Firefly: Can't Stop the Signal - Ship Specs
ENGINES ![]() |
SYSTEMS ![]() |
HULL ![]() |
Distinctions ![d8](/images/thumb/2/24/D8a.png/32px-D8a.png)
Dakota Class
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. The Dakota is particularly adept at avoidance and evasion both in atmo and in the black and saw extensive use as blockade runners during the war.
- ☐ Turbo!: You really are built for speed. Spend 1 PP 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 to step up or double engines for an action.
Ghost Ship
Pull her ID up on an interior terminal, it's there plain as day. Scan her from afar, though, she may as well be a ghost. For whatever reason, your ship never got properly registered. Even when you file all the necessary forms, they don’t get processed right.
- ☐ Where Did She Go?: Yeah, they're looking for her. It's finding her that's the trick. Spend 1 PP to create a
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.
Smuggler's Delight
Certain ships have been modified to address the needs of “privacy-minded” crews.
- ☐ 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.
Signature Assets
Flares & Chaff: 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: 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: 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).
Diceless Assets
- Medsuite (Fully stocked, partially automated surgical theater)
- Mule (GravLev overland cargo/personnel transport)
- Standard EVA Suits (enough for crew and passengers)
- Luxury Cabins (6) (for paying passengers and VIP guests)
- Crew Armory (personal weapons armory)