Ship Damage & Failures
Ship damage rules are very similar to the rules
found for vehicles in Vehicle Damage
& Failures. Points of damage alone do not actually do anything
to a ship, and
there is no absolute maximum amount of damage that a ship can take.
In practice, damage can hamper and eventually disable a ship by
causing failures. Failures
come in 4 types: Hull, Mobility, Engineering, and Weaponry. Each type of failure has various degrees,
which represent progressively worse effects on the ship's systems.
These rules apply equally to ships, airships, and
submarines, unless otherwise indicated.
Failure Factor
All ships have a failure factor, analogous to a vehicle's failure factor.
This number is not derived from any stats and cannot be changed; it is
listed in the ship's entry. Larger, tougher ships have higher
failure factors. A ship's failure factor is how many points of
damage it takes to give it one
degree of failure (or, how much damage must be repaired to remove one
degree of failure).
Gaining Failures
Whenever a ship
takes
damage, compare its old damage total to the new amount, and
see how many multiples of its failure factor the number has met or
surpassed.
Damage that originates from inside the ship
inflicts failures based on what area it happens in, and external
non-ship attackers choose the failure type. For any hit from another
ship that does not have the option to choose the failure type,
the GM will
roll a d20 to determine what type of failure will be inflicted:
| Roll Result |
1-5 |
6-9 |
10-14 |
15-20 |
| Failure Type |
Hull |
Mobility
|
Engineering |
Weaponry |
Any amount of damage that does not cross an failure
factor multiple does not inflict any degree of failure (of course, it
does mean that a lesser amount of damage will be needed to reach the
next multiple).
Many failure types can only have a maximum
number of degrees - any further degrees over this maximum will become
another failure type instead.
Ship damage differs
from normal damage in that the same attack will not necessarily inflict
all the same type of failure. Rather, each degree of failure called for
must have its type rolled randomly. The effects of failures are not
resolved until the end of the ship combat round.
When hit by an attack with AoE or ZAoE
damage, ships take only the impact damage, even though they are
multiple zones in size (if impact damage is not given, use the highest
damage value).
Disabled &
Destroyed Ships
Some
failures cause a ship to be disabled,
which is analogous to an incapacitated or dead (but revivable)
character. Disabled ships cannot
move, fire, or act in any
way until repaired
(airships may remain at their current altitude or land slowly, while
submarines may remain at their current depth or surface slowly).
A destroyed
ship is like a disabled one, but its damage becomes permanent and it
cannot be repaired. Destroyed ships and submarines will begin to
sink, and airships will begin to crash.
Failure Types Just as with character injuries, the listed effects for a
degree of failure replace the effects of all lesser degrees of the same
type. When resolving the effects of failures at the end of the round,
consider only the final degree reached that round. For example, if a
submarine goes from 0 to 4 degrees of Hull Failure, it makes only the
DCN roll for 4th-degree, not both 3rd- and 4th-degree.
Hull Failure
This failure represents damage to the external hull
of the ship, which can restrict the ship's maneuvering. Severe failures
can result in the ship flooding, burning, sinking, exploding its liftgas, or breaking apart.
1st-2nd degree: Adds 1 Hindrance to MNV rolls.
3rd-degree: Adds 2 Hindrance to MNV rolls.
Upon this failure, a submarine or liftgas airship must succeed on a d12 roll on DCN or be destroyed.
4th-degree: Adds 3 Hindrance to MNV rolls.
Upon this failure, a submarine or liftgas airship
must succeed on a d20 roll on DCN or be destroyed.
5th-degree: Adds 4 Hindrance to MNV rolls.
Upon this failure, the ship
must succeed on a d12 roll on DCN or be destroyed;
a submarine or liftgas airship is always destroyed.
6th-degree: Adds 4 Hindrance to MNV rolls.
Upon this failure, the ship
must succeed on a d20 roll on DCN or be destroyed;
a submarine or liftgas airship is always destroyed.
7th-degree: The
ship is destroyed.
Mobility Failure
This failure compromises the ship's means of
propulsion - for example, a ship's sails or propellers, a submarine's
waterjets, or an Alacrian airship's arcjets.
1st-degree: SPD is reduced to 75%.
2nd-degree: SPD
is reduced to 50%.
3rd-degree: SPD
is reduced to 0.
Any
further degrees called for will become degrees
of Hull Failure instead.
Engineering Failure
This failure directly damages the ship's
insendite engines, gravnet, volatite generators, power transmission
conduits, or other aspects of
its core powerplant.
1st- to 2nd-degree:
Copies the effects of the same degrees of Mobility Failure. If the ship
already has at least 1 degree of Mobility Failure, its SPD is reduced
to 0 instead. Upon any Engineering Failure, a gravnet airship in flight must
succeed on a d20 roll on DCN or be destroyed.
3rd-degree: The
ship is disabled. Upon this failure, a ship must succeed on a d12 roll
on DCN or be destroyed; a gravnet airship in flight is always
destroyed.
