Ship.docx

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Ship

INFORMATION SHEET - SHIP

 

Name ___________________________________

 

LOOK

 

Class:______________________

Age:  ______________________

Hull:  ______________________

Condition:   __________________

Assign these scores to your stats: +1, +1, +0, –1

Weapons

Maneuverability

Speed

Reliability

WEP

 

MAN

 

SPD

 

REL

 

Jammed -1 [ ]

Unstable -1 [ ]

Clogged -1 [ ]

Damaged -1 [ ]

PICTURE

 

 

SHIP MOVES:

Fire Weapons: Roll+DEX+WEP. 10+ does 2d6 dmg, 7-9 choose:

-           Slow down for the shot - 2d6 dmg

-           Take what you can get - 2d4 dmg

-           Take a hit and deal full damage

The pilot may only shoot out the front.

 

Man Turrets: Up to two characters can man turrets. They use the “Fire a Weapon” basic move to deal damage to enemy ships. They deal 2d4 dmg on a 10+ and 1d6 on a 7-9.

 

Repair: A passenger may roll+INT to resolve any complications sustained.

 

Jump to Hyperspace: Jump to another part of the Galaxy. If you are in combat, roll+REL. On a 10+ add 2 readiness points. On a 7-9, add 1 readiness point. When you have accrued 5 readiness points, you may jump.

Avoid: Roll+Defy Danger+MAN to defy danger directed at the ship itself.

 

Speed Through: Describe what you intend to do by speeding through. Roll+DEX+SPD. 10+ is a success, 7-9 is partial.

 

Reliability: This action triggers when you take a hit. Roll+REL. 10+, the ship holds fast. 7-9 there is a minor complication. 6- there is a major complication.

 

Power Down: When hope seems lost and the best bet is to hide from sensors, take this action. You will be undetectable by sensors, but unable to use any Ship Moves besides Repair.

 

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