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.
wheeski