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Ship Combat
I havent been using much ship combat lately but i think its going to come up. If i remember correctly (and i dont have my core rules with me) we had a problem with too many hits form the hit chart landing in life support. Is this still a problem or does anyone know of a fix. Or did i simply mis-remember this problem.?
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Frankly I thought the hit chart was a little too "critical" I did a new chart that included things like crew quarters, and other non critical locations, however it soon became a paper-work nightmare of four pages of font size eight, to give you a little bit of an idea of the complexity I used the LUG SS hit chart, the SFB hit charts, and the original FASA charts, then simplified it down to it's current version.
But that was my responce to the LUG chart, and I realy have no problem with some quick paper-work...
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"Never interrupt your enemy when he is making a mistake."
-Napoleon
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First, let me say that I haven't actually had a chance to run a LugTrek game yet and I only have the DS9 rulebook, so this advice might not be exactly what you were looking for, but...
One method would be to set a higher target number for using the hit location chart. For example, you could enact a rule that a shot had to get at least 3 over the number needed to hit before rolling on the hit location chart. Thus, if you needed a 5 to hit, a roll of 8 or higher would be rolled on the hit location chart and anything from 5-7 would just be general structural damage.
-- Roy
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It's still only a one in eleven chance of hitting the life support. Only 25% effectiveness is lost for each 12 points of damage and even if it is destroyed, it is a chance for an engineer to become a "miracle worker" while the crew survives on the ambient oxygen.