Beruflich Dokumente
Kultur Dokumente
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.
coNdition Tr\ack
siz\e Size
Modifier
Grp Size
Modifier
Threshold
Size Modifier -1
ion engine character
abilities
name score modifier starship -2
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
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*
sTarship name
coNdition Tr\ack
weapon 01
Short Medium Long Damage
bonus
Fire- Count
description
linked in battery x___
weapon 02
Short Medium Long Damage
bonus
Fire- Count
description
linked in battery x___
weapon 03
Short Medium Long Damage
bonus
Fire- Count
description
linked in battery x___
cHaRactE\r name
sTarship name
coNdition Tr\ack
use
se\n\sorS
Int Use
compuTer
shields
Mod Computer
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
-5 notes
sTarship name
-10 mechanics
Disabled repairs
maintenance action
Type description
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
+0 -1 -2 -5 -10 Disabled
command
Gunner 3