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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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