Firefly: Can't Stop the Signal - Ship Specs
ENGINES ![]() |
SYSTEMS ![]() |
HULL ![]() |
Distinctions ![d8](/images/thumb/2/24/D8a.png/32px-D8a.png)
Dakota Class
The Dakota is primarily a cargo vessel that boasts a double bay and includes additional cabins for the transport of passengers and VIPs. It has a light hull and heavy engines and a varied and extensive sensor array. The class is particularly adept at avoiding the most hazardous situations and saw extensive use as blockade runners during the war.
- ☐ Turbo!: You really are built for speed. Spend 1 PP (any crewmember) to create a
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 (any crewmember) to step up or double engines for an action.
Ghost In The Machine
Your ship ain't no ordinary ship. At some point the ship's computer was outfitted with an artificial intelligence program, giving you a level of flexibility and control, even when you're away from your boat. It's like having an extra crew member always standing watch.
[Special: You can use the ship's AI to remotely secure your ship or perform other Systems based actions (such as scans or communications) as if you were on board without expending plot points].
[Special: Chākǒu (Jack) is the name the AI uses for itself. Its hologram when it chooses or is ordered to project one is of a bookish young man of Chinese appearance].
![](/images/a/a5/Chakou.jpg)
- ☐ Autopilot - Who's flying this thing? Spend 1 PP to pilot your ship remotely even if you are not on board.
- ☐ Helping Hand - Sometimes two heads are better than one. Spend 1 PP to reroll a ship related pool.
Cursed
You came into ownership of this ship without knowing much of her background. Weird things just “happen” without reason or rhyme. Things break. 'Lliance shows up when it’s most inconvenient. Bad things.
- ☐ Never Challenge Worse: Sure, she's temperamental, but she ain't never not gotten us through. Start every Episode with a Cursed Ship
Complication. Step it up to reroll a die on a failed Action. Once it exceeds
your ship is Taken Out until the end of the scene.
- ☐ Unlucky: Blinking lights, random klaxons . . . never know what this ship's gonna fuss about next. Take a That’s Gorramn Strange
ship Complication to gain 1 PP.