WhenTheGunsQuest/Mechanics

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Basics

Characters have the following broad stats, all of them are dice pools. Leveling them up adds dice.

Dice in this are d10, and targets are successes. Successes are 5+, Critical Successes are 10. Critical Successes count twice, add bonus effects. Critical Failures are 1 and subtract a success. If there is only a critical failure, there are bonus negative effects. If there is an equal number of critical success and critical failures, there are no bonus effects.

Examples:

  • [Rolls: 1 4 3] - Critical Failure, One Negative Effect
  • [Rolls: 1 6 4] - No Successes
  • [Rolls: 2 6 4] - One Success
  • [Rolls: 10 6 4] - Three Successes, One Bonus Effect
  • [Rolls: 10 6 1] - Two Successes, No Bonus Effect

Character Stats

  • Diplomacy
  • Command
  • Tactics
  • Strategy
  • Security
  • Engineering
  • Science
  • Medical
  • Operations
  • Investigation
  • Intelligence
  • Training

Example Character: Miles O'Brien:

  • Diplomacy: 3d
  • Command: 3d
  • Tactics: 3d
  • Security: 2d
  • Strategy: 2d
  • Engineering: 6d
  • Science: 2d
  • Medical: 1d
  • Operations: 4d
  • Investigation: 3d
  • Intelligence: 2d
  • Training: 4d

They may have +1 dice to subskills, given by events, but in general, everything should increase dice pools.

Ships Stat Block

  • Modules Remaining - the number of remaining module space available before you need to change an existing module.
  • Engineering
  • Shields
  • Hull
  • Speed (Running Away)
  • Agility (Dodging)
  • Weapons
    • Sub-Weapon Block
  • Science
  • Sensors
  • Medical
  • Comfort
  • Cargo


Speed Dice to Warp Speed

Dice Pool Speeds
1d Warp 4.8 Cruising, Max Cruise Warp 7.5, Max Rated 8.1 for 12 hours
2d Warp 5.1 Cruising, Max Cruise Warp 8.3, Max Rated 8.9 for 12 hours
3d Warp 6 Cruising, Max Cruise Warp 9, Max Rated 9.4 for 12 hours
4d Warp 6.8 Cruising, Max Cruise Warp 10.1, Max Rated 10.5 for 12 hours
5d Warp 7.5 Cruising, Max Cruise Warp 10.4, Max Rated 10.6 for 12 hours
6d Warp 8.1 Cruising, Max Cruise Warp 10.7, Max Rated 10.9 for 12 hours
7d Warp 8.6 Cruising, Max Cruise Warp 10.8, Max Rated 10.95 for 12 hours

Modules

Modules either add +X bonus, or a new functionality. (The latter is very rare, however.)

Crew

Crew broadly, of a ship, denote personnel on board handling this, or bonuses gained by training.

  • Morale: This ranks from poor to great. (-2 to +2), and is added to dice rolls.
  • Health: This ranks from OK to dying (0 to -3)
  • Engineering
  • Operations
  • Science
  • Medical
  • Repair
  • Security
  • Combat
  • Diplomacy
  • Intelligence

Average crews might have 1d in certain things. Good crews will have more 1d, but have 2d in several. Superior crews have mostly 2ds, with a few 3ds. Elite crews are mostly 3ds with a few 4ds.

Training

Captains can train their crews up to a certain number of total dice. This is 30d. This takes place over missions. Use the chart below to get a rough gauge of how many successes. No one skill can exceed 4d for crew.

Captains can also train their officers out of the same training pool. Each officer costs the same amount per skill. Officers cannot be trained in a skill once their skill matches or exceeds 7d. Captains cannot train past the combination of their skills and training facilities or bonuses. Each officer can only increase two dice per mission. Officers cannot exceed 65d total. Training does not take as much time as crew, but it's several turns long.

Captains can seek to improve themselves out of the same training pool. They have the same limits as officers, except their dice pool can go up to 70d.

Ranking Successes
-4 to -2 2 successes
-2 to 0 1 success
1 to 2 2 successes
2 to 3 4 successes
3 to 4 7 successes
4 to 5 12 successes
5 to 6 18 successes
6 to 7 25 successes

Ship Upgrades

Ships often gain custom upgrades, for minor things. However, for permanent dice increases, you can direct an officer to work on a new policy. They will spend some time and resources to do so, and present it to Starfleet Engineering, or Tactical, or what have you, for analysis. Depending on roll results, this will take a variable number of turns.

Upgrades are capped at certain points unless it's a refit - you can say, upgrade a Phaser Array Mk VIII to ++ but not to Mark IX. That said, technology ideas proposed can be prototyped in custom shuttles, or sent for refit standards.

Note that Starfleet R&D does still work on things, but working on technologies that you may not be able to equip now will still boost refits, or maybe move other things forward.