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how to use ThesE she\e|ts

In the event of a single-crew ship (like most snubfighters), the pilot will
have access to nearly all ship’s positions. Of these, the most
commonly used sheets will be the Starship Control Sheet and the
Starship Gunner’s sheet. However, he or she may wish to keep the
other sheets on-hand as references, should he or she wish to perform
the duties associated with that position. Additionally, in most Alliance
fighters, the astromech droid will be able to perform many tasks
associated with non-pilot, non-gunner positions.

In the event of a multiple-crew ship (like most space transports and


capital ships), each member of the crew should have a copy of the
sheet pertaining to his or her specialty.

Each ship’s station has one or more options available to it as actions


that character may take each round. These options are listed on each
sheet (with the exception of the Starship Control Sheet and the
Starship Gunner Sheet).
how to use ThesE she\e|ts (cont.)
The individual sheets are as follows:

•Starship Control Sheet


– This sheet is meant to be used by the Pilot and Copilot of the starship; it provides most of the summary
information required to operate the craft (including damage tracking and the condition track)
– Additionally, decide if you will be flying normally, defensively, or total defense (and announce this to the
other players, if applicable)

•Starship Gunner’s Sheet


– If the Pilot declares that the ship will be flying defensively or total defense, place a marker in the appropriate
Defensive Maneuvers box
– Additionally, you may wish to track the starship’s condition along the Condition Track
– Taken together, these two boxes will give you the total penalty to your attack rolls this round
– The diamonds along the top of each weapon system allow you to
pre-calculate the attack bonus for each range increment, based on …
– … the max ranges for that weapon in squares (both character and
space scale)
– Remember that you add bonuses to damage – including your
Heroic level bonus to damage, weapon specialization, etc. –
before the multiplier
how to use ThesE she\e|ts (cont.)
The individual sheets are as follows:

•Starship System Operator’s Sheet


– This sheet provides an expanded area to track damage to the ship’s shields
– Use the Sensors and Modifiers sections to scan for ships in the area
– Use the Identification and Modifiers sections to learn more information about those ships
– Use the Shields section to control your ship’s shields’ status
– Use the Communications section to manage communications with allies and enemies; note that many
character abilities that require line of sight can be used at starship scale when you have opened
communications with the targets (see Starships of the Galaxy, p. 15, for details)

•Starship Engineer’s Sheet


– This sheet provides an expanded area to track damage to the ship’s condition
– Additionally, information on repairing other damage to your ship is provided
– The Consumables section provides an area to track the endurance of your ship (see Starships of the
Galaxy, p. 14, for information on rates of expenditure and restocking costs)
– The Maintenance section allows you to track the last time your starship underwent routine maintenance; a
ship which has not received routine maintenance after 20 hyperspace jumps (tracked to the right) is more
susceptible to system damage

•Starship Commander’s Sheet


– This sheet includes a basic crew roster for the ship, including space for alternates at each position
– The position description provides hints as to the desired strengths for each position, including beneficial
talents, feats, and abilities
sTarship name sTarship class cosT

starship Type cRe|w cover consumables

STarship con|t|rol she\e|t


Shields max:
cHaRactE\r name passE\nge\rs
+0
engines
type scale speed

coNdition Tr\ack
siz\e Size
Modifier
Grp Size
Modifier
Threshold
Size Modifier -1
ion engine character
abilities
name score modifier starship -2

strength huLl max: dr:


max speed
(km / hour)
dexterity -5
hyperdrive main
constiution

backup
-10
inttelligence

tHreSHold
Special

maneuver
Disabled Fort
Size
Size Dex
Defense
Mod Mod Mod

cargo mAnifeSt
init iative
Man-
euver
Initiative pilot Man-
euver
Pilot
cargo pRice wEigHT
If trained in Pilot, you may use Pilot instead of Initiative

Ref lex def ense 10 Man-


euver
Armor /
Level
Misc.

Flying Defensively: +2 Dodge bonus (+5 if trained in Pilot)


Total Defense: +5 Dodge bonus (+10 if trained in Pilot)

fort itude def ense 10 Str


Mod
Misc.
f|LaT-footE\d
Re|flex de|Fense

grapple
Special
Size
Str
BAB Misc. totAl
Mod
Mod
available
de\fEnsive maneuvers Normal Flight Flying Defensively Total Defense

cHaRactE\r name
aTTack roll modifie\r +0 -5 -10*

* - The Pilot may not fire when flying Total Defense

sTarship name
coNdition Tr\ack

STarship gunnE\r she\e|t


+0 -1 -2 -5 -10 Disabled

range Point Blank

weapon 01
Short Medium Long Damage

bonus
Fire- Count
description
linked in battery x___

notes Range Mod Character Starship


Int
BAB Pilot Point Blank +0
Mod
Short -2
+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
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

range Point Blank

weapon 02
Short Medium Long Damage

bonus
Fire- Count
description
linked in battery x___

notes Range Mod Character Starship


Int
BAB Pilot Point Blank +0
Mod
Short -2
+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
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

range Point Blank

weapon 03
Short Medium Long Damage

bonus
Fire- Count
description
linked in battery x___

notes Range Mod Character Starship


Int
BAB Pilot Point Blank +0
Mod
Short -2
+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
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
Shields max:

