Editing NiS/Ship to Ship Combat

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Member of '''The Necromunda Ring'''
 
 
[ [http://A.webring.com/wrman?ring=necromundaring;addsite Join Now] | [http://A.webring.com/hub?ring=necromundaring;id=3;hub Ring Hub] | [http://A.webring.com/go?ring=necromundaring;id=3;random Random] | [http://A.webring.com/go?ring=necromundaring;id=3;prev Previous] | [http://A.webring.com/go?ring=necromundaring;id=3;next Next] ]
 
 
 
 
[[NiS/index|Back to Index]]
 
[[NiS/index|Back to Index]]
 
==Ship Stats==
 
==Ship Stats==
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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
 
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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>
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3 You must pay 10 credits per point of damage to repair the location.
<th>D3==========</th>
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4 You must pay 15 credits per point of damage to repair the location.
<th>Ship Repair Table</th>
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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>
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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.
 
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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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