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Ning Leihrec Lieutenant Commander
Joined: 17 Apr 2015 Posts: 211
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Posted: Mon May 04, 2015 11:47 am Post subject: Cumulative Hull Damage |
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Thinking about a new space combat rule that reduces hull codes if the ship is really taking a beating. This would kick in only after the shields are blown. For every heavy damage hit the ship takes after the first it loses 1 pip in hull. For every severe damage hit after the first it loses 2 pips. Thoughts? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon May 04, 2015 11:56 am Post subject: Re: Cumulative Hull Damage |
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Ning Leihrec wrote: | Thinking about a new space combat rule that reduces hull codes if the ship is really taking a beating. This would kick in only after the shields are blown. For every heavy damage hit the ship takes after the first it loses 1 pip in hull. For every severe damage hit after the first it loses 2 pips. Thoughts? |
I've been considering adding in damage level dice penalties for Crew Skills to represent crew casualties. Applying those same penalties to Hull rolls to represent structural damage would be appropriate. IMO, they shouldn't kick in until the ship suffers Heavy Damage or higher, as Light Damage pretty much covers damage to individual systems, such as individual weapons batteries and such. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Ning Leihrec Lieutenant Commander
Joined: 17 Apr 2015 Posts: 211
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Posted: Mon May 04, 2015 12:08 pm Post subject: |
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Agreed. A ship should be able to take light damage all day. But surely after a few heavy and/or severe hits the hull would be somewhat compromised. Interested in seeing your system for penalties to crew skills. Sounds way simpler than calculating character scale damage in a larger scale battle. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon May 04, 2015 12:12 pm Post subject: |
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This is where I proposed it. It hasn't gone anywhere beyond this point yet. The basic idea is that a ship takes a skill penalty similar to that suffered by a wounded character, but that penalty reduces by 1D after a round or two (haven't made a decision on that yet), and then by another 1D after the battle is over, with any remaining penalty considered permanent until the ship can bring on replacement crew to bring the ship's company back up to full strength. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14230 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 04, 2015 1:57 pm Post subject: |
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Why just hull of ships.. Surely this could also apply to characters wearing armor. Where if armor gets heavily damaged or severely damaged, it weakens up and is less protective. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue May 05, 2015 12:02 am Post subject: |
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There's already a rule for that in 2R&E. If nothing else, the penalties described there could be the basis for the Hull dice penalties. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14230 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 05, 2015 3:13 pm Post subject: |
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I always noticed that the armor took damage, though very few DMs i know of ever play with that rule.. But not that they took penalties.. Thanks for the point out. _________________ Confucious sayeth, don't wash cat while drunk! |
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Thx1138 Lieutenant Commander
Joined: 03 Feb 2015 Posts: 182 Location: Where ever the Force takes me
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Posted: Tue May 05, 2015 11:27 pm Post subject: |
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I would think though that in a military organization like the empire or the rebellion, keeping gear in good shape would be top priority. The only group I could see with damaged armor are either pirates or primitive natives who scavenged armor. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10449 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed May 06, 2015 8:51 am Post subject: |
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Thx1138 wrote: | I would think though that in a military organization like the empire or the rebellion, keeping gear in good shape would be top priority. The only group I could see with damaged armor are either pirates or primitive natives who scavenged armor. |
Empire, yeah, but based on the look of the Rebel starfighters, bases and droids, the 'rag-tag' aspect of the Rebels could mean they might have damaged, hastily repaired, rough-looking armor.
And Mandalorian cloned bounty hunters have beat-up, junky-looking armor too. 8) _________________ *
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