Firefly: Can't Stop the Signal - Ship Specs

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ENGINES d8 SYSTEMS d6 HULL d10

Distinctions d8

Dakota Class

Calling this blockade runner a gate crasher is like calling a fencing duelist a brawler. It's true after a fashion, but it doesn't well convey the truth of that true. The Dakota is a custom cargo vessel that boasts double bays 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.

☑ Step Back: Roll d4 Instead of d8 for 1 PP
☐ Turbo!: You really are built for speed. Spend 1 PP (any crewmember) 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 (any crewmember) to step up or double engines for an action.


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Ghost In The Machine

Caught between crazed inhuman cannibals and an apparently abandoned vessel, the choice wasn't a hard one. You didn’t come by your vessel strictly legal like. Its last known port was gutted by Reavers, and your boat was subsequently reported Destroyed/All Hands Lost by her previous owner, a gangster of some repute. They're probably still quietly keeping an eye out for the missing craft should it ever happen to resurface.

  • ☑ Step Back: Roll d4 Instead of d8 for 1 PP
  • ☐ Flagged: Yeah, they're looking for her, and that's a distraction you can use. Take or step up a complication related to your boat's questionable legal status to re-roll a die when dealing with the Law.
  • ☐ Spoofed Systems: Your systems are ready with a vigorous game of there/not there should anyone come poking around her electronic identity. Spend 1 PP (any crewmember) to re-roll a pool containing Systems against any electronic attempt to find or identify the ship.


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Cursed

Weird things just . . . “happen” around this ship . . . without rhythm, without rhyming. Things break. Other things work inconveniently too well. Strangeness and misfortune just seem to follow her.

☑ Step Back: - Roll d4 Instead of d8 for 1 PP
☐ Never Challenge Worse: Sure, she's temperamental, but she ain't never not gotten us through. Start every Episode with a Cursed Ship d6 Complication. Step it up to reroll a die on a failed Action. Once it exceeds d12 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 d8 ship Complication to gain 1 PP.


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Signature Assets

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

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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