Supplement Four
SOC-14 5K
Descriptive Book 2 Damage
Here are some thoughts GMs may find useful in their games. This is meant as a "creative launching point" for GMs to add some spice to their sessions.
Instead of just saying, "Yeah, your maneuver drive drops a letter code on that hit," or, "No bother--it's just another hull hit--you're ship's depressurized already," consider being more descriptive about what is actually happening to the ship. (I'm referring to Book 2 space combat, but you can use this in any type of Traveller space combat.)
A GM can tax the players' credits and set up whole side adventures as the PCs set down on a TL 4 world with a Class C starport, going in search of "a new thruster plate cowling" or "fuel pump specific to a particular make (and TL) of unit".
Have some fun with this.
=================================================
(Damage Results from Book 2 Space Combat)
2: Powerplant
Besides the usual effect described in Book 2, consider that the power distribution node has been damaged (Maybe this is why the PP just dropped a letter code). Maybe the battery backups are destroyed and need to be replaced. Maybe the local computer control system is down.
3: Maneuver Drive
The thruster plates could have taken a direct hit. Maybe the T-Plate cowling is damaged, which is causing the drive to perform at less than optimal level. The local thruster plate control could have been damaged, which will have an effect on the ship's attitude control (which may prevent or hinder the ship's pilot from orienting the ship for an optimal firing solution at the enemy). And, if the ship's single gyroscope is out of whack, the vessel will not be able to alter course--it will remain on a straight-line course until the gyroscope is fixed (the ship has to flip around, bow over stern, in order to apply thrust to "slow the ship down", and this is not possible with the gyroscope out).
4: Jump Drive
If the jump governor is damaged, a ship normally capable of either a J-1 or J-2 jump might be "stuck" at only being able to perform a J-2. The ship's jump drive has it's own, dedicated powerplant, seperate from the ship's main powerplant. If this is damaged, the J-Drive will not function. A starship stores energy inside an energy sink, which is then used, almost instantly, when the ship enters jump. Most modern starships use Zuchai Crystals for their energy sink, and if these are damaged, the ship cannot jump.
5: Fuel
When a fuel hit is obtain, typically about 10 tons of fuel are lost, vented out into space. Internally, the ship's automatic damage control system adjusts the fuel tank's baffles, automatically sealing the rupture, preventing more fuel from escaping. A GM could have fun with a inoperative baffle, requiring a character to suit up in a Vacc Suit and actually enter the fuel tank (usually through the fuel lock in engineering) to fix the baffle--all the while the ship is venting precious fuel out into space.
Of course, a character having to go out onto the hull to patch a hole in the tank from the exterior of the vessel--while the ship is engaged in space combat--could be a lot of fun too.
6-7: Hull
Create a chart for your vessel, as I have done below (my next post in this thread) for a Type A2 Far Trader. Whenever a Hull result occurs on the damage table, roll on this chart to figure which area of the ship was acutally hit.
Note that not all Hull hits have to depressurize the compartment. Depressurization certainly occurs in most cases (maybe causing an obstacle for charcters inside the ship to have to "move around" in order to get to a different section of the ship), and many times equipment and objects inside that location are destroyed. But, also consider that many other types of damage can occur as well. Maybe it's a very small, pin-hole leak, that is very hard to track down. If there are viewports in the room, a GM could scare the PCs with a "crack" that is visible in the port.
If an airlock was hit, consider that the airlock is no longer functional--or that the outer hatch is stuck closed (or even open).
Heck, maybe there's a big hole, the size of a watermelon, blown in the side of the hull (describe how, when a character passes by, he can see all the way out into space).
Look at the room location and be creative with what the damage is. For example, a roll of 56, 61, 62, or 63 on my chart below indicates a hull hit either the ship's port or starboard fuel processing stations. A hit here could mean simple depressurization, or could it also mean: (1) that fuel purification plant is damaged/destroyed; (2) the external fuel scoop on the hull is damaged (so scooping operations are not possible until the scoop is repaired); (3) the fuel pump is damaged (causing the PCs to buy refined fuel until they get the pump fixed); (4) the fuel intake cock is damaged/destroyed (which must be repaired before the ship is able to "refuel" at a starport). Even the fuel procesing waste vents, on the exterior of the ship, could have been damaged--something that will make fuel processing dangerous and cost the PCs in credits for repairs later at a starport.
Miscellaneous systems can be damaged with a Hull hit as well.
When a ship's gyroscope is out, it relies on back up attitude control thrusters. This system could be damaged. The reactor dump vent could be damaged, and if this is not fixed, it could get very hot, very quickly, inside the ship.
