2008 07 15 Starship Sheets Saga SotG Snubjockey

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SHields use Int

layer
Use
+0
compuTer Mod Computer
Max.
sTarship name sTarship class Add the starship’s Intelligence
mechanics

pl
dition Tr\ack
k
modifier
difi if th
the ship’s
hi ’ computert

S<n<u<b<JocKeY she\e|t
is Friendly to you or better.
-1

starship Type cRe|w use

ech
Int Use
compuTer pilot sPeed control
pilot:

astrome
Mod Computer
Co pu e
-2
2
Add the starship’s Intelligence action
cHaRactE\r name cover mechanics
Type description
modifier if the ship’s computer
is Friendly to you or better.
-5
engines hull
Sysop - SHields
Swift / Kick In the Afterburners!

coNd
Free You may attempt a Pilot check, DC 20, to increase
type scale speed action
siz\e Max. your speed by 1 square for 1 round, +1 additional
Size Grp Size Threshold
-10
Type description
square per 5 points you beat the DC. Failure moves
Modifier Modifier Size Modifier
your ship -1 step on the Condition Track.
ion engine character
abilities DR S ift
Swift Raise (Lower) the Shields! Full Round
Full-Round Go All Out!
name score modifier
You may move up to 4 times your speed in a straight
starship Disabled You may activate or deactivate your line; your ship loses its Dexterity bonus to Reflex
ship's shields. Defense and gunners cannot fire ship weapons. You
strength must have moved last round in order to use this
max speed action. You may attempt to Kick In the Afterburners
(km / hour) once as a free
f action.
ti
dexterity 3 Swift Recharge Shields!
Swift Full Stop!
hyperdrive main You may increase the power of
constiution depleted shields. Make a Mechanics You bring your ship to a complete stop, and need not

tHreSHold
Special spend any actions to keep it controlled. Your ship
Fort check, DC 20. Success increases loses its Dexterity bonus to Reflex Defense. You
backup Size
inttelligence Defense
Mod currentt SR by
b 55, tto a maximum
i off it
its cannot select this action if you’ve already moved this
normal rating round.

Sysop: se\n\sorS
engineer: repairs
maneuver Size
Mod
Dex
Mod
action
Type description
Sysop: modifiers
action
To use
computer description Type description
init pilot
Man- Man-
Standard Lock on Target!
iative Initiative Pilot -5 / Distance 3 Swift Reroute Power!
euver euver You may study targets and relay this data to a gunner. A DC
10 Use Computer check grants a +2 bonus to that gunner's 10 squares Starship
p scale only.
y You mayy reroute p
power from functioning
g systems
y to
If trained in Pilot
Pilot, you may use Pilot instead of Initiative next attack roll
roll.
damaged systems. A successful DC 20 Mechanics
check moves your vehicle +1 step on the Condition

Ref def 10
Varies Scan Targets! -5 Non-Emitting Ship Track.
Man- Armor /
lex ense Misc. This includes ships which are powered down or
euver Level You may use the ship’s sensors via Use Computer checks for Full-Round Just Get It Working!
many applications of Perception. See the Modifiers section. otherwise not emitting an energy signature.
Flying Defensively: +2
2 Dodge bonus (+5
( 5 if trained in Pilot) You may attempt to jury
jury-rig
rig your disabled starship. A
successful DC 25 Mechanics check moves your
Total Defense: +5 Dodge bonus (+10 if trained in Pilot) Move / Identify Targets! Varies Interference starship +2 steps on the Condition Track and

10
Reaction
fort def
You may scan a target to gain more information – once as a This includes sensor masks, jamming, environmental restores 1d8 hit points. At the end of the current
Str reaction the first time it moves within 30 squares of your vehicle. effects, and other interference. encounter, your ship moves -5 steps on the
Misc.
itude ense Mod f|LaT-footE\d See the Identification and Modifiers sections for Use Computer Condition Track.
Re|flex de|Fense DCs.
Sysop identification
Sysop: Full Round
Full-Round Override the Ion Capacitors!
Reaction Jump Signature Detected!
dc description
You may attempt a Mechanics check to repair the

grapple
Special damage from the Engine Hit maneuver. The DC is
Str You may attempt a DC 25 Use Computer check to notice a ship
Size BAB Misc. determined by the penalty: 1 square, DC 20; 2
Mod entering or leaving hyperspace in the same star system, as well
Mod 10 Basic Information squares, DC 25; 3 squares, DC 30.
as pinpoint the location of the jump.
1 Hour Get Me a Hydrospanner!
Stealth
Vehicle size and presence of active shields
Man-
Stealth Misc. Full-Round … The Lando System?
euver 15 Detailed Information You may attempt permanent repairs on your starship.
You may attempt a DC 25, +5 / hour since departure, Use A successful DC 20 Mechanics check restores 1d8
Computer check to estimate a departing ship’s destination. Exact make of the vehicle and a count of weapons. hit points and removes any persistent conditions.
If not trained in Pilot, take a -5 penalty

range Point
P i t Blank
Bl k Sh t
Short M di
Medium L
Long D
Damage range Point
P i t Blank
Bl k Sh t
Short M di
Medium L
Long D
Damage

description bonus description bonus

Fire- Count Fire- Count


notes x
x___ notes x
x___
linked in battery linked in battery

Range Mod Character Starship Range Mod Character Starship


Int Int
BAB Pilot Point Blank +0 BAB Pilot Point Blank +0
Mod Mod
Short -2
2 Short -2
2
+2 bonus if a Pilot-controlled weapon when trained in Pilot Autofire +2 bonus if a Pilot-controlled weapon when trained in Pilot Autofire
Capital weapons take a -20 penalty when used against targets smaller than Colossal Misc. Battery
Medium -5 Capital weapons take a -20 penalty when used against targets smaller than Colossal Misc. Battery
Medium -5
For every 3 points by which your attack roll beats your target’s Reflex Defense, you may roll Capital For every 3 points by which your attack roll beats your target’s Reflex Defense, you may roll Capital
one additional damage die, up to the number of additional weapons in battery
Long -10 one additional damage die, up to the number of additional weapons in battery
Long -10

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