Captain, we’re ready. |
Use this when the heroes are on a new ship. The first time each module is used, make a Difficulty 6 Luck check. If it fails, the module becomes inoperative; treat as damaged. |
Captain, we’re ready. |
Use this when the heroes are on a new ship. The first time each module is used, make a Difficulty 6 Luck check. If it fails, the module becomes inoperative; treat as damaged. |
Captain, the bots are acting strangely. |
Each time a bot takes an action, it must make a Difficulty 6 Engineering check. If it fails, it takes a random (as defined by GM) action. A Difficulty 14 Engineering check by a player can fix the bot. |
Captain, multiple enemies sighted! |
Each time an action is taken against an external target (ship, missile, fighter, etc) there is a 75% chance that it is a ghost image, and nothing happens. Once the real target is acquired, subsequent operations will automatically succeed. |
Captain, data entry is… difficult. |
The ship has been reconfigured to use DVORAK layout. All checks at battlestations are at +2 Difficulty. To restore normal layout is a DC 14 Engineering check. |
Captain, we have strange energy readings. |
Use this when a ship or other large object (like a space station or planet) explodes. The explosion rips a hole in the space time continuum, creating a vortex immediately in front of the hero’s ship. They should have some kind of difficult Piloting maneuver available to them to try to avoid it. If they don’t avoid it, they are sent back in time. A perfect time would be right before they started a fight with the ship they just blew up. If they don’t do anything differently (which would be a difficult Science check to figure out) they’ll create the vortext (and another copy of themselves) again. |
Has anyone seen my system initialization USB stick? |
When the hyperdrive is programmed and ready to use, it loses all of it’s markers and must be reprogrammed. A Difficulty 14 Engineering check will restore all the markers except for 1d6-2 of them. |
Captain, security codes have changed! |
All the systems on the ship have reset to factory defaults. Any enemy attempts to interact remotely with the ship’s systems will automatically succeed. It is a Difficulty 14 Engineering check to secure each system. |
Captain, we seem to be venting something… |
One of the fuel tanks is leaking. A single engineering module is at -1 for all battlestation actions this mission. Additionally, when fighters or missiles are launched, or weapons are fired, there is a chance that the fuel explodes. After such a successful action, make a second check at difficulty 7. If it fails, the leaked fuel explodes for 2d6 hull damage. |
Captain, we have strange energy readings. |
Each time the ship moves there is a 5% chance that it enters a micro wormhole. The micro wormhole will move the ship 1d6 hexes in a random direction, and the ship will have a random facing. All other attributes like speed, OOC, etc remain the same. |
Captain, we’ve entered a dense area of space. |
This area has pockets of gas. When the ship enters a pocket (1 out of 6 chance for each hex) the gas will ignite if the ship’s speed changes due to a Piloting action. The ignition does 1 point of hull damage. |