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===SHIP CRISIS=== Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and Wound damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the ''Crisis'' to get it even if the rest of the party doesn’t want it. Once the ''Crisis'' is accepted, the hit is negated and the GM rolls on the table. This can only happen once a round for the non-Captain players (see below)</br> The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br> Some ''Crisis'' are '''''Continuing'''''. They will apply a penalty to the ship that continues until a crewmember successfully performs a ''Deal With a Crisis'' action.</br> Other ''Crisis'' are '''''Acute'''''. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.</br> A final ''Crisis'' has an '''''Immediate'''''. The aftermath of these effects must be dealt with by the crew (i.e. figure out how they will survive because of this).</br> The same ''Crisis'' rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.</br> For a Crisis, roll a d20 {| class="wikitable" border="0" |- | '''D20''' || '''Criss''' || '''Type''' |- | 1-2 || Brace for Impact! || Immediate |- | 3 || Communications Disabled || Continuing |- | 4 || Crew Lost || Acute |- | 5 || Fuel Bleed || Acute |- | 6 || Haywire Systems || Continuing |- | 7 || Helm Lock || Continuing |- | 8-9 || Hull Breach || Acute |- | 10 || Impulse Engines Damaged || Continuing |- | 11 || Life Support Breach || Acute |- | 12 || Navigational Array Disabled || Continuing |- | 13 || Sensors Damaged || Continuing |- | 13 || Shield Loss || Continuing |- | 15 || Superstructure Damaged || Continuing |- | 16 || System Damaged || Continuing |- | 17 || Targeting Decalibration || Continuing |- | 18 || Warp Core Damaged || Continuing |- | 19 || Weapon System Damaged || Continuing |- | 20 || VIP Imperiled || Acute |- |} <u>CRISIS DESCRIPTION</u></br> '''''Brace for Impact!''''': The ship suffers a hit in just the right location that is more than the gravity compensators can handle, throwing unbraces objects (and crew) around like dolls. If the commander makes a successful ''Battle'' check all PC can brace themselves with a basic Agility check. Failure and everyone suffers a -2 to their Agility check. Failure on this check and they are thrown away from their station and knocked prone and are automatically Shaken (or suffer 1 Wound if you critical failed). 10% of the crew (20% if the commander failed the Battle check) are also Shaken until the end of the next round and can be disabled if they suffer another impact or similar crew loss (which disables these crew members and an additional 10% from Crew Lost). The ship is considered an Unstable Platform (SWA pg. 109, but also -2 for all ship actions) for all action for the team’s next round. '''''Communications Disrupted''''': The communication array is damage. Until resolve all comm actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Crew Lost''''': Brave crew risk their lives to keep damaged systems operating. Describe the danger they face. If the Crisis is not resolved by the end of the next round, 10% of the ship’s maximum crew are incapacitated. Half these crewmen are dead or permanently disabled, and the other half return to duty in a week. A successful ''Healing'' check at -2 by the Medicine head halves the number of dead and crippled and to lower the loss to none with at least two raises! If the ship has run out of NPC crew when it takes this Crisis, a random PC suffers. The PC must make an Agility or Vigor -2 check (player’s choice) or suffer a Wound (two Wounds with a Critical Failure). Incapacitated heroes require the Medical head to stabilize them as normal or they will die the following round. '''''Fuel Bleed''''': The ship’s Energy fuel reserves have been damaged or emergency vents have been force-triggered by battle damage. If not resolved by the end of the next round, the ship will jettison 20% of its overall Energy points (round up). If reduced to 0 Energy the ship ceases to function and only emergency life support is even operational. '''''Haywire Systems''''': Critical command links have been damaged or disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crisis can stack this penalty, crippling a ship until the Crises are resolved. '''''Helm Lock''''': The ship’s helm system has been damage. Until resolve all helm actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Hull Breach''''': The hull has been damaged in a way that is currently non-critical but is about to tear open an important compartment or crumple on vital systems. If not resolved by the end of the next round the ship suffers a 1d4 Wounds automatically. '''''Impulse Engines Damaged''''': The vessel’s main impulse engines have been