Coldweld / The Infinite Diaspora / Reference shelf

Ship vitals and fight penalties

A vital is a system a ship cannot fight without, such as the reactor, the cooling fins, the air plant, the drive and the guns, and a ship loses a fight when one of them fails and not when its hull is used up.

9 numbers, 0 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C0 numbers at grade C
  • D0 numbers at grade D
  • E9 numbers at grade E

Functionality

1 topic

Life support

  • Neither side aims at LIFE SUPPORT. A round that gets through the plate gets inside instead.
  • There it can wreck cargo, kill a crewmate, hole the reactor plant or vent a compartment.
  • Otherwise it takes 8 off life support.
  • At 40 or less life support fails.
  • Every 20 s it stays down, bad air can kill a hand at 15%, unless GENERAL QUARTERS has the crew suited.
  • While it is down or its air plant is cut, your guns lay wider and every hand loses morale every 20 s.
  • Life support is mended before every fight.

Values

9 numbers: 9 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for ship vitals and fight penalties
Quantity Value Grade Source Why this value
Share of a system's full condition at or below which it counts as crippled0.4 shareEAuthoredNo source recordedChosen by the game as the 40 percent line every vital already uses for its own crippled state, so the five vitals read on one scale.
Share of full condition left when one fin panel is gone (7 of 8)0.875 shareEAuthoredNo source recordedOne minus one panel of the eight fin panels: arithmetic on a choice of the game, so no source applies.
Air plant condition when whole, a percentage100 percentEAuthoredNo source recordedThe scale the game uses for the air plant, 100 whole and 0 gone; it is a unit of the game and not a measurement.
Air plant condition when the air has run out, a percentage0 percentEAuthoredNo source recordedThe floor of the same scale: the crew goes to suits and fights on with the crippled penalties, so a ship is not out of the fight at zero air.
Share of shrapnel wounds that get through a suit0.5 shareEAuthoredNo source recordedChosen by the game: a suit stops vacuum and spall and does not stop a penetrating round. Measured, a suit saved about one wound in 14 fights.
Aim a crew gains for the first volley by keeping the guns hot instead of suiting up10 points of hit chanceEAuthoredNo source recordedAuthored, not measured: a fight lasts a mean 2.8 rounds, so the first round is about a third of the fire, and the 10 sits between the readiness bonus of about 5 and the life support penalty of 15.
Aim lost by a crew worn down by hard burns10 points of hit chanceEAuthoredNo source recordedChosen by the game as the lightest penalty, below overheat 20, life support 15 and radiation 12: a tired crew is the risk a hard-driving hull chose.
Aim lost by a crew with radiation sickness12 points of hit chanceEAuthoredNo source recordedChosen by the game between life support and fatigue: worse than tiredness and less than a depressurizing hull. It reads the crew's acute dose, which the radiation page grades separately.
Aim lost by a crew caught mid-boarding by an interception12 points of hit chanceEAuthoredNo source recordedChosen by the game at the same size as the radiation penalty; a crew still stowing salvage is not at its stations. No source covers it.

Real-world basis

6 points
  • A ship is a set of systems, and a hit on the hull is only dangerous when it reaches one of them.
  • A warship is lost in a fight when a critical system fails and starts a cascade, even if the hull is mostly whole.
  • That is called a mission kill: the ship cannot fight on, though it may still float.
  • The reactor, the cooling fins, the air plant, the drive and the guns are the vitals of a ship in this game.
  • The fins and the air can fail and the ship fights on with penalties, while a reactor with no containment ends the fight.
  • A crew that is tired, sick or caught off its stations shoots worse, and each of those costs aim.

Game and reality differences

2 points
  • Each vital is a single track from whole to gone. A real ship has many parts of each system, and only the fins are split into panels.
  • The reactor has no floor above a kill: containment at zero ends the fight, while the fins and the air can reach zero and the ship fights on.

Source absences

2 points
  1. No source on the shelf provides values for the following:
    1. Aim lost by a tired, sick, or distracted gun crew. Every accuracy penalty is authored, sized against the others.
    2. Crippled line for a ship system. 40% is authored, one line for every system.

Sources

2 documents
  • Atomic Rockets, astromilitary, the armored cruiser passage: An armored cruiser trades endurance for enough armor to maybe survive a hit from a capital ship's gun without being mission killed. The term names a ship that cannot fight on and does not need to be destroyed. "without being mission killed" (all uses)
  • Atomic Rockets, heatrad, Combat Radiators (the Achilles Heel passage): Drives, power plants and most weapons make huge waste heat, and radiators are hard or impossible to armor, so they are likely the first thing an enemy shoots. (all uses)