Any
further degrees called for (or any degrees on an unpowered ship) will become degrees
of Hull Failure instead.
Weaponry Failure
This failure represents damage to the ship's
weapons, fire control systems, or turret traverse.
1st-degree: Any offense roll on MBL
or PDL must add 1 Hindrance.
2nd-degree: Any
offense roll on MBL or PDL must
add 2 Hindrance.
3rd-degree: Any
offense roll on MBL or PDL must
add 3 Hindrance.
4th-degree: The
vehicle cannot fire weapons. Upon this failure, a ship must succeed on
a d6 roll on DCN or be destroyed.
Any
further degrees called for (or any degrees on an unarmed vehicle) will
become degrees
of Hull Failure instead.
Crew Damage Whenever a ship suffers any failure other
than a Hull Failure from an external ranged attack, the damage will harm
some of the crew. Like all other ship damage, resolve crew damage at the end of the ship combat round:
Failure
Type
|
Mobility
|
Engineering
|
Weaponry
|
Type of crew
hit
|
Engine crew
|
Engine crew
|
Weapons crew
|
Percentage
of crew hit
|
1d8 per degree
|
1d12 per degree |
1d10 per degree |
If it
is necessary to determine whether a specific crewmember was included,
roll d100 on the percentage of crew hit. Simplified injury rules (see
Injury) are recommended for use with ship crew. Rather than tracking specific details of how much damage from what weapon hits what crewmember, simply consider all "hit" crew to at least be injured enough to prevent them from serving as crew. The following exceptions can be made by the GM:
-If the relevant crew is entirely protected by
kinetic shields and all failures resulted from kinetic or frag damage,
reduce the amount of crew hit by 50% (or a proportionally lesser amount
for partially-protected crew or partially-kinetic damage).
-If the relevant crew is entirely protected by
personal energy shielding and all failures resulted from energy damage,
reduce the amount of crew hit by 50% (or a proportionally lesser amount
for partially-protected crew or partially-energy damage).
Falling objects and secondary effects can still harm
characters, which is why these methods do not protect 100% of the crew.
After ship combat is concluded, a PC-controlled ship will likely need to determine how many crew are dead versus merely injured.
If both engine and weapon crew were hit (or if different kinds of
characters have been hired within one crew, and it is necessary to
differentiate between them), follow this process separately for each
group. First determine the average
CON of all "hit" crew, then roll five d12s on that number. Compare the
number of successes to the following chart:
Number of d12 successes
|
% dead (unrevivable)
|
% dead (revivable)
|
% downed
|
% uninjured
|
0
|
40
|
30
|
30
|
0
|
1
|
30
|
30
|
40
|
0
|
2
|
20
|
30
|
50
|
0
|
3
|
10
|
30
|
60
|
0
|
4
|
10
|
20
|
60
|
10
|
5
|
0
|
10
|
70
|
20
|
When rounding numbers based on the above
percentages, round in favor of the better outcome for the crewmembers.
In other words, round down each percentage calculation except for the
rightmost applicable on the chart. The four categories of damage on the
chart represent damage equal to 2.5, 2, 1, and 0 times the character's
critical damage, respectively. "Uninjured" characters were simply
trapped by debris rather than actually harmed. Because of the potential
to be trapped as well as injured (as well as to avoid bogging down the
sesson), any healing typically needs to wait until after the battle,
even if a large amount of healers are present.
Overseers are not normally struck by ship combat
attacks. Any character not part of the engine or weapon crews is
likewise not normally at risk, as they can take cover in less-relevant
portions of the ship.
Repairing Damage &
Removing Failures
Whenever
a ship subtracts damage due to repairs, compare the old damage total
to the
new amount, and see how many multiples of the ship's failure factor
the number
has passed below. For every multiple passed, the ship removes one
degree of failure. The type of degree removed is chosen by the repair
crew.
Ships follow different rules for damage repair than
techs or vehicles. Some failures can be repaired by the ship's crew,
but most require the ship to drydock in a city for repairs.
Repairing With Crew
Only the highest degree of Weaponry,
Engineering, and Mobility failures (found in italics above) can be
repaired by the ship's own repair crew. This at least allows the ship
to limp back to a city and make an effort to defend itself along the
way. Some ships maintain separate repair crews, while others train
their weapons and engine crew in Repair Competency (Technology), which
is required to participate. Ships do not track repair materials, but
must simply roll d12 on DCN for every 4 hours spent repairing. For
every success, the ship removes damage equal to 5 times the number of
crew assigned to repair. A ship cannot remove so much damage that a
non-eligible degree of failure would be removed.
While repairing, ships are considered disabled. If a
ship is ambushed while repairing, it takes 4 ship combat rounds to
return to combat readiness (see Ship Combat).
Repairing in Cities
When docked in a city, ships can be quickly
(within 1 day) repaired of any degree of failure which could otherwise
be repaired by the crew. Damage and failures beyond this must normally
be repaired at a rate of 1 coin to 3 damage. Typically, this takes 4
days per degree of failure. At most times, cities will offer double
repair speed for double price.