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'''''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). | '''''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 | + | '''''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 1d6 x ½ the ship's Size Engergy points and is 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) | '''''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) |