From: Mike Wikan <mww@n...>
Date: Thu, 16 Sep 1999 11:26:06 -0700
Subject: Full Thrust "Captain's Check" critical threshold
I was thinking about something we used to use in our Full Thrust/Star Trek games. Whenever a ship makes a threshold check, he makes a seperate "captain's table" check. If he fails, he rolls on the table. it went something like this: 1) Warp Core Breach: Ship loses all maneuver power and coasts in a straight line for the next turn at present speed. At end of turn, ship's Warp core ruptures explosively causing 3d6 damage -1 per inch from detonation point to all ships. Shields subtract one point of damage per level of shields. 2) Structural Collapse: take additional 1d6 points as main support members collapse 3) Plasma Coolant leak: Ship may not maneuver at all next round 4) Main Fire Control down: Ship may not fire any weapons next round 5) Warp Field collapse: Ship may not disengage via FTL or, if combat is in FTL, ship is immediately removed form table and counted as destroyed for Victory point purposes 6) "Scotty, I need warp power or we're all dead!!" Ship may AUTOMATICALLY repair ONE system -or- may reinforce structural integrity field, gaining back 1d6 damage points. Ship may never get above original hit points.. This, plus "captain's points" which were 1 point per captain to modify a roll ONCE per game (any roll by anyone) added a very Star Trek feel to FT