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A whole load of questions from our second session

Ok we played our second session this weekend and the following questions came up.

1 How long does a sand caster cloud last ?
2 If the pilot performs evasive manouvres does the ship move out of the cloud ?
3 How long does the jump sequence take ?
4 Can a ship fire just before it jumps ?
5 Can sensor jamming be done in reaction to a sensor lock ?
6 How do other people deal with targeting of specific ship parts i.e. the bridge. My players decided to take out the other ships ability to fight by targeting the bridge, good tactic and the only thing i could think of at the time was to role on the crew hit table for each crew member on the bridge.
7 Jump Drive disabled hit off of the special damage table, is this destroyed or repairable ?
8 If a ship goes below 0 SI and its weapons systems are still functional can it fire ?

And in prepareation for next time.

1 If someone in a vacuum takes lifeblood damage does this mean that their vac suit is punctured as the hit got through the armour ?

2 Ships turrets would they have to be removed from within the ship or would you envisage some king of umbilical that plugs the turret into the ship and can be removed from the outside.

Thanks in advance for any help.

Nick
 
Originally posted by blackblood:
1 How long does a sand caster cloud last ?
One starship combat round.
2 If the pilot performs evasive manouvres does the ship move out of the cloud ?
Well, yes. But since the sand cloud doesn't last that long, it really doesn't matter.
3 How long does the jump sequence take ?
Normally, two starship combat rounds. Most of this time is spent charging the jump drive, and assumes you've already plotted the jump course.
4 Can a ship fire just before it jumps ?
Not a recommended practice, but yes. In game terms, the jump kicks in at the end of the second turn so all firing has taken place.
5 Can sensor jamming be done in reaction to a sensor lock ?
Yes.
6 How do other people deal with targeting of specific ship parts i.e. the bridge. My players decided to take out the other ships ability to fight by targeting the bridge, good tactic and the only thing i could think of at the time was to role on the crew hit table for each crew member on the bridge.
I don't allow targeting because the rules are a little unclear (see your example).
7 Jump Drive disabled hit off of the special damage table, is this destroyed or repairable ?
It is reparable, just not under combat conditions.
8 If a ship goes below 0 SI and its weapons systems are still functional can it fire ?
No. 0 SI means everything is broken and no longer working.
And in prepareation for next time.

1 If someone in a vacuum takes lifeblood damage does this mean that their vac suit is punctured as the hit got through the armour ?
In general, yes. I ruled that vacc suits had an automatic sealing function so the would't automatically empty the suit's air as well.
2 Ships turrets would they have to be removed from within the ship or would you envisage some king of umbilical that plugs the turret into the ship and can be removed from the outside.
Removing a ship's turret requires access to the interior of the ship. The weapons and other items are tightly coupled to the ship's systems, and can be removed but only with a specific set of tools and a fair amount of time.

Note: you need access to the outside of the ship as well, so you can't do this procedure in Jump Space either.
 
With regards to how long a sand cloud remains, in Mayday, Brilliant Lances, and Power Projection a sand cloud remains adjacent to the launching ship until the launching ship changes vector. At which point the sand cloud continues on the original vector.
In the latter two games the sand cloud is reduced every time it is hit.
 
I was just looking for an answer to the vac suit breah question (without success). tjoneslo's answer seems reasonable, though I would consider perhaps that a critical hit would make a big enough hole that it would require a full round action to use a patch kit on it. That is, of course, assuming you survive the hit in the first place.
I haven't run my first session yet, but it looks like it's very, very easy to die.
 
Depends upon what you are comparing it to. Compared to normal D&D, it's pheomonsly deadly. You can go from completely whole to completely dead in one round redardless of what level you are.

OTOH, in actual play, the combats are a bit shorter than with an equivelent level D&D party, but end up about the same way. Your players will have to adjust their combat tactics slightly, but I don't consider this a bad thing.
 
^ Gotta love realistic gun fights!

I remember reading the police stats that came with Friday Night Firefight (combat system for Cyberpunk 1.0). IIRC, most fire fights are running battles, in dim lighting conditions, at less than 40 feet with a hit-to-miss ratio often less than 1 in 10. But when you get hit, you go down.

BTW, J. Talisorian Games is/was a great company. I had a friend "borrow" my copy of the original Cyberpunk then move out of country with it. I wrote them a letter stating I was interested in purchasing a copy of 1.0 and could not find it anywhere as 2.0 had just been released. They sent me a copy for free. Awesome customer service!
 
Indeed, the Pondsmiths run a class act. A shame they had to go dormant/part-time for so long. I haven't bugged Mike at a con in years, now...
 
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