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Thread: Damage to shields?

  1. #1
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    Damage to shields?

    Okay, here's another question... If a ship takes damage while its shields are down (not inoperative, just "down" because the ship was caught off-guard,) does damage still get applied to the shield damage track based on the quality of the attacker's roll?

    Please explain!

    One more thing...can shield damage track damage be repaired like other damage?
    If someone could point me to a place in the NG or Starships that covers this, that would be even better.

    THanks in advance....

  2. #2
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    Quote Originally Posted by jkp1187
    Okay, here's another question... If a ship takes damage while its shields are down (not inoperative, just "down" because the ship was caught off-guard,) does damage still get applied to the shield damage track based on the quality of the attacker's roll?

    Please explain!

    One more thing...can shield damage track damage be repaired like other damage?
    If someone could point me to a place in the NG or Starships that covers this, that would be even better.

    THanks in advance....
    Nope. When the shields are not active, the Shield Strength track is not affected by any hits (unless the hit does system damage to the Shields damage track).
    Former Decipher RPG Net Rep

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  3. #3
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    Quote Originally Posted by Doug Burke
    Nope. When the shields are not active, the Shield Strength track is not affected by any hits (unless the hit does system damage to the Shields damage track).
    Can the shield STRENGTH track be repaired? I don't recall if this was addressed in the NG or Starships or not....

  4. #4
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    I believe the sheilds have to be taken offline and repaired, which is an indeterminate length of time.

    The sheilds can be 'reinforced' by moving damage blocks from one system to the shields strength, as you would to an ordinary system (not to be confused with the shields damage track which is kept seperatelly) In this way you can keep the shields up for a while, because you can try tricks like 'Jury rig' (the effective equivalent of shoving a spatula in the circuit breakers ) keeps a system going for a few rounds, then you can then transfer that strength to shields.. of course if you keep cross wiring like that the whole thing will come crashing round your ears after not too long
    Ta Muchly

  5. #5
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    Hmm. So how long a period of time do you give them to repair each unit of shield strength, Tobian? I'm running a mission where this might come into play....

  6. #6
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    Quote Originally Posted by jkp1187
    Can the shield STRENGTH track be repaired? I don't recall if this was addressed in the NG or Starships or not....
    It was, but I don't have my books handy. I'll give a better answer tonight...
    Former Decipher RPG Net Rep

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  7. #7
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    It's a tough call really, as it doesn't say in the book, however I would generally treat it like any system block repair, so it would take a base time of 1.5 hours for every block, modified by how good your rolls are.

    One thing I noticed for the raising of shield strenght (after checking) is that when you do the transfer of damages.. you roll a TN of 10 + damage sustained - and depending on your successes (1 for maginal 2 for complete etc) you can gain 1 2 oe 3 points back, so it works much like the damage to shields can. Your players could indeed bring the shields back up this way fully, and cope with the repurcussions of having a faulty system somewhere else.. sometimes you need shields!
    Ta Muchly

  8. #8
    I have a question along the same vien
    since a ships defence is a function of it's deflector shields shouldn't it's defense be altered if it's shields are down?

    as an example of the logic to my thinking
    a Romulan Warbird is size 10 so it is huge
    the Defiant is size 5 (I think) so it is MUCH smaller
    but if a Klingon Bird of Prey decloaks and attacks them, it would have an easier time hitting the Defiant even tho it is much smaller
    my basic point is that I think Defense should be lower if you target a ship who's shields are down.

  9. #9
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    It says so in the NG: The defence becomes 5 when the ships shields are down.

    In Coda they decided to do away with things like size differences for starships.. Instead they get different manuver modifiers depending on what class of ship they are.. The Defiant, or small fast attack ships get much better default manouver modifiers, than a large capital ship like the D'Deridex... Effectivelly this means it's much easier for a pilot of such a craft to dodge out of the way..

    The Targeting systems on all Trek Ships are computer operated, and fairly advanced.. I mean think about it, they can scan a biopattern on a planet 40,000 kilomiters, analyse it's structure, deconstruct it and reconstruct it on a platform in a ship.. but they can't hit a 200 meter long hunk of metal a few hundred meters away?

    This is where manouvers come in, it's all about reaction times, and fooling the computer on the other ship that you are going to be somewhere else when they fire, and the more manouverable your craft, the easier that is to do.. hence the modifiers! A Starship sitting still is a sitting duck in Trek!
    Ta Muchly

  10. #10
    yah
    about an hour after I posted the question I saw that about with the shields down!
    one thing I am curiuos about
    a Fast Attack Ship
    does it get manuver mods as a fighter? or as a warship?
    or as what?
    I would say it was somewhat similar to a fighter but it might manuver more like an escort

  11. #11
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    Fast Attack Ships use the base maneuver modifiers of a Warship.
    Former Decipher RPG Net Rep

    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

  12. #12
    that was my guess

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