2008 07 15 Starship Sheets Saga SotG Snubjockey 8x11

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SHield

ds
+0
sTarship name
na sTarship class
coNdition Tr\ack

-1
starship Type
Ty cRe|w
-2
cHaRactE\r name cover
-5
engines
s hull
type scale spee
eed
siz\e Size
Modifier
Grp Size
Modifier
Thrreshold
Size Modifier -10
ion engine character
abilities
name score modifier
r starship D
Disabled
strength
max speed
(km / hour)
dexterity
ve
hyperdriv main
constiution
inttelligence backup tHreSH
Hold
Sysop: se
e\ns
\ orS
maneuv
ver Size Dex action
Type descr
Mod Mod
init pil
lot
Man- Man-
Standard Lock on
iative Initiative Pilot
euver euver Y may study targets and relay
You
10 Use Computer check grants a
If trained in Pilot, you may usse Pilot instead of Initiative next attack roll.
Ref d
def 10 Man- Armor /
Varies Scan Ta
lex ense Misc.
euver Level Y may use the ship’s sensors
You
many applications of Perception.
Flying Defensivelyy: +2 Dodge bonus (+5 iff trained in Pilot)
Total Defense: +5 Dodge bonus (+10 if tra
ained in Pilot) Move / Identify T
10
Reaction
fort def
Y may scan a target to gain m
You
Str r
reaction the first time it moves wi
Misc.
itud
de ense Mod f|LaT-footE\d S the Identification and Modifie
See
Re|flex de|Fense
e DCs.
D
Reaction Jump Signatu
grappl
le
Special
Str Y may attempt a DC 25 Use C
You
Size BAB Miscc.
Mod e
entering or leaving hyperspace in
Mod
as pinpoint the location of the jum
a
Stealth
h Man-
euver
Stealth Misc. Full-Round … The Land
Y may attempt a DC 25, +5 / h
You
If not trained in Pilot, take a -5 penalty Computer check to estimate a de
C
range Point Blan
nk Short M
Medium Long Damage
description bonus
Fire- Count
notes x___
linked in
n battery
R
Range Mod Charac
cter Starship
In
nt
BAB Pilot Point Blank +0
M od
Sho
ort -2
+2 bonus if a Pilot-controlled
d weapon when trained in Pilot Autofire +
Capital weapons take a -20 0 penalty when used against targ gets smaller than Colossal Misc. Batttery
Med
dium -5 C
For every 3 points by which h your attack roll beats your targe
et’s Reflex Defense, you may rolll Capital F
one additional damage die e, up to the number of additional weapons in battery
Lon
ng -10
use Int Use
player

com
mpuTer Mod Co
omputer
Max.
Add the starship’s Intellligence
mec
chanics modifier if the ship’s co
omputer
S<n<u<b<Joc
cKeY she\et
|
is Friendly to you or bettter.
use
astromech

Int Use
com
mpuTer pilot: sPeed
s contr
rol
Mod Co
omputer
Add the starship’s Intellligence action
mec
chanics modifier if the ship’s co
omputer
is Friendly to you or bettter. Type descrip
ption
Sys
sop - SHields
Swift / Kick In the Afte
erburners!
Free You may attempt a Pilot checkk, DC 20, to increase
Max. act
tion your speed by 1 square for 1 round,
r +1 additional
Ty
ype des
scription
square per 5 points you beat the
t DC. Failure moves
your ship -1 step on the Condi tion Track.
DR Sw
wift Raise (Lo
ower) the Shields! Full-Round Go All Out!
O
You may activvate or deactivate your You may move up to 4 times your y speed in a straight
line; your ship loses its Dexterrity bonus to Reflex
ship's shields. Defense and gunners cannot fire f ship weapons. You
must have moved last round in n order to use this
action. You may attempt to Kicck In the Afterburners
once as a free action.
3 Swift
S Rech
harge Shields!
You may increease the power of
Swift Full Sto
op!
depleted shie
elds. Make a Mechanics You bring your ship to a comp plete stop, and need not
Special spend any actions to keep it controlled.
c Your ship
Fort
Size
check, DC 20. Success increases loses its Dexterity bonus to Re eflex Defense. You
Defense current SR by 5, to a maximum of its cannot select this action if you
u’ve already moved this
Mod
normal rating round.
Sys
sop: modifier
rs enginee
er: repairs
escription To
o use action
com
mputer des
scription Type descrip
ption
ck on Target!
nd relay this data to a gunner. A DC - /
-5 D
Distance 3 Swift Reroute Power!
P
grants a +2 bonus to that gunneer's 10 sq
quares Sta
arship scale only. You may reroute power from functioning systems to
damaged systems. A successsful DC 20 Mechanics
check moves your vehicle +1 step on the Condition
can Targets! -5 Non-E
Emitting Ship Track.
This includes ships which
w are powered down or
sensors via Use Computer checkks for
otherwise not emittin
ng an energy signature.
Full-Round
d Just Get It Working!
W
ception. See the Modifiers sectiion.
You may attempt to jury-rig your disabled starship. A
successful DC 25 Mechanics check moves your
ntify Targets! Va
aries Intterference starship +2 steps on the Cond dition Track and
o gain more information – once as
a a This includes sensor masks, jamming, environmentall restores 1d8 hit points. At the end of the current
moves within 30 squares of your vehicle.
v effects, and other interference. encounter, your ship moves -5 - steps on the
d Modifiers sections for Use Com
mputer Condition Track.
Sysop
p: identificat
tion d
Full-Round Override the Ion
n Capacitors!
gnature Detected!
dc desc
cription
You may attempt a Mechanicss check to repair the
damage from the Engine Hit maneuver.
m The DC is
5 Use Computer check to notice a ship determined by the penalty: 1 square,
s DC 20; 2
space in the same star system, as well squares, DC 25; 3 squares, DC
D 30.
of the jump. 10 Basic Information
Vehicle size and presence
e of active shields 1 Hour Get Me a Hydrrospanner!
Lando System?
15 Detaile
ed Information You may attempt permanent repairs on your starship.
5, +5 / hour since departure, Usee A successful DC 20 Mechaniccs check restores 1d8
ate a departing ship’s destination
n. Exact make of the vehicle
e and a count of weapons. hit points and removes any pe
ersistent conditions.
range Point Blank Short Medium Long
g Damage
description bonus
Fire- Count
notes x___
linked in battery
Range Mod Chara
acter Starship
Int
BAB Pilot P
Point Blank +0
Mod
S
Short -2
+2 bonus if a Pilot-controllled weapon when trained in Pilo ot Autofire
Capital weapons take a -20- penalty when used against ta argets smaller than Colossal Misc. B
Battery
M
Medium -5
For every 3 points by whiich your attack roll beats your tarrget’s Reflex Defense, you may roll Capital
one additional damage die, up to the number of addition nal weapons in battery
L
Long -10

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