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Starship: SP SP
Starship: SP SP
sp sp
sp sp
Frame
POWER CORE Power budget
ARBOARD
Size Modifier pcu
PORT
+ SHIELD Power cost Shield total
pcu sp
ST
SENSORS Short 5 Skill modifier
Medium 10 +
sp sp Long 20
pcu + TL
sp sp COMPUTER Nodes Power cost ICM bonus
STATUS EXPANSION
PORT Linked HULL POINTS CURRENT HULL POINTS EXPANSION
BAYS
hp hp
WEAPON DETAILS
W ing
tio
itc
re
ck
h
Light
ed
Light STARBOARD
2
ARRAY
31 - 60
Direct Heavy
Tracking Capital
Short 5 Speed Power cost Damage AFT
3
Medium 10
Long 20 pcu d
PORT
4
61 - 80 ENGINES
Light
Direct Heavy
Tracking Capital 81 - 00 POWER CORE
Short 5 Speed Power cost Damage
Medium 10 MOVEMENT
Long 20 pcu d
THRUSTERS
Speed Piloting modifier Power cost
Light
+ pcu
Direct Heavy Manoeuvrability Turning distance
Tracking Capital
Short 5 Speed Power cost Damage
Medium 10
Long 20 pcu d DRIFT
DRIFT
÷
RATING
© Marcus Downing 2018 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
CREW ROLES ACTION DIFFICULTY COMBAT ACTIONS
CAPTAIN Ship CAPTAIN
Tier DEMAND
Base Scale 15 1½
ENGINEER DC = value
+[ × factor
] Intimidate to grant +4 to a another’s check.
ENCOURAGE 10
PILOT Attempt same skill to grant +2 to another’s check.
10 1½ 10 1½ Diplomacy to grant +2 to another’s check. 15 1½
SCIENCE OFFICER
Other ship’s tier (add countermeasures) TAUNT
GUNNER COMMON DCs Bluff or intimidate an enemy to impose -2 for one phase. 15 1½
Cannot be used against the same enemy ship again.
COMBAT PHASES DC =5+ [ × 1½ ] 5 1½
Level ORDERS
Spend 1 resolve and piloting to grant an 15 1½
1
ENGINEERING PHASE DC = 10 + [ × 1½ ] 10 1½ 6 additional action to one crew member.
Repair or boost systems
Actions
GUNNERY Engines +2 speed
3 Fire weapons, in the same order as helm phase.
MALFUNCTIONING 2 15 1½
Science +2 science officer’s actions
10 1½
All ships fire before any damage is taken. WRECKED 3 20 1½ Weapons Damage dice with 1 become 2
Shields 5% of PCU distributed between shields
CREW Piloting Piloting
HOLD IT TOGETHER
Crew Member Role Base Piloting 15 1½
Treat a system’s damage as 2 lower this round.
Attack Ranks
PATCH
DEX BAB Treat a systems’s damage as 1 lower for 1 hour.
Engineers can work together.
DEX BAB Engineering
6 OVERPOWER 15 1½
DEX BAB ranks Divert to three systems at once.
12 QUICK FIX 20 1½
DEX BAB ranks Spend 1 resolve to fix a system for 1 hour.
PILOT
DEX BAB FLY
Move up to the ship’s speed and make allowed turns.
STUNT
DEX BAB Pull one of the stunts.
Level FULL POWER
DEX BAB 6 Spend 1 resolve to fly 1½ speed (turning distance +2)
DEX BAB Level AUDACIOUS GAMBIT
Reduce turning distance 2 and fly through 20 1½
12 enemy hexes. End facing any direction.
DEX BAB SCIENCE OFFICER
BALANCE
STUNTS Computers check to move shield points 10 1½
or redistribute shield points equally.
SCAN 5 1½
Computers check to scan enemy ship.
TARGET SYSTEM
Computers check to aim next attack at one system. 5 1½
On a 19 or 20, deal critical damage.
Level LOCK ON
Spend 1 resolve and a computers check to gain 5 1½
6 +2 against one enemy for this round.
Level IMPROVE COUNTERMEASURES
5 1½
12 Force their gunner to take the worse of two rolls.
BACK OFF 10 1½ BARREL ROLL 10 1½ EVADE 10 1½
Retreat at ½ speed. Fly at ½ speed, weapons and Fly normally, gain +2 to AC GUNNER
shields are flipped this round. and TL this round. FIRE AT WILL
Fire any two weapons at -4.
SHOOT
Fire one weapon.
Level BROADSIDE
6 Spend 1 resolve to fire all weapons in a single arc at -2.
Level PRECISE TARGETING
Spend 1 resolve to fire one weapon. If shields are depleted
12 on that quadrant, do critical damage to a random system.
MINOR CREW ACTIONS
Computer-aided actions for unattended stations.
FLIP AND BURN 15 1½ FLYBY 15 1½ SLIDE 10 1½ GLIDE
Fly at ½ speed, turn at end. Move through enemy’s hex, Fore-port or fore-starboard. Fly at ½ speed; turning distance is 2 higher.
attack at close range. Add your piloting ranks to AC and TL this round.
TURN IN PLACE SNAP SHOT
If manoeuverability is clumsy, take -4 to AC and TL this turn; if poor, take -2; otherwise no penalty. Fire one weapon at -2.
© Marcus Downing 2018 http://charactersheets.minotaur.cc This character sheet uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.
This character sheet is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.
INITIATIVE
MARKER
STATS DISPLAY
Name
ARBOARD
Name
PORT
Name
ST
AFT
Make & model
AC TL HEX
DAMAGE THRESHOLD CRITICAL TOKENS
DT CT
INITIATIVE