Shipboard Hazards Table?

threktar

Mongoose
Hi,

I am new to MGT both as a player and a ref. I am starting a game very soon and will have my players begin play abaord a mosive ship that has been hammered hard and is disabled. They will be scrambling about the this ship in an attemot to escape the doomed vessel. I would like to have a random hazards table of some sort to use for this and was wondering if one existed or if one of you guys had out one together. Also, an suggests on encounters would be helpful.

Thanks!
 
I know of no such published table, at least within the material Mongoose has published.

But a few more details would probably be helpful: you say this is a "mosive" ship - I presume you mean "massive"? Very well; what type of ship? Military - heavy cruiser/battleship/dreadnaught, presumably? Commercial - either superfreighter or passenger liner? Perhaps some other, less common type? The purpose of the ship will influence who (and what) the players encounter within. Has the ship been successfully boarded, or is such an invasion in process? If so, then hostile troops can be encountered.

All in all, I'd say you're unlikely to find such a table. This sort of thing is the reason to have a referee, rather than a comprehensive set of flowcharts: to allow for the unexpected, the unpredictable, the unique. This is part of the job.
 
A few basic ideas for crippled ships:

* Artificial gravity is on the blink, cutting in or out when least needed. Having the floor suddenly suck you down at 3G without warning, well, sucks.

* Hatches won't open, due to security, power loss or vacuum.

* Something explodes.

* Hostile aliens

* Hostile robots

* Freindly robots that are secretly hostile

* Flooding

* Fire

* Toxic gas leaks

* Radiation leaks

* Bulkhead door slams shut

* Communicators cut out or are intermittent

* The rescue team that turns up checks their identities and then starts shooting
 
Some Warning lights/beeps all the time even if the item is functioning properly

Some Warning lights/beeps do not function at all

Airlock will not completely cycle, have to manually finish the cycle.

Fuel tanks can only hold 30% + (d6 X 10%) before they start leaking

If the ship can land, the next time it lands one of the land gear collapses

The next time the ship docks or is docked to the release will not work on the docking ring.

If the ships computer is used for evasive maneuvers, it will stop the ship and then lock up the computer.

Dave Chase
 
Some variables you are going to need to take into account:

Is there gravity and lifesupport on?

Where in the ship are the PC's? Hazards need to be appropriate to the area. You won't encounter a reactor coolant leak in the crew quarters, just like you won't encounter a rogue baking oven in the engineering spaces.

Some things, like life support conduits, power cables, data ports and the like will be encountered all over the ship. Hangar areas are going to have things associated with flight ops. Cargo areas are going to be relatively barren of anything but objects associated with cargo movement and such. Ships stores, compartments, workships, etc will have tools and spare parts and all kinds of miscellaneous objects associated with ship operations stored within. Control spaces will be dedicated to operations, with little, if any storage. Medical spaces will be centralized, possibly down to just a single area.

Think of your ship like you would of any terrestial equivalent. Some things to help jog the old noggin would be to look up ship specifications and layouts on the web. See how naval designers organized berthing quarters, ammo storage layouts, etc. Carriers and battleships are good places to start if you have a big ship. Likewise if you are using a passenger ship then plans for cruis ships will help you see how they seperate passenger areas from crew quarters, engineering and storage holds.
 
thanks! this is very helpful.
rinku said:
A few basic ideas for crippled ships:

* Artificial gravity is on the blink, cutting in or out when least needed. Having the floor suddenly suck you down at 3G without warning, well, sucks.

* Hatches won't open, due to security, power loss or vacuum.

* Something explodes.

* Hostile aliens

* Hostile robots

* Freindly robots that are secretly hostile

* Flooding

* Fire

* Toxic gas leaks

* Radiation leaks

* Bulkhead door slams shut

* Communicators cut out or are intermittent

* The rescue team that turns up checks their identities and then starts shooting
 
How does this sound?

ROLL HAZARD
2 Exploding panel. Character comes to a dim corridor lit only by a flickering and sparking conrol panel on the larboard wall. Repairs may be attempted to restore lights and access the computer or to shut down the panel. If ignored there is a 80% chance the panel will explode and the Character sustains d6 damage and/ or d6 radiation .
3 Fall or collide with solid object if a Zero G roll of 8+ is failed. Sprain or pulled muscle halves what the character for the next 1D watches. Suffer a –2 DM to all physical skills.
4 Enemy Borders: roll d6 1-2=3 borders; 3-4=2 borders; 5-6=3 borders
5 There is a sudden and unexpected collapse in the ceiling above. Failure to make a Zero G roll of 8+ or a Dex roll of 8+ (depending) results in the character’s limb becoming trapped some how. Freeing the character requires 1D hours and either an Engineering roll or a Survival roll. The character is unable to free himself.
6 Loose debris is disturbed which hurtles around threatening to cause injury or damage. Roll Dex 8+ to avoid the debris. If the roll fails, roll 1D. 1-3, Sprain or pulled muscle halves what the character for the next 1D watches. Suffer a –2 DM to all physical skills. 4-6, Rip or tear to Vacc Suit forces character to return to ship for repairs if he does not have a set of repair patches with him. Roll 2D. On a roll of 5 or less, the tear is too acute to be repaired in the field.
7 Mechanic or recon 8+ to notice a walkway about to collapse. If not seen walkway collapses under you. Serious fall, collision or other catastrophe ruptures Vacc Suit or life support. Character sustains 2D damage. If noticed a co-ordination check can be attempted to cross safely. This is a challenging task.
8 Chemical warfare (pg. 74)
9 Debris or sharp object ruptures air supply to the Vacc Suit. Vacc Suit roll of 9+ needed to effect immediate repair, or suffer 1D damage to Endurance characteristic for every 2 minutes until a repair is made by another character (one Vacc Suit roll takes 2 minutes to effect).
10 Enemy Borders: roll d6 1-2=3 borders; 3-4=2 borders; 5-6=3 borders
11 Fire in corridor. To run through the fire calls for an endurance check. Damage taken is 3d6 -effect og the endence check. A Co-ordination check is also required (-1 DM) to avoid damage to Vac suit. -1 effect is light damage that must be repaired within 10 min, -2 effect moderte damage must be repaired in 5 min, -3 effect requires a workbench to repair and the suit no longer provides life support. If no suit is worn the negative effects become damage dice.
12 Raditaion leak detected. If left unattended leak will grow. 2d6 radiation.
13 Hatch sealed and inoperable. Mechanics or strength check to open. Unkown hazards on opposite side - roll on table.
14 Rogue Security Drone (pg.95)
15 Bulkhead door slams shut suddenly. Co-ordination check to avoid or 3d6 damage and trapped. Positive effects subtract from damage.
16 Sudden increase of gravity. Endurance or strength check required to move. Panel on wall can be used to re-set with proper roll or three successful endurance checks to move out of the field.
17 Jet of toxic and corosive gas venting into corridor. Can move past without harm, but will stick to suit or skin and eventually eat through. Decontamination room required or 1d6 damage a round. Vac suit armor degrade 1 per round.
18 Rogue Security Drone (pg.95)
 
Don't know the PC's or thier players or the gear they start with, but off the cuff that is a fairly lethal table.
 
Agreed, the Bulkhead slam is a particularly nasty result if you havent got your armour on at that point. :shock:

However, the results have a more realistic damage outlook, but yeah, I'd limit checks a bit TBH unless you want to on the more Dark Star route of being hazard-filled.
 
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