
LeeSw |
After looking over the rule for Space Ships, the addition of a some quirks into the ships could add a bit of spice.
Good, Bad, and Odd
No matter how many times the crew checks and repairs and searches the quirks persist.
Only on a DC 45 Repair can the Quirk be removed.
Things like,
At Speed 6 to 8 a issue occurs in Weapon Mount number X, all shots -1 to Hit, and +1 to Damage
When emerging into Drift Space the crew gets a random craving for a certain food.
The Aft Shields flare out when they reach 1, and fail instead of 0, all other attacks to the rear -1 to hit for the rest of the turn.
Sensors are +1 in one Arc and -1 in another.
When the panel to the Sensors Station is opened, a panel across the room will pop open with a loud slam, 3 seconds later.
A certain non vital external part of the ship is prone to flying off for little or no reason. This part also has on a roll of a 1 on a d10 of absorbing one critical hit.
Moving Shield points from the Rear to other areas is easier +2 to the roll.
But Moving Shield points to the Rear is harder -2 to the roll.
The ship Turns better one direction, than the other. Any Stunts or Tests towards the "good" side are plus 1 to the die roll, and -1 on the "bad" side.
Each time a system takes a Critical there is a small chance that subsystem will get a Quirk. 1-5 %
As the Crew learns their ship some of these quirks can become useful.
What other Quirks sound good to you.