Starship Stress

Many defensive orders require the ship to perform tight turns, sudden spins or rapid changes of direction. This places a great deal of stress on the superstructure of the hull. The quality of a ship’s hull, as well as reinforcement, determines the limits on these orders.

Some orders carry a risk of stress damage to the ship. If the order’s skill check succeeds, then the risk of Stress damage has been averted and the order is carried out as normal.

If the order’s skill check fails, there is a chance that it failed due to the undue stress placed upon the craft’s hull.

The craft’s crew must make an Operations (piloting) check. The DC for this check is equal to the craft’s Stress statistic. Success

averts any Stress damage. Failure inflicts 2d6 Armour damage upon the craft.

For Example:

The Narn vessel Da’na’ri has taken quite a pounding and Commander Du’Rog has no wish to suffer another barrage.

He issues an Extreme Measures! order, which Chief Pilot Du’Sten attempts to execute.

Du’Sten’s Operations (piloting) check results in 17 – as the Extreme Measures! DC is 20, the skill check is failed!

Not only is no Defence Value bonus received, Du’Sten must also make another Operations (piloting) check with a –3 penalty to avoid Stress.

Du’Sten rolls a total of 13 – not enough to meet the G’Quan’s Stress DC of 16. The G’Quan takes 2d6 Armour damage, which is deducted directly from its Armour score