Firefly: Can't Stop the Signal - Ship Specs

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ENGINES d8 SYSTEMS d6 HULL d10

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Distinctions d8[edit]

Dakota Class[edit]

She don't look like much, but she's much more than she seems. The Dakota is an Independent freighter with a small profile and large payload capacity. Boasting double bays and additional cabins for the transport of passengers and/or VIPs, the freighter has a light hull and heavy engines and a varied and extensive sensor array. Particularly adept at avoidance and evasion, both in the blue and in the black, the Dakota Class saw extensive use as blockade runners during the war.

☑ Step Back: Roll d4 Instead of d8 for 1 PP
☐ Turbo!: You really are built for speed. Spend 1 PP to create a d10 Afterburners Asset. Each time you include Afterburners in a dice pool, step it back after you roll.
☐ Airfoil Stablizers: Nobody expects a ship to perform well in atmo. While flying in atmo, spend 1 PP to step up or double engines for an action.


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Ghost Ship[edit]

The ship's history is one big blind spot, but one thing is certain - whoever had her before you went to great lengths to make her hard to identify. Your ship never got properly registered, and subsequent attempts to do so never quite take, no matter how straightforward or sneaky you go about it.

☑ Step Back: Roll d4 Instead of d8 for 1 PP
☐ Where Did She Go?: Yeah, they're looking for her. It's finding her that's the trick. Spend 1 PP to create a d8 No Record Found Asset when trying to prevent someone from tracking you through the Cortex.
☐ Things Go Smooth...er: If you can't dazzle 'em with brilliance, baffle 'em with bullshit. Take or step up a Complication related to your ship’s missing identification to re-roll a die when dealing with the Law.


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Smuggler's Delight[edit]

Gotta know where to look to see what you need to see. Certain ships have been modified to address the needs of “privacy-minded” crews.

☑ Step Back: - Roll d4 Instead of d8 for 1 PP
☐ Hidey Holes: You wouldn't believe all the places we have to stash people and things aboard this tub. When a crewmember is trying to conceal cargo, add the ship’s Hull die to the roll.
☐ Covert: Shadows inside of shadows. When making a Sneak roll with the ship, the pilot may spend 1 PP to re-roll their pool.


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Signature Assets[edit]

Flares & Chaff: d8 When you can’t outrun pirates and the Alliance, not allowing ’em to lock onto your ship can be a mite useful. By releasin’ burning flares and metallic chaff you can spoof missiles and give yourself enough time to escape

Hidden Storage: d8 Salvaging derelicts is good work, providing a captain has the license for it. For those operating outside the Law, hidden storage compartments provide ways to stash precious cargo, illegal salvage, and the like.

Reinforced EVA suits: d8 Reinforced against both physical and energy damage, these self sealing suits boast extended air, feeding, and water as well as automated first aid medical protocols. (Enough for crew, but not passengers).


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Diceless Assets[edit]

Medsuite (Fully stocked, partially automated surgical theater)
Mule (GravLev overland cargo/personnel transport)
Shuttle (Independent Military JumpShuttle) || Engines d6 || Hull d6 || Systems d6 ||
Standard EVA Suits (enough for crew and passengers)
Luxury Cabins (6) (for paying passengers and VIP guests)
Crew Armory (personal weapons armory)

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