Damaged Ships. Reply with quote

Mamatried wrote:
How would gravity wotrk on damaged ships in SWD6?
I would think at some level of damage gravity within the ship will fail?

have anyone done or had experince with this in game?

I have but it has been a while. I have artificial gravity generator damage possible on my spaceship damage chart (see my current rules for it here).

pakman also mentioned inertial compensation. I have inertial compensator damage as a separate possible damage result. They could be tied together into the same tech, but inertial compensation would actually be much more important than artificial gravity. With the high speeds involved in space combat, a minor change in direction or speed could result in everyone in the ship going splat without inertial compensation (and the ship possibly being severely damaged as well). In my SWU it is standard for all ships to have a primary inertial compensator and slightly less effective backup unit as well, so my damage system has damage to the primary and then to the backup possible.

Mamatried wrote:
Zero G rules who imo is very varying from a simpel +X when so and so to removeal of penalties and XXX

So I at a loss as to what rules to have for someone boarding a non life support and no gravity derelict ship etc

RAW gravity rules are present in The Star Wars Planets Collection. CRMcNeill updated environmental rules for the fan AJ and it might include gravity too.

The RAW in The Star Wars Planets Collection indicates that characters can use the climbing/jumping skill to control direction of movement if they have anything to grab/pull on and/or push off of. RAW says characters can also use the Mechanical attribute to shoot blasters in the opposite direction of where they want to go. (Blaster bolts are actually high energy packets of particles, so Newton's third law means that shooting blasters or other projectiles automatically pushes a free-floating character backwards, even if they don't want to go that direction). The Starfall adventure module says the swimming skill may be used for zero-g movement. I have a dedicated zero-g/freefall skill under Dexterity, which is used for movement and dodging in zero-g.

garhkal wrote:
IIRC there does exist a zero g skill, i just forget where i saw it.

If you (or anyone else reading this) ever does recall, I'd like to know where. In my research for writing this, I could not find any such skill. There is a zero-g skill in D6 Space. Do you think that is where you might have seen it?
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Mamatried
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PostPosted: Wed Apr 26, 2023 3:52 am    Post subject: Reply with quote

I found referances to Zero G mostly under Special Abilities form Imperial Forces, the SpecNav foces is one, where Zer G is given, inclusing several martial technicques, but I digress

I love the thing mentioned here by Whill,
It sounds like it can be used very detailed when needed like thins sealed compartent my still have air, systems busted in that part of the ship.

But since I am asking about gravity and systems onboard a ship, on a vessel like an IDS how would a lack of power affect a boarding party?
Limitied to one deck?
Are there stairs?

I assume rooms/Areas can be sealed off aka blast doors and the various security and anti boarding systems.
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garhkal
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PostPosted: Wed Apr 26, 2023 2:21 pm    Post subject: Reply with quote

Mamatried wrote:
I found referances to Zero G mostly under Special Abilities form Imperial Forces, the SpecNav foces is one, where Zer G is given, inclusing several martial technicques, but I digress


I saw a "melee combat specialty Zero g" in rules of engagement, listed on the space trooper specialist cha sheet...

Mamatried wrote:

But since I am asking about gravity and systems onboard a ship, on a vessel like an IDS how would a lack of power affect a boarding party?
Limitied to one deck?
Are there stairs?

I assume rooms/Areas can be sealed off aka blast doors and the various security and anti boarding systems.


Doors would be hard as hell to open. Most decks on an ISD are accessed by turbo lifts, but iirc they have ladders inside..
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Whill
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PostPosted: Wed Apr 26, 2023 10:44 pm    Post subject: Reply with quote

If a ship has zero power, yes, that would mean zero artificial gravity. Treat the entire environment as zero gravity with the rules RAW gives or something like that.

You don't need gravity to have sealed off sections of a dead ship that maintain an atmosphere (which could even still be breathable if there aren't any animal species or fires using up all the oxygen). However, transitions between vacuum and air sections are going to be a challenge without venting its atmosphere because airlocks would need power to work. Best if the characters keep spacesuits on while they explore the hulk.

I agree that it is reasonable there would be service ladders in turbolift shafts. That would provide convenient handholds for maneuvering in zero-g.
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Mamatried
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PostPosted: Thu Apr 27, 2023 1:33 pm    Post subject: Reply with quote

What about "Envirnmental" hazards, like foating debris etc.
Both in terms possible "things" that injute the players, but also as to movement and hiderances.

While it is not a very good comparison, I am thinking what my living room would look like with evething floating about.....some could be both a hindrance and a danger.

I guess this can be the easiest thing to solve though by adding panalies as seen fit, mayne make terrain a higher difficulty etc
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garhkal
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PostPosted: Thu Apr 27, 2023 2:10 pm    Post subject: Reply with quote

I'd just increase the 'movement' difficulties..
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Dr. Bidlo
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PostPosted: Sat Apr 29, 2023 11:31 am    Post subject: Reply with quote

garhkal wrote:
I'd just increase the 'movement' difficulties..


I agree. Too many rules bogs down the game. Don't get me wrong, I lover extra rules for detail and realism, but the gravity thing I would keep loose and use it as a GM's event catalyst or a complication when a 1 is rolled on the wild die.
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