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Haracter Heet: Character Name Race Player
Haracter Heet: Character Name Race Player
Traits
10 20 30
Max Resources Lv +2 + 2 = 8 - Current Res 5 15 25
10 20 30
Max Influence Lv +2 + 2 = 8 - Current Inf 5 15 25
Minor Perk Moderate Perk Major or Unique Perk Complication
Strength 3 - Perks
Reflexes 2 -
Movement 3 -
Complications Prejudice from Kaltorans.
Intelligence 2 -
Spare Time Points +1 Per Session
Max 10 Unused
Spare Time Roll +
Perception 3 -
Fate 2+ -1 = 1 - p
ho
Wo p
Wo Box
D ksho
rks
To kit
Conversation 1 + = 1 - -
Personal Combat Skills x2
Culture -2 + = -2 - -
Physical -2 + = -2 - Tactical -2 + 1 = -1 -
Resolve 1 + 1 = 2 - -
Awareness 1 + = 1 - Exotic 1 + = 1 -
Primary Skills x6
Survival -2 + = -2 - -
Electronics -2 + = -2 - -
Vehicle System Skills x2
Programming 1 + 1 = 2 - Engineering 1 + 1 = 2 -
Professional
Bio Tech -2 + = -2 - -
Medicine -2 + = -2 - Operations -2 + 1 = -1 -
Psychology -2 + = -2 - -
Astronomy -2 + = -2 - Gunnery -2 + = -2 -
Planetoids -2 + = -2 - -
Ref 2 2
Overburdened
Each point your Str is under items Weight
Mov 3 3
Outfit Utility Weapon - 0 Defence
Foc 5 4
Int 2 5 Stealth Tac + Ref + 2 = 3
Requires Light Cover
Front Cover
Equipment
Defence: 10+Ref+ =
12
+Cover Cover Steps:
You can not increase 0 Cover.
+ Armour: Outfit + & Utility = 2 Endurance: 1 0 + ( S t r x 5 ) + = 35
Outfit Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
Shielded Tactical Armour 2 + + 10 + 10 2 Shield Nodes 3
Shield. Modification: Body Mounted Light (Optional, Reduce Low Light Cover penalties by 2 Steps in Splash 3 of any area and against you.)
Utility Item Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
Legion Ghost Cloak + + + + 1* + 1 1
Shield, Stealth +2, *Gain Light Cover (+2) or +1 Cover Step if you do not move for your Turn (you may Stealth)
Natural Weapons Hit (+Skill) End Dmg Crit Dmg Range Clips Ammo Load RoF Weight Type & Variations Cost
Mind +Int+Tactical - - Focus - Infinite 0 1 0 Analytical Auto
Weapons Hit (+Skill) End Dmg Crit Dmg Range Clips Ammo Load RoF Weight Type & Variations Cost
Ion Rifle +3 3 4 6 4 4 2 1* 2 Gun (Ion) 3
*Strong Hit (5-6) with all RoF 1 Attack Rolls, Energy, Lock On +2
Performing the same Action twice in 1 Turn, you gain Crit +1 for the second Action.
May add up to +/- 1 to determine what Attribute is Damaged with RoF 1 Critical Hit (normally just 1d6).
Repair Healing
Change Out 14t + Maintenance; Heal 1 12t + First Aid; Stops Bleeding 10 + Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.
Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing). Req: Toolbox, Only Heals Dmg dealt this Combat. and a Major Condition.
May only be rolled once per available Workshop. Requires: Workshop. Healing may be applied to multiple Characters. Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a Combat. May Retro any Trait for a Implant Trait.
Maximum of 1 Paramedics Roll per 3 Characters.
Attack Attack
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Move Move
Attack Attack
+1 Cover Step Hit +Per +Extra RoF Dice Move +2 (Straight Line)
Take Cover Move
Armour vs Slow +1 (go Prone) Spray Fire Damage
Move -2 Charge Damage
Damage +1 (per 4 Movement)
Move Move
Full Burn 8
Turn 45o Damage 12-Crew
Remove 1 On Fire Effect.
Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon.
Alter Velocity = Eng. Control Regen Shields. Target Lock Effect. May Roll once per Weapon.
Attack Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)