If the inertial compensators are damaged, then the crew will need to strap into acceleration couches (and ships with high M-Drives will be hampered in making max-G veloctiy changes).
Life Support is another system that can be damaged from a Hull hit. Think about screwing with the ship's lights, temperature, humidity, atmosphere mix...even the sonics (everytime an alarm goes off, the crew can barely hear and communication is minimal in that room!).
Life Support could also mean that some of the ship's food stores were damaged (do they have enough to eat for a week if they jump?). Maybe the fresh water tank is blasted, or leaking (or even: there's fresh water in the tank, but the piping to the staterooms is damaged, so we can get the water out!).
You could also have fun with a hit to waste storage tank--think about the mess that would make.
And, let's not forget the ship's gravitics. Make that system non-operational, and the PCs will have a very serious problem on their hands (especially if most of them don't have Vacc Suit skill have have to make that 10+ Zero-G roll to maintain control).
Externally, Hull hits can do all sorts of damage to the ship. If the jump grid is damaged enough, the ship will not be able to form a jump field bubble (making it impossible for the ship to transmit into J-Space). The ship's landing gear can be damaged, making dirtside visits tricky.
Also, a Hull hit that knocks out the ship's sensor system (maybe/maybe not it's just a dish!) or communications system (maybe/maybe not it's just an antenna!) can mean serious trouble for the PCs.
If you decide the ship's sensors have been damaged due to the Hull hit, you can knock out the entire system (making targeting with the ship's weapons impossible) or just a part of it (pick a damaged sensor system: Longwave and/or Shortwave Radio (used for broadband emergency hails! Also used for RADAR!); Microwave Radio (used for tightbeam communications, tightbeam laser targeting, and MADAR); IR Sensors (heat sensors); Visible Light receivers (that blind computer-enhanced imagery if damaged); and several other types of sensors (like Ultraviolet, X-Ray, and Gamma sensors).
Ships that are fitted with neutrino sensors or densitometers can have these systems damaged/destroyed.
And, let's not forget, the ship's transponder being damaged may lead to some interesting role-playing situations later.
The point here is: A Hull hit can be so much more entertaining in the game than a "usual depressurization and let's move on". It can lead to some interesting roleplaying, whether it's serious (Oh my! The gravity is out, and nobody can make the Zero-G roll in order to operate the ship!) to the not-so-serious but interesting (Oh my! The waste storage tank, which is located in the ceiling over the passenger common area, has been damaged. Here's your mop and bucket.).
Turn a Hull hit into the "push" of your adventure, if you need to. Or, just turn a Hull hit into an interesting problem the PCs will have to overcome.
8: Hold
I won't write a lot about the hold as the Book 2 damage description covers most possibilities. But, a Hold hit is just like an internal Hull hit. Mine the description above for ideas.
9: Computer
The "computer" on a starship is actually an assembly of a multitude of "networked" computers--from the computer used in presurizing the airlock, to the computer that monitors fuel flow into the powerplant, to the simple computer that automatically opens/closes interior hatches when crew members approach, to the computer that correlates the data input from the sensors, etc.
Pick a system on the ship, and there is a computer attached to it.
When the computer damage result is scored on the Book 2 damage tables, this means that there is a problem somewhere in the network, affecting the entire network (providing the "operation" roll mentioned in Book 2).
Besides the obvious things that can go wrong when the ship's computer network is damaged, also consider things like this: The bridge computer's storage drive has been damaged, and the ship just lost the Gunner Interact program (or pick a major program). The internal security system is damaged, and the entire ship is "locked down" (PCs will have to cut their way through the bulkheads to get to specific parts of the ship.). The fire control system thinks there's a fire in engineering, around the powerplant, and halon gas is being jetting into the compartment--those inside have only moments to get out if not already in a vacc suit.
And, maybe it's just something small--like the doppler scanners on the hatches only work sometimes--and PCs tend to walk right into a closed hatch.
Or maybe the holodynamic panels on the bridge have reverted from their user's custom configuration to the panel's default configuration--making it just a tad harder for panel users (the ship's pilot or navigator, for example) to find the controls they need.
10-11: Turret
Besides the weapon becoming non-functinal, the gunner's station could become depressurized. Or, the gunnery controls could become inoperative.
The acutal weapon mount of the weapon might have been damaged--requiring someone to go onto the hull of the ship to assess damage and possibly fix it.
And, maybe the computer link from the navigator's sensor plot to the turret's targeting computer is severed.
12: Critical
System go boom. Play hardball with the PCs.
This is an INDEX thread. Please help us keep it clutter-free by posting your comments in a new thread.
