Tuesday, November 15, 2011

Fleet Captain: what the hell is wrong with this crate?


I'm going to try to get back on track with this spaceship game. If you recall from earlier posts, one of the key ways ship classes in Fleet Captain differ from one another is how they suck.

Ship Design Flaws (roll d20 for each class of vessel)
  1. Tends to Explode - Every turn of live comba the ship has a 1 in 20 chance of exploding for no apparent reason.
  2. Fast Decompressor - The first hit to do Hull Damage also causes one point of Crew Casualties as redshirts are sucked out into space.
  3. Torpedo Jams - Any roll of a ‘1’ on a torpedo attack disables torpedoes for the rest of the game.
  4. Rustbucket - 1 in 6 chance of a critical with every hull hit.
  5. Simply Mediocre - All die rolls at -1.  A ‘0’ move is a normal Drift.
  6. No Safety Rails - All Crew Casualties are doubled.
  7. Poor Fire Control - 1 in 6 chance of targeting ship adjacent to foe, whether adjacent vessel is friend or enemy.
  8. Unstable AI - On any turn this vessels does a Full Drift (neither moves nor fires) there is a 1 in 6 chance the main computer gets bored and murders sufficient crew to cause one Crew Casualty.
  9. Psychosis-inducingly Bad Decor - If the Captain is eliminated from play the crew mutinies; ship takes no action but Full Drift for rest of game unless Boarded and Captured by a friendly vessel.
  10. Weapons Blind Spot - No fire possible along one hexline (see chart).
  11. Shield Flaw - Shields one die smaller along one hexline (see chart).
  12. Engine Imbalance - All vessels in this class tend to pull either to the left or right (determine randomly).  All non-turning Forward movements must drift in that direction.
  13. Dubious Aerodynamics - Automatically take d4 hull damage whenever passing through an atmosphere.
  14. Convenient Airlock Access - Boarding attempts are +1 against you.
  15. Excellent Broadcast Antennae - All mines, seeker missiles, drones, etc., are +1 to attack you.
  16. Faulty Astrogation Sensors - Rolls are -1 to avoid asteroids, black holes, etc.
  17. Puny Retrorockets - 4+ on d6 that any Drift move marker must be treated as a Forward Move at smallest die engines.
  18. Insufficient Lateral Bracing - Any maneuver involving more than one hexside’s worth of turns does d4 hull damage.
  19. Flame Protardent Materials - Fires roll 2 dice each turn.
  20. Roll again twice.