cHaRactE\r name

sTarship name

coNdition Tr\ack

+0 -1 -2 -5 -10 Disabled STarship system operator she\e|t

use

se\n\sorS
Int Use
compuTer
shields
Mod Computer

Add the starship’s Intelligence

action mechanics modifier if the ship’s computer


action is Friendly to you or better.
Type description Type description
Standard Lock on Target!
You may study targets and relay this data to a gunner. A DC
Swift Raise (Lower) the Shields! communications
You may activate or deactivate your
action
10 Use Computer check grants a +2 bonus to that gunner's
next attack roll. ship's shields.
Type description
Varies Scan Targets!
You may use the ship’s sensors via Use Computer checks for 3 Swift Recharge Shields! Swift Hail the Ship!
many applications of Perception. See the Modifiers section.
You may increase the power of You may hail another vessel. Make a Use
Move / Identify Targets! depleted shields. Make a Mechanics Computer check, DC 5 (DC 0 if your IFF
Reaction check, DC 20. Success increases transponders match).
You may scan a target to gain more information – once as a
reaction the first time it moves within 30 squares of your vehicle. current SR by 5, to a maximum of its
See the Identification and Modifiers sections for Use Computer normal rating Reaction Receiving Incoming Transmission!
DCs.
You may respond to another ship's hail to

modifiers
Reaction Jump Signature Detected! open communications with that vessel.
You may attempt a DC 25 Use Computer check to notice a ship
entering or leaving hyperspace in the same star system, as well Move Establish Secure Communications!
as pinpoint the location of the jump.
To use You and a ship with which you are in
Full-Round … The Lando System? computer description communcations may secure the
You may attempt a DC 25, +5 / hour since departure, Use transmission. Both attempt Use Computer
Computer check to estimate a departing ship’s destination. -5 / Distance checks; the highest sets the DC for any
10 squares attempt to intercept your communication.
Starship scale only.

identification
Using encrypted comms gear or matching
IFF transponders adds 10 to the DC.
-5 Non-Emitting Ship
This includes ships which are powered Standard Intercept Communications!
dC description down or otherwise not emitting an
energy signature. You may intercept communications
10 Basic Information between two other vehicles. Unsecured
Varies Interference transmissions require a DC 20 Use
Vehicle size and presence of active shields
Computer check; for secured
This includes sensor masks, jamming, transmissions, see above. Failure by 10 or
15 Detailed Information environmental effects, and other less identifies the encryption protocols in
Exact make of the vehicle and a count of weapons. interference. use.
+0 Conditions and notes
persistent condition repaired by …
coNdition Tr\ack

-1

STarship e\ngine\e\r she\e|t


-2
Used starship’s condition becomes persistent at the -5 step on the
Condition Track Get Me a Hydrospanner!
cHaRactE\r name

-5 notes
sTarship name

-10 mechanics

Disabled repairs
maintenance action
Type description

sYsTem loss Last


Performed At:
Hyperspace
Jumps Since
3 Swift Reroute Power!
You may reroute power from functioning
damage sYsTem destroyed On:
systems to damaged systems. A successful
DC 20 Mechanics check moves your vehicle
+1 step on the Condition Track.
Base Cost:
Ship is Used
Full-Round Just Get It Working!
You may attempt to jury-rig your disabled

ship’s stores
Communications / Sensors starship. A successful DC 25 Mechanics
check moves your starship +2 steps on the
Weapons Condition Track and restores 1d8 hit points.
At the end of the current encounter, your ship
moves -5 steps on the Condition Track.
Hyperdrive
cells
1 Week
fuel

Full-Round Override the Ion Capacitors!


Backup Hyperdrive You may attempt a Mechanics check to repair
Credits / Cell the damage from the Engine Hit maneuver.
1 Month 2 Months 3 Months 4 Months to Refuel, Base The DC is determined by the penalty: 1
Sublight Engines square, DC 20; 2 squares, DC 25; 3 squares,
DC 30.
Consum-
ables

Life Support 1 Hour Get Me a Hydrospanner!


1 Week

You may attempt permanent repairs on your


Credits / Day
starship. A successful DC 20 Mechanics
1 Month 2 Months 3 Months 4 Months to Restock, Base check restores 1d8 hit points and removes
any persistent conditions.
coNdition Tr\ack

+0 -1 -2 -5 -10 Disabled

ship’s sTaTionS summary


g|enE\ral qualific- skill STarship comma\Nde\r she\e|t
sTaTion duties ations cHaRactE\r name bonus

engineer Maintain the ship’s Mechanics skill; Fast


condition, perform Repairs, Jury Rigger, Engineer 1 cHaRactE\r name
emergency and Quick Fix talents
standard repairs,
repair damaged
systems Engineer 2 sTarship name

gunner Control, aim, and fire BAB; Heavy or


use Int Use
compuTer
a particular ship's Starship Weapons Gunner 1
Mod Computer
weapon or set of Proficiency; Weapon
weapons (fire-linked Focus, Starship
Add the starship’s Intelligence
Kn. (Tactics)
or battery) Tactics feats; Weapon
modifier if the ship’s computer
Specialization, Gunner 2 is Friendly to you or better.
Devastating Attack,
etc. talents

command
Gunner 3

pilot Maneuver the ship, Pilot skill; Starship action


Type description
plot hyperspace Tactics, Vehicular Pilot 1
courses Combat feats; Ace
Pilot talents
Standard Analyze Attack Pattern!
[Co]Pilot 2 You may study opponents and relay their
maneuvers to a gunner. A DC 10 Knowledge
(Tactics) check grants a +2 bonus to that
gunner's next attack roll.
[Co]Pilot 3

Standard Isolate the Gamma Band!


You, and only you, may Aid Another station's
systems Manage sensors, Mechanics, Use Use Computer check.
operator shields, and
communications
Computer skills Systems Operator 1

equipment to locate Free Execute Attack Pattern Omega!


and identify targets, You may pass orders to stations on your own
aid gunners with Systems Operator 2 ship and any ship with which you are in
detailed sensor communication.
information, restore
shield strength, and
establish and secure
communications

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