Here are some thoughts GMs may find useful in their games. This is meant as a "creative launching point" for GMs to add some spice to their sessions.
Instead of just saying, "Yeah, your maneuver drive drops a letter code on that hit," or, "No bother--it's just another hull hit--you're ship's depressurized already," consider being more descriptive about what is actually happening to the ship. (I'm referring to Book 2 space combat, but you can use this in any type of Traveller space combat.)
A GM can tax the players' credits and set up whole side adventures as the PCs set down on a TL 4 world with a Class C starport, going in search of "a new thruster plate cowling" or "fuel pump specific to a particular make (and TL) of unit".
Have some fun with this.
=================================================
(Damage Results from Book 2 Space Combat)
2: Powerplant
Besides the usual effect described in Book 2, consider that the power distribution node has been damaged (Maybe this is why the PP just dropped a letter code). Maybe the battery backups are destroyed and need to be replaced. Maybe the local computer control system is down.
3: Maneuver Drive
The thruster plates could have taken a direct hit. Maybe the T-Plate cowling is damaged, which is causing the drive to perform at less than optimal level. The local thruster plate control could have been damaged, which will have an effect on the ship's attitude control (which may prevent or hinder the ship's pilot from orienting the ship for an optimal firing solution at the enemy). And, if the ship's single gyroscope is out of whack, the vessel will not be able to alter course--it will remain on a straight-line course until the gyroscope is fixed (the ship has to flip around, bow over stern, in order to apply thrust to "slow the ship down", and this is not possible with the gyroscope out).
4: Jump Drive
If the jump governor is damaged, a ship normally capable of either a J-1 or J-2 jump might be "stuck" at only being able to perform a J-2. The ship's jump drive has it's own, dedicated powerplant, seperate from the ship's main powerplant. If this is damaged, the J-Drive will not function. A starship stores energy inside an energy sink, which is then used, almost instantly, when the ship enters jump. Most modern starships use Zuchai Crystals for their energy sink, and if these are damaged, the ship cannot jump.
5: Fuel
When a fuel hit is obtain, typically about 10 tons of fuel are lost, vented out into space. Internally, the ship's automatic damage control system adjusts the fuel tank's baffles, automatically sealing the rupture, preventing more fuel from escaping. A GM could have fun with a inoperative baffle, requiring a character to suit up in a Vacc Suit and actually enter the fuel tank (usually through the fuel lock in engineering) to fix the baffle--all the while the ship is venting precious fuel out into space.
Of course, a character having to go out onto the hull to patch a hole in the tank from the exterior of the vessel--while the ship is engaged in space combat--could be a lot of fun too.
6-7: Hull
Create a chart for your vessel, as I have done below (my next post in this thread) for a Type A2 Far Trader. Whenever a Hull result occurs on the damage table, roll on this chart to figure which area of the ship was acutally hit.
Note that not all Hull hits have to depressurize the compartment. Depressurization certainly occurs in most cases (maybe causing an obstacle for charcters inside the ship to have to "move around" in order to get to a different section of the ship), and many times equipment and objects inside that location are destroyed. But, also consider that many other types of damage can occur as well. Maybe it's a very small, pin-hole leak, that is very hard to track down. If there are viewports in the room, a GM could scare the PCs with a "crack" that is visible in the port.
If an airlock was hit, consider that the airlock is no longer functional--or that the outer hatch is stuck closed (or even open).
Heck, maybe there's a big hole, the size of a watermelon, blown in the side of the hull (describe how, when a character passes by, he can see all the way out into space).
Look at the room location and be creative with what the damage is. For example, a roll of 56, 61, 62, or 63 on my chart below indicates a hull hit either the ship's port or starboard fuel processing stations. A hit here could mean simple depressurization, or could it also mean: (1) that fuel purification plant is damaged/destroyed; (2) the external fuel scoop on the hull is damaged (so scooping operations are not possible until the scoop is repaired); (3) the fuel pump is damaged (causing the PCs to buy refined fuel until they get the pump fixed); (4) the fuel intake cock is damaged/destroyed (which must be repaired before the ship is able to "refuel" at a starport). Even the fuel procesing waste vents, on the exterior of the ship, could have been damaged--something that will make fuel processing dangerous and cost the PCs in credits for repairs later at a starport.
Miscellaneous systems can be damaged with a Hull hit as well.
When a ship's gyroscope is out, it relies on back up attitude control thrusters. This system could be damaged. The reactor dump vent could be damaged, and if this is not fixed, it could get very hot, very quickly, inside the ship.
