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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16427 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Oct 21, 2025 9:55 pm Post subject: Reliability Stat for Starships |
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Way back when, during discussions about converting Consumables to Endurance Dice, the possibility of giving starships a Reliability Rating was also discussed, providing a framework for the PCs to deal with various ship's tendencies to break down at inopportune moments. It has since sat on the back burner for some time, but (as many of my brain bugs are wont to do), I circled back around to this one again recently.
Here's a bare bones concept:1). All ships will have a Reliability Rating, using standard Difficulties. Highly reliable ships that almost never break down will be Very Easy, while maintenance nightmares (like the Millennium Falcon) will be Heroic or higher, with most ships falling somewhere in between.
2). During either pre- or post- game bookkeeping, the ship's owner (or designated mechanic) will roll their Repair skill against the ship's Reliability level. CPs may be spent on this roll to offset unwanted results, and represent added time spent between missions performing standard maintenance and repairs.
3). On a failed roll, apply the difference to the Starship Damage chart and roll accordingly to generate a Malfunction.
4). Once the Malfunctioning System has been determined, roll 1D to determine how the malfunction will present itself:1-2: The Malfunction has not yet occurred, but will activate on a Wild Fail of either Piloting, the system's particular skill (Shields, Sensors, Communications, etc), or at the GM's discretion.
4-6: PCs are aware of the malfunction and are in the process of repairing it when the next session begins. I can already see some ways to improve it (such as substituting some of the minor mishaps from Tramp Freighters in place of Shields Blown / Controls Ionized results), but I wanted to get this posted so the discussion ball could start rolling. _________________ "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.
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10554 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Oct 22, 2025 12:17 am Post subject: Re: Reliability Stat for Starships |
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Sounds like a good premise so far.
| CRMcNeill wrote: | | Highly reliable ships that almost never break down will be Very Easy, while maintenance nightmares (like the Millennium Falcon) will be Heroic or higher, with most ships falling somewhere in between. |
It seems to me that what would make the Falcon a maintenance nightmare would be the fact that it is so highly modified. This system should include a rule that modifications increase the difficulties from the stock versions of the ships. _________________ *
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16427 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Oct 22, 2025 9:33 pm Post subject: Re: Reliability Stat for Starships |
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| Whill wrote: | | It seems to me that what would make the Falcon a maintenance nightmare would be the fact that it is so highly modified. This system should include a rule that modifications increase the difficulties from the stock versions of the ships. |
Definitely. I’ll have to brush up on the GG6 modification rules and try to mesh the two. There should also be a modifier that ramps up if the ship doesn’t get regular maintenance. _________________ "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.
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