= success | negated by ---> | = failure |
= advantage | negated by ---> | = threat |
= triumph | = despair |
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Gain the Advantage (Action, speed 4+) | The pilot of the starship maneuvers to gain the advantage over an enemy vessel. The pilot chooses another ship and makes a Pilot check; if he is successful, he has gained the advantage over the enemy ship and everyone on the pilot's ship ignore the penalties associated withEvasive Maneuvers, both on the part of the pilot's ship and the target ship, when shooting at the enemy ship. This bonus lasts until the end of the following round or until the enemy ship uses Gain the Advantage in return. The enemy's attempts to Gain the Advantage on the pilot's ship suffer an additional Difficulty die. The difficulty of the pilot check is based on the relative speeds of the two vessels. |
Evasive Maneuvers (Maneuver, speed 3+) | The pilot sends his ship on an erratic course that makes it hard to predict his movements. When a ship using evasive maneuvers is attacked, the difficulty of the attack is upgraded once. When a ship using evasive maneuvers attacks, the same penalty applies. (And when two ships using evasive maneuvers trade fire, the difficulty is upgraded twice.) The effects of Evasive Maneuvers last until the beginning of the next round. |
Stay on Target (Maneuver, speed 3+) | The mirror image of evasive maneuvers, a pilot who stays on target keeps his vehicle steady and follows a predictable path. Crew on a ship that is staying on target may upgrade their attack rolls once. Anyone attacking the ship that is staying on target receives the same bonus. The effects of Stay on Target last until the beginning of the next round. |
Accelerate/Decelerate (Maneuver) | Increase or decrease ship speed by 1, to a minimum of zero or a maximum of the ship's maximum speed rating. |
Punch It (Maneuver) | Allow a ship or vehicle to go immediately to its maximum speed rating from any other speed. Ship or vehicle suffers one point of system strain for every point of speed gained. |
Fly/Drive (Maneuver) | Move the ship or vehicle closer or further away from something at its current speed. |
Attack with Starship Weapon (Action) | Attacks with vehicle mounted weapons use the Gunnery skill. If ship silhouettes are close to the same size, attacks with starship weapons are Average checks. |
Aim (Maneuver) | Just as in personal combat, the gunner may aim to add a Boost die to his next attack. |
Damage Control (Action) | A crewman at an engineering station may attempt to repair either hull trauma or system strain suffered by the ship. To do so, he must pass a Mechanics check. The difficulty of the check is:
On a successful check, recover one point of system strain or hull trauma per success. Players can only attempt a Damage Control check to reduce hull trauma once per encounter. |
Copilot (Action) | The crew member manages systems and auxiliary equipment to allow the pilot to focus on flying or driving. On a successful Average Piloting check, each success downgrades the difficulty of the pilot's next piloting check by 1. |
Jamming (Action) | The crew member uses the vehicle's systems to jam the communications of enemy vehicles. On a successful Average Computer check, the enemy must make a Average Computer check to use their communications systems. The difficulty increases by one for each additional 2 success symbols, and the jamming affects an additional target for each 1 advantage symbol spent. |
Boost Shields (Action) | The crew member re-routes power from other systems to boost the defensive systems of a vehicle on a Hard Mechanics check. This only works if a vehicle already has a defense rating. On a successful check, the vehicle suffers 1 system strain, and increases the defense of one defense zone by one until the beginning of their next turn. Additional 1 success symbols increase the duration by one round per 1 success symbol. |
Manual Repairs (Action) | A crew member with the proper tools can attempt to use the Damage Control action with Hard Athletics check rather than Mechanics. If successful, they may remove 1 point of hull trauma from the ship, plus one additional point for each additional 2 success symbols. Remember, this follows the limitations to Damage Control, and thus may only be attempted once per encounter. |
Fire Discipline (Action) | On a successful Hard Leadership or Discipline check the next crew member firing a weapon aboard the ship can add 1 boost die to their check. Each additional 2 success symbols grants this to an additional crew member. In addition, the crew member may spend 3 advantage symbols to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of his next turn as the carefully timed shots pummel shields and overload systems. |
Scan the enemy (Action) | The crew member uses the ship's scanners to study the enemy on a Hard Perception check. If successful, he learns what weapons the ship has, any modifications, and their system strain and hull trauma thresholds. If he spends 2 advantage symbols he can also learn their current system strain and hull trauma levels. |
Slice Enemy's Systems (Action) | On a Hard Computers check the crew member uses powerful shipboard computers to attempt to disrupt the systems of an enemy vehicle. If successful, he reduces the defense of one zone on the target vehicle for one round per 1 success symbol. A triumph symbol may be spent to disable a weapon system for one round, and 2 advantage symbols may be spent to inflict one system strain on the target vehicle. |
Spoofing missiles (Action) | On an Average Computers or Hard Vigilance check the crew member tracks incoming attacks and uses vehicle systems to disrupt their tracking systems, or even times incoming missiles and drops flares and chaff at the opportune moment. If successful, any attacks against the crew member's ship or vehicle using weapons with the Guided quality upgrade their difficulty by 1 (plus an additional upgrade for every additional 2 advantage symbols) until the start of the crew member's next turn. |
Angle the Deflector Shields (Maneuver) | A crew member with access to the shield controls can reassign up to one point of Defense from one defense zone to another. This maneuver only works if the ship or vehicle has defense that can be reassigned, as with deflector shields. |
Session # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | Total |
Haubitz | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | 12 |
Nybor | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | 8 | |||
Aog | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | 7 | |||||
LM-209 | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | 6 | ||
Case | - | - | - | - | - | - | - | ✔ | ✔ | ✔ | ✔ | 4 | |
Aerick | ✔ | ✔ | ✔ | ✔ | 4 |