If the inertial compensators are damaged, then the crew will need to strap into acceleration couches (and ships with high M-Drives will be hampered in making max-G veloctiy changes).
Life Support is another system that can be damaged from a Hull hit. Think about screwing with the ship's lights, temperature, humidity, atmosphere mix...even the sonics (everytime an alarm goes off, the crew can barely hear and communication is minimal in that room!).
Life Support could also mean that some of the ship's food stores were damaged (do they have enough to eat for a week if they jump?). Maybe the fresh water tank is blasted, or leaking (or even: there's fresh water in the tank, but the piping to the staterooms is damaged, so we can get the water out!).
You could also have fun with a hit to waste storage tank--think about the mess that would make.
And, let's not forget the ship's gravitics. Make that system non-operational, and the PCs will have a very serious problem on their hands (especially if most of them don't have Vacc Suit skill have have to make that 10+ Zero-G roll to maintain control).
Externally, Hull hits can do all sorts of damage to the ship. If the jump grid is damaged enough, the ship will not be able to form a jump field bubble (making it impossible for the ship to transmit into J-Space). The ship's landing gear can be damaged, making dirtside visits tricky.
Also, a Hull hit that knocks out the ship's sensor system (maybe/maybe not it's just a dish!) or communications system (maybe/maybe not it's just an antenna!) can mean serious trouble for the PCs.
If you decide the ship's sensors have been damaged due to the Hull hit, you can knock out the entire system (making targeting with the ship's weapons impossible) or just a part of it (pick a damaged sensor system: Longwave and/or Shortwave Radio (used for broadband emergency hails! Also used for RADAR!); Microwave Radio (used for tightbeam communications, tightbeam laser targeting, and MADAR); IR Sensors (heat sensors); Visible Light receivers (that blind computer-enhanced imagery if damaged); and several other types of sensors (like Ultraviolet, X-Ray, and Gamma sensors).
Ships that are fitted with neutrino sensors or densitometers can have these systems damaged/destroyed.
And, let's not forget, the ship's transponder being damaged may lead to some interesting role-playing situations later.
The point here is: A Hull hit can be so much more entertaining in the game than a "usual depressurization and let's move on". It can lead to some interesting roleplaying, whether it's serious (Oh my! The gravity is out, and nobody can make the Zero-G roll in order to operate the ship!) to the not-so-serious but interesting (Oh my! The waste storage tank, which is located in the ceiling over the passenger common area, has been damaged. Here's your mop and bucket.).
Turn a Hull hit into the "push" of your adventure, if you need to. Or, just turn a Hull hit into an interesting problem the PCs will have to overcome.
8: Hold
I won't write a lot about the hold as the Book 2 damage description covers most possibilities. But, a Hold hit is just like an internal Hull hit. Mine the description above for ideas.
9: Computer
The "computer" on a starship is actually an assembly of a multitude of "networked" computers--from the computer used in presurizing the airlock, to the computer that monitors fuel flow into the powerplant, to the simple computer that automatically opens/closes interior hatches when crew members approach, to the computer that correlates the data input from the sensors, etc.
Pick a system on the ship, and there is a computer attached to it.
When the computer damage result is scored on the Book 2 damage tables, this means that there is a problem somewhere in the network, affecting the entire network (providing the "operation" roll mentioned in Book 2).
Besides the obvious things that can go wrong when the ship's computer network is damaged, also consider things like this: The bridge computer's storage drive has been damaged, and the ship just lost the Gunner Interact program (or pick a major program). The internal security system is damaged, and the entire ship is "locked down" (PCs will have to cut their way through the bulkheads to get to specific parts of the ship.). The fire control system thinks there's a fire in engineering, around the powerplant, and halon gas is being jetting into the compartment--those inside have only moments to get out if not already in a vacc suit.
And, maybe it's just something small--like the doppler scanners on the hatches only work sometimes--and PCs tend to walk right into a closed hatch.
Or maybe the holodynamic panels on the bridge have reverted from their user's custom configuration to the panel's default configuration--making it just a tad harder for panel users (the ship's pilot or navigator, for example) to find the controls they need.
10-11: Turret
Besides the weapon becoming non-functinal, the gunner's station could become depressurized. Or, the gunnery controls could become inoperative.
The acutal weapon mount of the weapon might have been damaged--requiring someone to go onto the hull of the ship to assess damage and possibly fix it.
And, maybe the computer link from the navigator's sensor plot to the turret's targeting computer is severed.
12: Critical
System go boom. Play hardball with the PCs.
This is an INDEX thread. Please help us keep it clutter-free by posting your comments in a new thread.