Battle Damage Chart: Difference between revisions
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This page is linked too from [[Giving_and_Receiving_Damage_in_Space_Ships|Giving and Receiving Damage in Space Ships]]. This is regarding Battle Damage Die Roll done when a ship receives battle damage. It is 2d6 and it determines the repair DC as well as any side effects the ship may get. All side effects only last for 1 round. | |||
To learn more about spaceship combat go [[Combat#Space_Combat|here]]. To learn more about spaceships, in general, go [[Space_Ships|here]]. | |||
* '''7:''' DC 7 | * '''7:''' DC 7 | ||
** <u>Description:</u> Ruptured Valve | ** <u>Description:</u> Ruptured Valve |
Latest revision as of 01:19, 29 January 2019
This page is linked too from Giving and Receiving Damage in Space Ships. This is regarding Battle Damage Die Roll done when a ship receives battle damage. It is 2d6 and it determines the repair DC as well as any side effects the ship may get. All side effects only last for 1 round.
To learn more about spaceship combat go here. To learn more about spaceships, in general, go here.
- 7: DC 7
- Description: Ruptured Valve
- Effect: None
- 6: DC 11
- Description: Punctured hull
- Effect: The crew cannot move from one bay to another without a spacesuit. All bays and main ship compartments stay pressurized.
- 8: DC 10
- Description: Blown Capacitor
- Effect: Roll a d6. 1=Captions Console, 2=Science Console, 3=Pilot Console, 4=Sensor Console, 5=Weapon Console, 6=Engineer Console. This console explodes dealing 4 Advantage Die worth of Electric Damage on the target. Causing shaken condition for one round.
- 5: DC 14
- Description: Rocked ship
- Effect: The crew is shaken for one round.
- 9: DC 13
- Description: Misaligned Actuator
- Effect: The Pilot takes disadvantage during the next round.
- 4: DC 18
- Description: Life support damaged
- Effect: The ship’s artificial gravity is temporarily out. Any crew member that attempts to move (leave there a station for another station for example) has to roll an Acrobatics check to determine if they get to there location. DC 15.
- 10: DC 17
- Description: EPS Conduit exploded
- Effect: Remove the AC from the engines and the Pilot’s console explodes dealing 4 Advantage Die worth of Electric Damage and causing him to be shaken for one round.
- 3: DC 22
- Description: Short in secondary power distribution.
- Effect: Any roll that uses the Electronics takes disadvantage.
- 11: DC 21
- Description: Main sensor array damaged
- Effect: The weapons office takes -1, -1. They have to use 1 less die and take -1 to all rolls. The Sensor Officer takes a double disadvantage.
- 2: DC 27
- Description: Plasma Containment failure.
- Effect: Engineer is forced to drop everything to solve this problem and takes 5 Advantage Die worth of damage while attempting to solve the issue. Make roll a Dex DC 15 to only take ½ damage.
- 12: DC 26
- Description: Engine core malfunction.
- Effect: The Engineer has to stop what he/she is doing in order to stop a meltdown. They do not need to roll for the action. It’s just they have to drop everything and handle this. (They can choose not to and abandon ship if that is the player’s choice)