Effects From Crew Casualties (Dec 12 2001)


From: WALRUSFOLKS/bjecko2000
Date: Tue Dec 11, 2001 9:30 pm


OK. Let me dust off the old book here (cough!)

Each point of superstructure that is lost does a % of crew casualties, and that percentage is directly related to the total number of superstructure the ship has.

Lets use the Baker class as an example.

A Mk II Baker - as listed in the Federation Starship Recgonition Manual, has a total superstructure of 15 points. According to the chart on page 37, that coresponds to 6% crew casualties per superstructure point. Some hits do no crew casualties, while some hits do double crew casualties. (According to the rule book it balances out, but I doubt it!)

SO! If your Baker got hit on, lets say Shield Arc 2, you'd roll your damage and check the chart. If you got a 4, 5, or 6, then you'd suffer 3% crew casualties for each superstructure point lost. (C x 1/2).

If you rolled a 7, though, you'd suffer double casualties - 12%. (2C).

Same goes for a 0/10 - Bridge hit. Double Casualties.

Now I can't speak for everyone, but I have had 2 instances where my crew was wiped out, but the ship was still in fairly good shape. I kept rolling 7's and 10's. In four turns, I had no viable crew left, and was forced to concede the ship. A little frustrating.



From: "ncc2012"
Date: Wed Dec 12, 2001 9:59 pm


What we did in our group was to limit casualties to a max of 10% per 5 points of damage, and damage was always broken down into units of 5 points or less. So, a 20 point torpedo would have 4 rolls of 5 points, and it would be rare to get something like 4 lucky rolls of 7s and/or 10s and wipe out the crew leaving the ship almost as good as new, which is kinda unlikely with the weaponry used. The cap just keeps it a little more realistic.

Todd

