Considering this is a card game why not go the more elegant route and have the Derelict's deck be the random factor.
Players would draw from the derelict deck and play the options as they come and then respond to the outcome. This makes sense as the ship might not be "together" but still in functional chunks.
Chunks might even have something like:
Fragile: Lasts for 3 rounds, then is destroyed.
Aggressive: Fires each round if able
Chunks might even have the ability to bond:
Bond: If a ship part of type A is in play, attach it to that piece.
This way you are playing to the games strengths and remain in the mechanics. This also would allow for coop and solo play.
Players would draw from the derelict deck and play the options as they come and then respond to the outcome.
Well I did not want to have to have a *deck* just for the Derelict. Just like each player, there are three (3) cards that define the Derelict starship: one model/class, one crew card and one weapon card.
I think a *recharge rate* gives player's breathing room to collect/trade and *buy* more powerful cards. A dynamic weapon (like 1d6) does give a little bit breathing room - but not as much... I'm not sure which one I prefer (of the two options).
Please give me your input...
Which do you prefer?
-*Recharge rate* for weapons means the starship does not attack for a certain amount of turns
-*Dynamic weapon* means each turn you roll 1d6 to determine the strength of the attack
Note: I think I am leaning towards the *Recharge rate* simply because it allows players several turns to plan for an attack in addition to trading (and possibly buying) cards.
Note 2: Just a FYI, I would give the Derelict's *Crew rating* = 5 and *Weapon rating* = 5 (+1d6 recharge rate) and the model/class would be 0/10 (Toughness). That would make the starship a 5/15 BEAST! :P