Good list of starship dings and dents?

By Norsehound, in Game Masters

I'm trying to find a good list of random effects useful for acquiring used starships. I thought about just rolling on the critical hit location table but these don't seem to be that great. Cartols' Emporium has Bucket of Bolts, but I'm looking for something a little more colorful.

Obviously this would be a large list with things ranging from "Missing extremities (antenna, muzzle flashes)" to "the intermix core that makes your hyperdrive function is actually cracked and useless."

Like actual problems with the ship, or like superficial "flavor" problem that don't effect stats but do provide color?

Actual problems with the ship. Ranging from nicks and dings that over time wear a ship out to critical problems that would force a smuggler to abandon his ship and get another one.

A larger wear and damage cart seems like it would be something useful to have on hand when salvaging used ships. I suppose I could make one up myself, but if one already exists it would be nice to look at.

I've seen no such thing but I'd love to see a list for flavor, and with it I would create mechanical consequences on the fly.

Edited by themensch

Damaged antenna: The wide-band comm system has been sheared off. High density comms (slice enemies systems, jam) reduced by 1 range band until repaired.

Warped spaceframe: The frame of the craft itself is warped or bent from stress or a previous collision. HT reduced by 1-5 until repaired.

Alien ergonomics: The cockpit is configured for a non-human with drastically different anatomy (4 arms, no arms, UV vision ect). All checks to operate the ship or ship system get 1 setback.

Electrical nightmare: The ship's electrical systems have been repaired and jury-rigged one to many times. SST reduced by 1-5 until fixed (maybe even count the interior of the ship as difficult terrain due to all the trip hazards).

Roasting/Freezing: The ship is configured for species that are used to hotter/colder environments. All checks on board get 2 setback.

Overloaded: The ships mounts too many after market systems for it's power core to handle. The following systems can't draw sufficient power from the power core and only one can operate at full capacity at any given time. Weapons (each), Sensors, Shields, Communications, Engines. All are reduced in effectiveness (Weapons damage reduced by 2, crit increased by 2, Shield defenses reduced by 1 in every arc, Sensors/Comm range reduced by 1 band, top speed reduced by 1) unless at least two systems are taken offline. Bringing any one system up to full power while the others operate is a Hard mechanics check, 2 Threat may be spend to do 5 SS to the vessel.

Reaver: The ship has minimal core containment and leaks radiation. Anyone outside the ship at short range or closer takes 1 crit per hour from exposure to ionizing radiation. Landing at any civilized (even a little bit) starport will set off all kinds of alarms and bring emergency services, law enforcement, and environmental protection and public safety officials.

Blood for the Blood God: The ship is an unsightly mess of barbarism, covered in dried blood and the bones of sentients chained and welded to the hull. Upgrade all Coersion checks, Upgrade all charm and negotiate difficulties.

What's that smell: The interior of the vessel stinks like feet wrapped in burnt rubbery bacon. 2 Setback to all checks.

This is awesome. I'd love to see a roll chart for a percentile for both minimal aesthetic stuff and damaging mechanical stuff. Would be sweet.

Those look pretty good! I am working up a random table using the critical hit chart as a template but it's looking to me like I'm just recreating the critical hit chart. Mind if I take a few of these and add them in?

Awesome list, Ghostofman.

Those look pretty good! I am working up a random table using the critical hit chart as a template but it's looking to me like I'm just recreating the critical hit chart. Mind if I take a few of these and add them in?

Just credit me if you publish.

This kind of crap is my favorite!

The weapon targeting systems occasionally display old romance holos. It’s not that big of a deal except the volume is deafening and we can’t figure out how to mute it.

All the ship lights are wired on a single line. If one light burns out, they all go out.

The ship diagnostic system is convinced that there is a second deck with a burned out power converter. There is only one deck.

The main engine's starter burned out and the old engineer built a temporary hand crank to use until it is replaced. This was 10 years ago.

The heavy duty tint on the cockpit window? That's not tinting, it's dirt.

The ships clocks use Nal Hutta local time and we can't change it.