damaged reducing the ship’s Speed by 1. If reduced to 0 the system is destroyed and cannot be repaired in combat. The ship can only to stationary maneuvering reducing Helm Action to ''Bring Weapons to Bare'' only. '''''Life Support Breach''''': The hit has penetrated into life support. If not resolved by the end of the next round the ship suffers a loss of 1d6x10% of its overall remaining life support ‘days’. If knocked to 0 then the ship is on emergency life support and all actions suffer a -2 penalty and -2 Command Points. '''''Navigational Array Disabled''''': The ship’s navigational systems are disrupted and disabled. Until resolve all navigation actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Sensors Damaged''''': The ships main sensors have been disrupted. Until resolve all science actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty). '''''Shield Loss''''': One of the ship’s shield systems has been damage by the hit. The shields overall hits is reduced by the ship’s Size x2. If reduced to 0 point the system is destroyed and cannot be repaired in combat. '''''Superstructure Damaged''''': The hit melted an important patch of ship’s armor, cracked an internal support, or exposed sensitive systems. Until resolved, the ship’s Armor rating is lowered by 1d6+4 and base Toughness is lowered by 1d6+1. '''''System Damaged''''': One of the ship’s systems has been cooked by the hit. The GM picks a system covered under Notes for other basic systems; that system has been disabled as if hit with a ''Targeted Shot'' action. Disabled system hit by this Crisis again or ''Target Shot'' action are destroyed and cannot be repaired during combat. '''''Targeting Decalibration''''': The gunnery computers are hopelessly confused and cannot lock the ship’s weaponry on a target until this Crisis is resolved. Until resolve all tactical actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 2 additional command points to work (along with the -2 penalty). '''''Warp Core Damaged''''': The vessel’s warp core is damaged and the ship cannot engage the warp engines until fixed. As warp engines provide most of the ship’s power its’ Speed is reduced by 1 and all non-torpedo weapons deal 2d weapon damage less until restored. If the vessel suffers this damage again the engines are is destroyed and cannot be repaired in combat. The ship loses all but a maximum of 1d6 x ½ the ship's Size Engergy points (if lower then it loses an additonal number of Energy Points equal to the ship's Size). The vessel is now running on backup engines/power plants only. '''''Weapon System Damaged''''': One of the ship’s weapon arrays/banks is damage. Pick a random one. If a turret all weapons linked are also damaged. Damage systems deal ½ damage until fixed. If the vessel suffers this damage again this weapon system is destroyed and cannot be easily repaired in combat (''Repair'' checks are at an additional -2 and take twice as many Command Points). Tractor Beams count as Weapons. The first time it is damage they suffer a -4 penalty to use. The second time its is destoryed and cannot be repaired easily in combat (''Repair'' checks are at an additional -2 and take twice as many Command Points) '''''VIP Imperiled''''': Shipboard damage threatens a random PC or important NPC. That victim must immediately roll a Vigor check minus the ship’s wound level (maximum -3), and on a failure they are mortally wounded (4 wounds for Wild Cards). NPC crew can make a free attempt to stabilize the downed VIP using their usual NPC Healing skill check. If the NPC fails, and no PC takes a ''Deal With a Crisis'' action to successfully stabilize them by the end of the ship’s turn, they die. A Medicine PC head can make a normal ''Healing'' check but that is all it can do this round. A success stabilizes the subject while a raise heals one Wound. <u>ADITIONAL NOTES</br></u> At the end of the crisis the GM determines the rate at which crisis and damage is repaired or resolved, depending on how badly damaged the ship is and the crew personal remaining. Regardless a ship reduced to 0 Wounds is fully disabled and reduced to emergency life support only. A ship that suffered x2 its basic Wounds is destroyed and all crew are dead unless they make a Smarts test at -2 to reach an escape pod or emergency transporter in time. Edges that can be used for Starship Actions – the Captain can use various Leadership edges for crew and Quick and Level Headed for Initiative; Communications can use EMP Specialist; Engineering can use McGyver and Mr. Fix It; Helm can use Ace (but cannot soak); Navigation and Science can use Scholar; Tactical can use Trade-Mark Weapon. All can use Steady Hands.
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