Battle Damage Chart: Difference between revisions

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(Created page with "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...")
 
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7: DC 7
* 7: DC 7
Description: Ruptured Valve
** Description: Ruptured Valve
Effect: None
** Effect: None
6: DC 11
* 6: DC 11
Description: Punctured hull
** Description: Punctured hull
Effect: The crew cannot move from one bay to another without a spacesuit. All bays and main ship compartments stay pressurized.  
** Effect: The crew cannot move from one bay to another without a spacesuit. All bays and main ship compartments stay pressurized.  
8: DC 10
* 8: DC 10
Description: Blown Capacitor
** 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.
** 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
* 5: DC 14
Description: Rocked ship
** Description: Rocked ship
Effect: The crew is shaken for one round.
** Effect: The crew is shaken for one round.
9: DC 13
* 9: DC 13
Description: Misaligned Actuator
** Description: Misaligned Actuator
Effect: The Pilot takes disadvantage during the next round.
** Effect: The Pilot takes disadvantage during the next round.
4: DC 18
* 4: DC 18
Description: Life support damaged
** 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.  
** 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
* 10: DC 17
Description: EPS Conduit exploded  
** 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.
** 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
* 3: DC 22
Description: Short in secondary power distribution.
** Description: Short in secondary power distribution.
Effect: Any roll that uses the Electronics takes disadvantage.
** Effect: Any roll that uses the Electronics takes disadvantage.
11: DC 21  
* 11: DC 21  
Description: Main sensor array damaged
** Description: Main sensor array damaged
Effect: The weapons office takes -1, -1. They have to use 1 less die and take -1 to all
** 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.
rolls. The Sensor Officer takes a double disadvantage.
2: DC 27
* 2: DC 27
Description: Plasma Containment failure.
** 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.  
** 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
* 12: DC 26
Description: Engine core malfunction.  
** 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)
** 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)

Revision as of 01:13, 29 January 2019

  • 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)