There is a switch hidden under the pilot's chair. We're not entirely sure what it does, but it's wired into both the main engine control and all external hatches.

The clothing autowasher bleaches all clothes to white. The bleach tank has been empty for years so we're not sure how it's doing it and the machine is larger than the laundry room hatch so it can't be removed.

Never enter cargo bay 2b. Our best guess is that it’s haunted.

Be careful when opening engineering panels, control panel surfaces or emergency supply kits. Our previous engineer went crazy and boobytrapped everything and eight years later, we're still finding stuff.

Every single EVA space suit on board is a different model. Please do not mix up the pieces.

Don't worry about the rattling when the ship is in hyperspace. That's the ship's shock absorption system. It's long blown out and the only place to get a replacement is in a museum.

The ship won't slip out of hyperspace manually. We either get where we’re going or kill the hyperdrive and hope we don’t die.

The Gyroscope constantly goes down during rentry.

Using the shower in the refresher steams up the cockpit. They’re on opposite ends of the ship.

The air conditioners cause the lights in the ship to go out. All of them.

One of the landing gear sticks and the sensor is constantly wrong. Sometimes it deploys and sometimes the sensor tells the truth. It’s best to open the hatch and have a look to be sure. We have a special ‘landing crate’ that we use in place of the stuck landing strut.

Edited by IndigoGnat

This kind of crap is my favorite!

ROTFLMAO!

Awwww man. Now I just need a roll chart, lol.

Those were excellent.

Awwww man. Now I just need a roll chart, lol.

Those were excellent.

Here ya go!

1-10

11-20

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91-00

(hee hee hee)

Har har har. I was more looking for this.

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Heh. There, now you guys can fill in the blanks.

So, it's done.

http://fav.me/d8eq3jw

Thanks to IndegoGnat and Ghostofman for input on the negative chart!

So, it's done.

http://fav.me/d8eq3jw

Thanks to IndegoGnat and Ghostofman for input on the negative chart!

Aww, man — I’ve reached my quota of positive votes for the day! Dangit!

I found a number of typos and other minor changes — would you like me to send them to you on DeviantArt or here?

one if the things I did recently is hide a restricted weapons system on their ship. heading into an imperial held planet, with cargo ready to spoil, and it was picked up by the scanners. they became guests of the imperials for a few hours while the imps disabled the systems. the cargo rotted. they had to pay the price of the cargo (cabbages, just so I could use the line "not my cabbages."), and the smell of rotten cabbages still hasn't quite left the ship. we have a farghul. poor kitty nose.

Brad, shoot me a PM. Then I'll make it 1.1

So, it's done.

http://fav.me/d8eq3jw

Thanks to IndegoGnat and Ghostofman for input on the negative chart!

Nice job! Saved to my copious EotE support folder. I like little negatives that add to flavor, are annoying, but don't (often) affect mechanics of gameplay.

  • Landing ramp sticks - often stops a foot above the ground when opened.
  • Airlock door only opens 3/4 the way, making it tough to squeeze through.
  • Air vents go to maximum when the ship is in hyperspace. Loud, breezy, annoying.
  • Galley doors are cross-wired together. If one is opened, the other closes. If one is closed, the other opens.
  • The volume for the holocom is locked on maximum.
  • The outer environmental sensor works perfectly fine except that it always reports the same temperature.
  • The engine transponder has been sliced and reprogrammed so often that is will rarely, but occasionally, revert to a previous code... without warning or announcement.

IndegoGnat had the same thoughts but they seemed a little too specific. I wanted something generic enough that GMs could take and run with if they wanted.

This must get put into the compiled resources list.

Brad, shoot me a PM. Then I'll make it 1.1

Will do. Thanks!

Can I ask what resources you used to make this? I have other tables and charts I want to spiffy up to look as consistent with the book as this.

IE: What program? Where did you get the background? Fonts? etc.

Edited by Ebak

I've had Adobe Illustrator (CS...5?) for some time now.

The background comes from lostandtaken.com! They're a really great resource for this kind of thing and they're royalty-free.