Post by Gravedust on Jul 11, 2010 14:14:51 GMT -8
+Disabled:
The component will not operate until it is repaired. However it may still take compartment damage which may cause additional malfunctions. If a component is Disabled multiple times, each instance must be repaired.
+Jammed: (Cannon)
The Cannon cannot be fired until repaired.
+Control Damage: (Cannon)
Decreases Cannoneering by 10. (Stacking on application)
+Ammo Explosion!
Destroys the Cannon and causes an explosion with a damage equal to the total Damage potential of the shells remaining in the compartment.
+Steamline Rupture:
Engine produces 25% less Lift until repaired. This effect stacks.
+Vacuum Leak: (Grappling Compartment)
Grapple Power reduced by 25%. This effect stacks.
+Fire:
Sarts a D100/2 fire in the compartment
+FIRE!!!:
Starts a D100 fire in the compartment.
+Explosion!:
Causes a [D100 / 2] explosion in the compartment.
+EXPLOSION!!!
Causes a D100 explosion in the compartment.
+Steam Leak (Boiler)
Vents [D100 x5] steam per round until repaired. Multiple leaks can develop and must be repaired separately.
+STEAM LEAK!!!
Vents [D100 x10] steam per round until repaired. Multiple leaks can develop and must be repaired separately.
+Boiler rupture:
Destroys the Boiler and causes an explosion with a Magnitiude of [Current steam pressure/100] .
+Instrument Damage (Bridge)
Decreases Airshipman rolls by 10, stacking.
+Instrument Damage (Damage Control Center)
Decreases Repair/Firefighting Bonus by 4, stacking.
+Throttle Jammed (Bridge)
Airship's will move at a constant speed till repaired (determined by dice roll). Movements caused by a Jammed throttle will occur with other Out Of Control effects as the beginning of the round. While a Pilot may control turning or ascent/descent/lateral moves in the piloting phase, he may not make forward of Backwards moves till repaired.
D100/20 = Speed to be travelled per round.
+Rudder Jammed (Bridge)
Airship cannot be controlled and will continue in a set Direction every round till the malfunction is repaired. Movements caused by a Jammed Rudder will occur with other Out Of Control effects at the beginning of the round. While a pilot may control ascent/descent/lateral/speed in the piloting phase, he or she may not make Turning moves till repaired.
Direction: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Turn degree[1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
Turns will be made at 45° increments
+Control Cables severed (Bridge)
The Airship changes direction randomly each round and cannot be steered by a pilot until the malfunction is repaired. Movements caused by Severed Control Cables occur with other Out Of Control effects at the begining of the round. While a pilot may control forward or backward movemen in the piloting phase, he or she may not make Turning/Ascent/Descent/Lateral/or Dive Moves till repaired.
Roll D100:
Turn Direction: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Roll Turn Degree (if left or right).: [1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
+Out of Control
The airship moves at random each round and cannot be controlled by a pilot. Additionally the ship will lose 1 vert per round till it crashes. Movements caused by Out Of Control occur at the beginning of the round. Additionally the ship will lose 1 vert per round till it crashes. Airships that are Out Of Control cannot make Evasive maneuvers.
Roll D100 for Turning: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Turn Degree: [1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
Roll [D100/20 for Speed]
The 1 vert Descent occurs at the end of the movement, and does not cost steam.
+Flame out: (Furnace)
The Furnace generates no steam until repaired.
+Fuel Fire: (Furnace)
Starts a fire with a severity of D100 And consumes 1 unit of fuel per round till extinguished.
The component will not operate until it is repaired. However it may still take compartment damage which may cause additional malfunctions. If a component is Disabled multiple times, each instance must be repaired.
+Jammed: (Cannon)
The Cannon cannot be fired until repaired.
+Control Damage: (Cannon)
Decreases Cannoneering by 10. (Stacking on application)
+Ammo Explosion!
Destroys the Cannon and causes an explosion with a damage equal to the total Damage potential of the shells remaining in the compartment.
+Steamline Rupture:
Engine produces 25% less Lift until repaired. This effect stacks.
+Vacuum Leak: (Grappling Compartment)
Grapple Power reduced by 25%. This effect stacks.
+Fire:
Sarts a D100/2 fire in the compartment
+FIRE!!!:
Starts a D100 fire in the compartment.
+Explosion!:
Causes a [D100 / 2] explosion in the compartment.
+EXPLOSION!!!
Causes a D100 explosion in the compartment.
+Steam Leak (Boiler)
Vents [D100 x5] steam per round until repaired. Multiple leaks can develop and must be repaired separately.
+STEAM LEAK!!!
Vents [D100 x10] steam per round until repaired. Multiple leaks can develop and must be repaired separately.
+Boiler rupture:
Destroys the Boiler and causes an explosion with a Magnitiude of [Current steam pressure/100] .
+Instrument Damage (Bridge)
Decreases Airshipman rolls by 10, stacking.
+Instrument Damage (Damage Control Center)
Decreases Repair/Firefighting Bonus by 4, stacking.
+Throttle Jammed (Bridge)
Airship's will move at a constant speed till repaired (determined by dice roll). Movements caused by a Jammed throttle will occur with other Out Of Control effects as the beginning of the round. While a Pilot may control turning or ascent/descent/lateral moves in the piloting phase, he may not make forward of Backwards moves till repaired.
D100/20 = Speed to be travelled per round.
+Rudder Jammed (Bridge)
Airship cannot be controlled and will continue in a set Direction every round till the malfunction is repaired. Movements caused by a Jammed Rudder will occur with other Out Of Control effects at the beginning of the round. While a pilot may control ascent/descent/lateral/speed in the piloting phase, he or she may not make Turning moves till repaired.
Direction: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Turn degree[1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
Turns will be made at 45° increments
+Control Cables severed (Bridge)
The Airship changes direction randomly each round and cannot be steered by a pilot until the malfunction is repaired. Movements caused by Severed Control Cables occur with other Out Of Control effects at the begining of the round. While a pilot may control forward or backward movemen in the piloting phase, he or she may not make Turning/Ascent/Descent/Lateral/or Dive Moves till repaired.
Roll D100:
Turn Direction: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Roll Turn Degree (if left or right).: [1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
+Out of Control
The airship moves at random each round and cannot be controlled by a pilot. Additionally the ship will lose 1 vert per round till it crashes. Movements caused by Out Of Control occur at the beginning of the round. Additionally the ship will lose 1 vert per round till it crashes. Airships that are Out Of Control cannot make Evasive maneuvers.
Roll D100 for Turning: [1-33 Straight][34-66 Left turn][67-100 Right turn]
Turn Degree: [1-39=45° Turn][40-79=90° Turn][80-90=135° Turn]
Roll [D100/20 for Speed]
The 1 vert Descent occurs at the end of the movement, and does not cost steam.
+Flame out: (Furnace)
The Furnace generates no steam until repaired.
+Fuel Fire: (Furnace)
Starts a fire with a severity of D100 And consumes 1 unit of fuel per round till extinguished.