Editing NiS/Ship to Ship Combat

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Member of '''The Necromunda Ring'''
 
 
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[[NiS/index|Back to Index]]
 
[[NiS/index|Back to Index]]
 
==Ship Stats==
 
==Ship Stats==
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For the sake of convenience, it is assumed that all off-story boarding actions against the player are repulsed, eventually.  (It’s bad form for the GM to enslave a whole ship because of a few bad dice rolls)  The only question then is, how much stuff is taken or destroyed in the boarding action.  To determine the extent of the damage, roll a d6, make a security check, and refer to the table below.  (Note: For boarding actions that are part of the plot, the GM may want to play it as a special scenario rather than rolling on the following table.)
 
For the sake of convenience, it is assumed that all off-story boarding actions against the player are repulsed, eventually.  (It’s bad form for the GM to enslave a whole ship because of a few bad dice rolls)  The only question then is, how much stuff is taken or destroyed in the boarding action.  To determine the extent of the damage, roll a d6, make a security check, and refer to the table below.  (Note: For boarding actions that are part of the plot, the GM may want to play it as a special scenario rather than rolling on the following table.)
  
 
+
D6 Security Ck Result
<table border="1">
+
1 Pass: The boarding action was repelled with extreme prejudice.  The attacking ship is repelled and flees the scene, and d3 randomly selected defenders gain d6xp.
 
+
Fail: The boarding action is repelled
<tr>
+
2 Pass: The boarding action is repelled
<th>D6</th>
+
Fail: The attackers managed to penetrate a cargo bay (or some other income generating compartment) and stole 1d6x10 cr. worth of cargo.  In your next trading phase, your income is at –1d6
<th>Security Ck</th>
+
3 Pass: Lose 1d6x10 credits of cargo
<th>Result</th>
+
Fail: Lose 2d6x10 credits of cargo
</tr>
+
4 Pass: Lose 1d6x10 credits of cargo
 
+
Fail: Lose 2d6x10 credits of cargo; roll once the ship damage table.
<tr>
+
5 Pass: Lose 1d6x10 credits of cargo
<td>1</td>
+
Fail: Lose 3d6x10 credits of cargo; roll once the ship damage table.
<td>Pass:</td>
+
6 Pass: Lose 2d6x10 credits of cargo.
<td>The boarding action was repelled with extreme prejudice.  The attacking ship is repelled and flees the scene, and d3 randomly selected defenders gain d6xp.</td>
+
Fail: Lose 3d6x10 credits of cargo plus everything in your stash (including equipment); roll once on the ship damage table.  
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>The boarding action is repelled</td>
 
</tr>
 
 
 
<tr>
 
<td>2</td>
 
<td>Pass:</td>
 
<td>The boarding action is repelled</td>
 
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>The attackers managed to penetrate a cargo bay (or some other income generating compartment) and stole 1d6x10 cr. worth of cargo.  In your next trading phase, your income is at –1d6</td>
 
</tr>
 
 
 
<tr>
 
<td>3</td>
 
<td>Pass:</td>
 
<td>Lose 1d6x10 credits of cargo</td>
 
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>Lose 2d6x10 credits of cargo</td>
 
</tr>
 
 
 
<tr>
 
<td>4</td>
 
<td>Pass:</td>
 
<td>Lose 1d6x10 credits of cargo</td>
 
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>Lose 2d6x10 credits of cargo; roll once the ship damage table.</td>
 
</tr>
 
 
 
<tr>
 
<td>5</td>
 
<td>Pass:</td>
 
<td>Lose 1d6x10 credits of cargo</td>
 
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>Lose 3d6x10 credits of cargo; roll once the ship damage table.</td>
 
</tr>
 
 
 
<tr>
 
<td>6</td>
 
<td>Pass:</td>
 
<td>Lose 2d6x10 credits of cargo.</td>
 
</tr>
 
 
 
<tr>
 
<td><br></td>
 
<td>Fail:</td>
 
<td>Lose 3d6x10 credits of cargo plus everything in your stash (including equipment); roll once on the ship damage table. </td>
 
</tr>
 
 
 
</table>
 
  
 
==Repairing Ships==
 
==Repairing Ships==
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For the damage table, roll a d3 and add the amount of damage remaining on the location.  In addition, add +1 if the crewman failed his repair roll.
 
For the damage table, roll a d3 and add the amount of damage remaining on the location.  In addition, add +1 if the crewman failed his repair roll.
  
<table border="1">
+
D3 Ship Repair Table
 
+
1-2 You got off lucky; all that is needed to bring it back to ship-shape is dirt-cheap, common parts.  If you assign a mechanic to work on it as his post-game action, the damage is repaired  
<tr>
+
3 You must pay 10 credits per point of damage to repair the location.
<th>D3==========</th>
+
4 You must pay 15 credits per point of damage to repair the location.
<th>Ship Repair Table</th>
+
5 Unfortunately, the parts that you need to fix your ship aren’t readily available, but with a little looking they should turn up.  To repair you ship, you need to make a Rare 6 roll, and pay 10+d6credits per point of damage. In addition, any upgraded systems that operate off that characteristic are disabled until the damage is repaired.
</tr>
+
6 Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find the extra rare parts.
 
+
7 Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find extra rare parts.  All upgrades that operate off that characteristic are disabled until the damage is repaired
<tr>
+
8 Rare 9; 20+d6 credits per point of damage, and the statistic is reduced by –1 permanently.
<td>1-2</td>
+
+1 per point of damage+1 if repair test was failed
<td>You got off lucky; all that is needed to bring it back to ship-shape is dirt-cheap, common parts.  If you assign a mechanic to work on it as his post-game action, the damage is repaired.</td>
 
</tr>
 
 
 
<tr>
 
<td>3</td>
 
<td>You must pay 10 credits per point of damage to repair the location.</td>
 
</tr>
 
 
 
<tr>
 
<td>4</td>
 
<td>You must pay 15 credits per point of damage to repair the location.</td>
 
</tr>
 
 
 
<tr>
 
<td>5</td>
 
<td>Unfortunately, the parts that you need to fix your ship aren’t readily available, but with a little looking they should turn up.  To repair you ship, you need to make a Rare 6 roll, and pay 10+d6credits per point of damage. In addition, any upgraded systems that operate off that characteristic are disabled until the damage is repaired.</td>
 
</tr>
 
 
 
<tr>
 
<td>6</td>
 
<td>Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find the extra rare parts.</td>
 
</tr>
 
 
 
<tr>
 
<td>7</td>
 
<td>Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by –1 permanently unless you can find extra rare parts.  All upgrades that operate off that characteristic are disabled until the damage is repaired.</td>
 
</tr>
 
 
 
<tr>
 
<td>8</td>
 
<td>Rare 9; 20+d6 credits per point of damage, and the statistic is reduced by –1 permanently.</td>
 
</tr>
 
 
 
<tr>
 
<td colspan="2">+1 per point of damage<br>+1 if repair test was failed</td>
 
</tr>
 
 
 
</table>
 
  
 
[[NiS/index|Back to Index]]
 
[[NiS/index|Back to Index]]

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