hivemindx said:
I would be strongly tempted to say that three quirks is the most any ship should have. Three quirks is interesting, ten quirks is a basket case.
A 50+ year old ship should have severe problems. There is a reason it is much cheaper than a new ship.
Quirky Jump Drive: Each time you jump roll 2D, on 2 the Jump Drive breaks down. 1D weeks in a shipyard to repair at 3% of original ship cost per week. It will break down again unless completely replaced.
Quirky M-Drive: Each time you use the M-drive for more than an hour roll 2D, on 2 the M-Drive breaks down. 1D weeks in a shipyard to repair at 1% of original ship cost per week.
Quirky Power Plant: Every week you rely on the Power Plant roll 2D, on 2 the Power Plant breaks down. 1D weeks in a shipyard to repair at 1% of original cost per week.
Quirky Purifiers: Each time you jump roll 2D, on 2 the Purifiers fail, you jump with unrefined fuel. 1-2 weeks in a shipyard to repair at 0,1% of original ship cost per week.
Dead Purifiers: The Fuel Purifier is dead.
Quirky Controls: Every month roll 2D, on 2 ship's controls (bridge) fails. You have to go to manual control off bridge. 1 - 4 weeks to repair at 1% of original ship cost per week.
Quirky Computer: Every month roll 2D, on 2 ship's computer fails. You better have a backup computer. 1 week to repair at 50% original computer (or 0,5% of original ship cost) cost.
Quirky Sensors: Every month roll 2D, on 2 ship's sensors fails. The ship is blind, you need to be guided to a starport. 1 week to repair at 50% original sensor cost (or 0,5% of original ship cost).
Dead turret socket: On turret socket is hardpoint is dead, no turret can work in that hardpoint.
Badly maintained: The ship need more maintenance than normal, you need twice as many Engineers.
Quirky Life Support: Roll 2D every week you inhabit the ship, on 2 the Life Support malfunctions severely. No air, no water, all sewers back up, or food storage fails.
Quirky Cargo Hatch: Roll 2D every time you open the cargo hatch, on 2 it is stuck.
Badly Repaired Hull Damage: Roll 2D every month, on 2 the hull springs a severe leak. You lose atmosphere in 1D × 10 min.
Obviously the players should not be informed of these quirks beforehand.