A LA POÉTICA DEL “TACO ”
III- Digresión no prescindible. Cuando el primerizo Hernán
Starships have Body Points just as individual characters have Hit Points. Each time the ship takes damage, its armor and performance will also decline. The Damage Level of a Ship is estimated by a percentage decrease in Body Points:
A Few Scrapes and Burns (0-10%): Most ships can endure about a 10% reduction in Body Points before suffer
debilitating effects. Each time a ship takes damage within this 10%, the pilot loses the ship’s Manueveribility Dice and is also -2D to additional actions that round (time is spent controlling the ship) and the next round.
Manueveribility Dice are regained in the second round. Other ship systems remain undamaged.
Lightly Damaged (11-25%): In this range, the ship has lost some of its outer plating, engines are beginning to heat
up, a few sparks might fly. When a ship takes damage in this range, the crew lose the benefits of the Manueveribilty Rating for 2 rounds, cannot act that round (controls short out) and suffers a -1D to all operations checks until the damage is repaired. Manueveribility Dice return the next round. Each time a ship takes damage in this category, roll on the table below:
• 1 Thruster Misfire: Ship loses -1D to Manueveribility until repairs are made. If Manueveribility already
equals 0D, its Space Movement rating is reduced by 1
• 2 One on-board weapons system was hit and has taken damage. All Fire Control Dice are lost. If the system
is hit again, it will be unavailable until repaired (Moderate Weapons Tech roll).
• 3 Power Surge: the Sensors and Communications are temporarily blown out. It will take Moderate Sensors
and Communications rolls to get the systems back online. If another Power Surge occurs before the systems are brought back online, increase the Difficulty for both attempts by 5.
• 4 Hyperdrive Damage: each time the drive is so damaged, it adds +10 to Astrogation attempts until
repaired (this is a cumulative effect). If the ship lacks a Hyperdrive, reroll.
• 5 Shield / Armor Buckling: If the ship has operating Shields, they buckle and go down (but will begin
recharging immediately). If the ship only has Armor, it loses an additional D6 points.
• 6 Sublight Engine Damage: Ship has its Space rating reduced by 1.
Heavily Damaged (26-50%): Now you’ve got to start worrying. The ship is venting plasma, you’ve lost your
comm antenna and you can’t find the off switch for that annoying buzzing alarm. The Manueveribility Dice are lost for 3 rounds. The crew also suffers -2D to ship’s operations attempts until the damage is repaired. The second time a ship takes damage in this range, roll below for additional damage:
• 1 Thruster Damage: Ship loses 2D to Manueveribility. If the ship has 0D Manueveribility, reduce is
Space rating by 2.
• 2 Weapons Destroyed: one of the ship’s weapons is destroyed. On larger ships, all the weapons in a given
arc go down.
• 3 Systems Overload: the sensors and communications arrays take heavy damage. They blow out, causing 3D damage to their operators. They will take 3D6 hours to fix with Moderate Starship Engineering or Difficulty Sensors and Communications attempts. Shipboard communications are also down.
• 4 Hyperdrive Damage: the hyperdrive has gone down and can only be brought back online with an Easy
Starship Engineering roll. It will then require recalibration for about 1 hour. Until then, +10 is added to all Astrogation rolls.
• 5 Defensive System Damage: If the ship has shields, their generators are blown out and cannot be
rebooted until a Moderate Starship Engineering roll is successful. If the ship does not have Shields, it suffers an additional 2D6 damage to its armor.
• 6 Sublight Engines Damage: the ship’s Space rating is reduced by 2.
Severely Damage (51-75%): Multiple hull breaches, loss of sensors and communications, life support is failing,
thrust control is sporadic....and that’s the good news. Where’s that escape pod again? The Manueveribility Dice are lost for good (until the ship is repaired) and the crew suffers a -3D to all operations attempts. The second time a ship takes damage in this range, roll for additional damage below:
• 1 Thrusters Offline: The ship loses any Manueveribility it has left. The pilot suffers an additional -1D to
• 2 Weapons Backfire: one of the ship’s weapons is destroyed and blows up. Starfighters and freighters take
an additional 5D damage internally (ignore armor). Capital ships suffer an additional 10D damage internally (ignore armor).
• 3 Systems Blowback: the sensors and communications arrays explode. Internally, this causes 5D damage
to their operators and 5D damage to starfighters or 10D to capital ships). They must be replaced, which will take 4D6 hours if parts are available. Shipboard communications are also down.
• 4 Hyperdrive Redline: the hyperdrive has taken damage and is venting coolant. It will overheat and be
destroyed in 1D rounds if not repaired (Moderate Starship Engineering attempt). Once shut down, it will take 1D hours to bring back online. It will then require recalibration for about 1 hour. Until then, +10 is added to all Astrogation rolls.
• 5 Defensive Systems Degraded: If the ship has shields, their generators are blown out and cannot used
until replaced. If the ship does not have Shields, it suffers an additional 5D6 damage to its armor.
• 6 Sublight Engines Damage: the ship’s Space rating is reduced by 3.
Critically Damage (67-100%): Things are now very grim. Say your goodbyes and just hope you manage to seal
your vac-suit before everything blows up. The ship has lost all Manueverability, Sensors and Communications. The pilot is -3D to all piloting rolls as well. Each time after the first the ship takes damage in this category, roll on the table below:
• 1 Dead in Space: all drives are destroyed. The ship is adrift in space.
• 2 Overloaded engines: the ship’s engines is overloading. Unless it’s completely shut down, it will blow up
in 1D rounds and completely destroy the ship. It will take 2D6 hours and a Moderate Starship Engineering attempt to get them back online.
• 3 Hyperdrive is down: the hyperdrive engine has been overheated and wrecked. It will have to be replaced
before the ship can go to hyperspace again.
• 4 Weapons down: all of the ship’s weapons lose power. Roll D6 again: on 1-4, the weapons lose power
but can be restored with a Difficult (20) Starship Engineering roll; 5-6 the weapons “blow out” and are useless until replaced.
• 5 Structural Damage: Hull breaches erupt all over the ship and the ship begins to fall apart. The crew
approximately 2D6 rounds to evacuate before the ship is completely destroyed.
• 6 Destroyed: The ship explodes in a ball of flames.
• Optional Rule : Player characters aboard the ship may prevent the Destroyed result by each spending 1 Chi point (which will not be regained at the adventure’s end). The ship will instead have Structural Damage and the crew will have 2D6 rounds to evaculate.
Passengers may take damage during the course of combat. Electronics may blow out, engines can spring coolant leaks that freeze, hulls can develop micro-fissures to open space...a ship in combat is a dangerous place to be. GM’s should use their discretion and assign damage when they see fit.
VII. ALLIES & ENEMIES
Starcraft is about a war between three species: the Terrans of Earth, the Protoss of Aiur, and the Zerg of Zerus. These three mighty species have collided in the Koprulu Sector and fight for their very existence. The pages below describe their histories, military units, structures and powers. While reading these materials through, remember that these species are not only fighting one another, they are also fighting civil wars with their own kind. In Starcraft, alliegences and enmities shift with the tides of war and political machinations.