Greinar
|
Module | Hull Points | Chance | Called Shot |
Hull | 2 x VEP | 1-10 | - |
Engine | 1.5 x VEP | 11-14 | -5 |
Life Support | 1 x VEP | 15-16 | -8 |
Controls | ½ x VEP | 17 | -12 |
Sensors&Comms | ½ x VEP | 18 | -12 |
Weapon | VEP / 100 * WS | 19 | -15 |
Your Choice | - | 20 | - |
This means that in order to obliterate a ship by shooting out its hull you need to shoot out VEP x 3. The ship starts to break apart long before that however, and when a module is at 50% its performance degrades very quickly:
Hull
75%: Compartments start to leak to space. Some crew might be blown out. -2 to hit.
50%: A lot of compartments open to space. -4 to hit. -25% to pilot
25%: Almost all compartments open to space. -6 to hit. -50% to pilot.
0%: The ship either blows up or is torn apart.
Engine
75%: Ship cannot enter NLS or Foldspace.
50%: -1 to speed. -25% to engineering checks involving combat
25%: -3 to speed. -50% to engineering checks involving combat
0%: Engine destroyed. 10% chance of ship exploding. Engineer can roll against.
Life Support
75%: Can only maintain 75% of maximum crew
50%: Can only maintain 50% of maximum crew
25%: Can only maintain 25% of maximum crew. Artificial Gravity breaks down
0%: No air, no heat, no radiation shielding, no lights, no life
Controls
75%: -25% to pilot and navigate, -2 to hit and 2 initiative penalty
50%: -50% to pilot and navigate, -5 to hit and 5 initiative penalty, MC receives a -1 penalty
25%: -100% to pilot and navigate, -8 to hit and 8 initiative penalty, MC receives a -2 penalty
0%: Ship is out of control, and cannot manoeuvre, travels in a straight line in the same direction as it was when it was shot. -10 to hit and 10 initiative penalty.
Sensors & Comms
75%: -20% to pilot and navigate, all communications lost
50%: -40% to pilot and navigate, -3 to hit and 3 initiative penalty, MC receives a -1 penalty
25%: -60% to pilot and navigate, -5 to hit and 5 initiative penalty, MC receives a -2 penalty
0%: Only way to fly is by looking out your windows. -120% to Pilot, -14 to hit, MC receives a -5 penalty
Weapon
50%: -10 to hit
0%: Weapon destroyed
If cumulative damage (after Armour Plating) has exceeded 3xVEP the ship is regarded as if it’s Hull was at 0%, no matter where the damage hit.
Weapons
There are 4 different weapon groups: Beam Weapons, Projectile Weapons, Missiles and Rockets. Each of these have their own pros and cons and it’s often best to mix between these.Beam Weapons
Pros• High firing rate
• Does not require ammo
• Low Initiative
• Do first in round
Cons
• Affected by Deflection Shields
• Not very long range
• Damage reduction for longer ranges
Missiles
Pros• Massive damage
• Long Range
Cons
• Low firing rate
• Missile phase is last in round
• Affected by Missile Shields, which are common
• Requires Ammo
Rockets
Pros• High firing rate
• No long range
• Unaffected by Active Defence
Cons
• To-Hit penalties
• Low damage
• Requires Ammo
Projectile Weapons
Pros• High firing rate
• Longer range than rockets
• Unaffected by Active Defence
Cons
• To-Hit penalties
• Low damage
• Requires Ammo
Manoeuvrability Class
The MC of the ship can give bonus to initiative, pilot checks and AC. The MC can range from 0 (worst) to 5 (best). In very unique circumstances the MC might be higher.Weapon Range
The range of weapons is split into four categories. Minimum, Short, Medium and Long. Not all weapons have a Minimum range, but mostly only very large weapons. In short range there is no to-hit penalty. For Medium Range it is -4 and for Long Range there is a -8 modifier to hit.For Beam Weapons there is also a 10% damage reduction for medium and a 25% damage reduction for long range so beam weapons do 75% damage for long range.
Active Protection
There are three types of active protection: Deflection Shields, Missile Shields and Armour Repair Systems. Only the high-end ships have any kind of active protection.The Class or Strength of each type of protection ranges from 0 (worst) to 5 (best). For the shields, each class adds a -1 bonus to AC against the specified weapons group. Rockets and projectile weapons cannot be countered using active shielding. At class 5, there is a -5 AC bonus.
The ARS (*chuckle*) can repair the ship’s armour plating and nothing else. It can repair up to 20% of the armour plating per class, meaning that a class 5 ARS can repair all your original armour plating points before needing in-dock refitting itself essentially giving you twice the amount of armour points.
However, repairing takes time and you aren’t guaranteed to make the repairs before the Armour Plating is depleted. Once the Armour Plating is reduced to 0 points the ARS cannot be used to repair it in the combat,
ARS can repair up to 5% of its full capacity per round.
These active protection units function just fine on their own, but when used by a knowledgeable person they can become much more efficient.
A crew member using Operate Sensors can add a bonus to the AC for deflection shields.
For each difficulty of the check starting with -1 at normal difficulty. (normal: -1 / tricky: -2 / difficult: -3 / Hard: -4 / Very Hard: -5 / Impossible: -6). This means that a shield with field strength 1 can reduce the AC by as much as 6 if the sensor officer makes an impossible check.
The same thing applies for Missile Shields, except that Operate Comms is used instead.
For each shield class past 1 the checks get easier, so shield class 2 has a -2 bonus for a normal check (-4 all in all), etc.
For the best (extremely rare) shields of class 5 you can modify it to deliver a total AC reduction of -15 with an impossible roll. This comes from a base modifier of -5 and -10 because of the skill roll.
The player must declare what type of roll is made beforehand and the results are used either for 1 or 2 rounds or throughout the entire battle according to the GM’s call.
Repair Mechanical is used to make ARS more efficient. It can both increase the rate of repair by 1% per skill roll difficulty, subject to the same rules as above, as well as increase the total efficiency by 5% per roll not modified by the rules above (however, more difficult checks increase this by 5% per, to 30% at impossible).
These rolls are usually made before the battle begins and remain in effect throughout the battle.
After the total efficiency has been determined by a skill roll that number is the ARS protection in the battle and once the battle is over the remaining ARS is determined by removing the added efficiency points again.
Example: You are in a ship with 1000 armour plating points. You have an ARS class 3, giving you 60% repair efficiency at 3% per round. This translates to 600 AP’s with 30 AP’s repaired each round.
You succeed a normal skill check giving you 3% increase in repair rate (up two categories because of class), up to 6% which is 60 AP’s per round.
You also succeed a difficult skill check giving +15% efficiency which puts the efficiency up to 75% which is 750 AP’s.
Now, before the battle began your ARS had already lost 100 points, so your total ARS AP is 650 points.
Once the battle is complete, if your ARS was not depleted then you take off the 15% again as 150 AP’s.