C. Baize
First Post
Okay... I spent about 3 minutes thinking about this, while prepping for tomorrow's D20 Future game... (Yes... I'm sure that it shows that it was about 3 minutes worth of thought, but it's something to start with)
On a critical hit, a starship takes significant damage to one of the following sections, based on a D20 roll:
A critical hit that causes damage to one of these systems causes a 1d10% reduction in efficiency for that system.
Engines: reduce speed by that percentage.
Weapons: they have that percentage chance to malfunction (you can go into more detail, and figure which weapon(s) were damaged, or you can say that it's the weapon system suffering damage)
Shield Generators: effectiveness is reduced by the percentage.
Hull Breach: starship suffers the effect of decompression by one stage for each critical hit causing this damage.
Life Support: passengers and crew suffer effects of thin atmospheres. Unfortunately, we don't have that table, yet, and I haven't gotten that far.
Power Plant: this one can go either of two ways. I'm not sure if I want to take it as power surges / spikes causing a percentage chance for a random electronic system to overload (navigation, communications, grappling system.... whatever), eventually culminating in a "Core Breach" type event, where the power plant explodes at 100% damage, taking the ship with it; OR it could go as electronic systems being underpowered by the percentage (weapons do less damage, ship is slower, shields have decreased effectiveness, etc...)
Okay, people... take it apart...
Need to know where my thinking is incorrect, here (it's after midnight, my time... I KNOW I've got something wrong). Help a brother out.
On a critical hit, a starship takes significant damage to one of the following sections, based on a D20 roll:
1–4: Engines
5–6: Weapons
7–14: Shield Generators
15-18: Hull Breach
19: Life Support
20: Power Plant
5–6: Weapons
7–14: Shield Generators
15-18: Hull Breach
19: Life Support
20: Power Plant
A critical hit that causes damage to one of these systems causes a 1d10% reduction in efficiency for that system.
Engines: reduce speed by that percentage.
Weapons: they have that percentage chance to malfunction (you can go into more detail, and figure which weapon(s) were damaged, or you can say that it's the weapon system suffering damage)
Shield Generators: effectiveness is reduced by the percentage.
Hull Breach: starship suffers the effect of decompression by one stage for each critical hit causing this damage.
Life Support: passengers and crew suffer effects of thin atmospheres. Unfortunately, we don't have that table, yet, and I haven't gotten that far.
Power Plant: this one can go either of two ways. I'm not sure if I want to take it as power surges / spikes causing a percentage chance for a random electronic system to overload (navigation, communications, grappling system.... whatever), eventually culminating in a "Core Breach" type event, where the power plant explodes at 100% damage, taking the ship with it; OR it could go as electronic systems being underpowered by the percentage (weapons do less damage, ship is slower, shields have decreased effectiveness, etc...)
Okay, people... take it apart...
Need to know where my thinking is incorrect, here (it's after midnight, my time... I KNOW I've got something wrong). Help a brother out.
