Suggestion: New type of Crit.

E-Mines Hurt

Mongoose
Again, want feedback. This is my game and I can play it any way I want.

What about communications crits which can give Comms Jammers effects, CQ malus, SA permanent or for one turn or even knock a ship out of a squadron. I can make a new column for crits, but would it be a good idea?
 
Personally I am not a fan of losing SA's. I think they make the game much more interesting and allow more tactical thinking and strategy. Crits that remove SA's remove options, make the game quite dull, and my ships predictable and bland. If I had my way I would make less SA-removing crits, not more.

But it's your game, you can play it any way you want :D
 
Personally if i wanted to see a new crit it would be something like guns jammed while firing = no effect or weapon firing damaged = weapon firing may not fire next turn. This would maybe balance out the exceptionally harsh crit table.

But on a less serious note a table of funny crits for a one off game would be awesome. Something like Engine Emergency = targetted ship suffers a vital system error to its engine move the ship forward to its maximum speed. Or Fighter Computer Hit - Launch the maximum number of fighters allowed place in base contact with targetted ship. That Would be interesting.
 
Communications Crits
1-2 Communication Interference D=0 C=0 SA cancelled for 1 turn
3 Communications Array Damaged D=1 C=1 CQ -1 for rest of battle
4 Signal Room Damaged D=1 C=3 Removed from Squadron
5 Communications Array Destroyed D=2 C=4 No SA
6 Communication Jammed D=2 C=4 Suffers Effect of Comms Jammer



Obviously a 2d6 Crit table would be needed. This table keeps the D=1 and C=2 average of the rest of the crits tables. I'm thinking of something like this.
 
Can't say i ever worked out the damage to crew ratio in crits, certainly didn't assume it would be a 2-1 crew to damage, but I suppose thats skewed becase there is a crew crit area... which i always roll on against ships with silly numbers of crew, sods law really
 
OK...

Possible damage from each area:
Engines: 0+0+1+1+2+3 = 7
Reactor: 0+0+1+1+0+3 = 5
Weapons: 0+0+0+0+2+3 = 5
Crew: 0+0+0+0+1+2 = 3
Vitals: 0+1D6+4+4+2D6+4D6 = 8+7D6 = 32.5 (average for 1D6 is 3.5)
Total = 14+5+5+3+32.5 = 59.5 (count Engines twice because it accounts for rolls 1 and 2 on critical area)
Average = 59.5/36 = 1.65

Possible crew loss from each area:
Engines: 0+0+0+0+1+1 = 2
Reactor: 1+1+1+1+3+4 = 11
Weapons: 1+1+1+0+2+4 = 9
Crew: 2+2+3+3+3+4 = 17
Vitals: 1+1D6+3+4+4D6+2D6 = 8+7D6 = 32.5
Total = 4+11+9+17+32.5 = 73.5
Average = 73.5/36 = 2.04

Note that the single biggest contribution to both averages is that from Vitals, specifically from the dice rolls from Secondary Explosions, Reactor Implosion and Catastrophic Explosion. This means most of the time you'll probably get less than the average but occasionally you'll get a lot more than average.
 
AdrianH said:
Average = 59.5/36 = 1.65

:oops:

And I call myself an engineer :(

:oops:

Code:
Communications Crits
1-2      Communication Interference  D=1 C=0 SA cancelled for 1 turn
3         Communications Array Damaged D=1 C=1 CQ -1 for rest of battle
4         Signal Room Damaged D=2 C=3 Removed from Squadron
5         Communications Array Destroyed D=2 C=4 No SA
6         Communication Jammed D=3 C=4 Suffers Effect of Comms Jammer
 
If you're changing to a 2D6 crit table then you really need to write out the whole thing, to ensure the averages are the same...

Alternatively you could just replace one of the engine sections, so 1 stays as engines but 2 changes to comms.
 
And in that case you would need to balance the damages in line with the Engines chart, not the overall chart; damage should total 7, crew loss should total 2.

This would actually make sense because most of those types of damage should not kill many crew. Interference and Jammed should not really kill any, nor do any damage for that matter.

Communications Array Damaged should not affect the ship for the whole battle; this makes it an unrepairable crit, which are only found in the Vital Systems section. The crit should be repairable with a damage control roll as usual, after which the CQ returns to normal.

Perhaps allow that when Signal Room Damaged has been repaired, the ship can rejoin its squadron. It must remain within 6" of the squadron, the squadron can not have disbanded in the meantime, and it can not join another squadron or form a new one. If the squadron has disbanded or the ship fails to stay in formation then it can not rejoin.
 
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