SHIP NAME
MAKE / MODEL
HARD POINTS
ENCUMBRANCE CAPACITY
ROLEPLAYING GAME
CHAR AC TERISTICS
HULL TRAUMA
DEFENSE
THRESHOLD CURRENT
ARMOR SYSTEM STRAIN
SILHOUETTE MAX SPEED HANDLING
THRESHOLD CURRENT
STARSHIP MANEUVERS STARSHIP ACTIONS
DAMAGE
ACCELERATE/ NAVIGATE DANGEROUS FIRE CONTROL
PUNCH IT! PLOT COURSE FIRE WEAPON
DECELERATE TERRAIN DRIVING DISCIPLINE MANUAL
[ASTROGATION dd or [Vehicle Silhouette +1 if [LEADERSHIP ddd OR
REPAIRS
[GUNNERY d+]
PERCEPTION ddd] speed 3 or 4] DISCIPLINE ddd] [MECHANICS d+]
EVASIVE BRACE FOR BOOST SLICE ENEMY “SPOOF” JUMP TO
REPOSITION JAMMING
ACTION IMPACT SHIELDS SYSTEMS MISSILES HYPERSPACE
[COMPUTERS dd OR
[COMPUTERS dd] [MECHANICS ddd] [COMPUTERS ddd] [ASTROGATION d+]
VIGILANCE ddd]
WE APONS
WEAPON FIRING ARC DAMAGE RANGE CRIT SPECIAL
AT TACHMENTS
HARD POINTS
NAME REQUIRED BASE MODIFIERS MODIFICATIONS
GENESYS RULES CONVERSIONS C ARGO HOLD
• Reduce all weapon damages by 2. CREW
• Weapons with Blast and Breach
qualities values reduced by 2.
• Weapons with the Guided quality PASSENGERS
have their values increased by 1.
General range suggestions for weapons:
CONSUMABLES
• Lasers should be Long range.
• Ion Cannons - Long-to-Extreme.
• Torpedoes & Missiles - Extreme. HYPERDRIVE
• Turbo-Lasers (or “planetary strike”
weapons) should be Extreme to
Strategic.
VEHICLE SHEET
Permission granted to photocopy for personal use. © LFL 2013. Character sheet also available for download at www.FantasyFlightGames.com
Vehicle Speeds In Structured Encounters
At the beginning or end of their turn each round, you must have the vehicle move
SPEED FORCED MOVE OTHER EFFECTS a certain number of range bands. Zigzagging through obstacles, turns harsher
than ninety degrees, and anything involving safe embarkation or disembarkation
0 0 range bands - without coming to a full stop should almost certainly require the pilot to use the
Dangerous Driving action. If the pilot fails, you, the GM, determine the final
1 1 range bands - position (and condition) of the vehicle, but at a minimum it should veer off course,
2 2 range bands - and at worst, it might suffer a collision with one or more intervening objects .
Upgrade the difficulty of all Piloting checks once. Minor Collision: all vehicles involved suffer a single Critical Hit. Subtract the
3-4 3 range bands Add +20 to the result of any Critical Hit suffered vehicle’s defense times 10 from the roll If the result is reduced to zero or less the
as a result of a collision (see Collisions). Critical Hit is canceled.
Upgrade the difficulty of combat checks targeting
the vehicle once. Upgrade the difficulty of all Piloting Major Collision: Instead subtract the vehicle’s defense times 5 from the Critical
4 4 range bands Hit result. If the result is reduced to zero or less, the Critical Hit is canceled.
checks twice. Add +40 to the result of any Critical
Hit suffered as a result of a collision (see Collisions).
Brace For Impact (Maneuver) Dangerous Driving (Action) Blanket Barrage (Action)
Pilot Only: Yes Pilot Only: Yes Pilot Only: No
Current Speed: Any Silhouette: Any Silhouette: 5+
Until the beginning of the pilot’s next turn, whenever Speed: 1+ Speed: 0-3
the vehicle is dealt damage or a Critical Hit, the pilot The pilot attempts to control the vehicle as it takes a The gunner uses the ship’s weapons to raise a curtain
may have the vehicle suffer system strain up to its sharp turn, tries to coax the vehicle through a series of of fire around the ship, protecting it from smaller
silhouette to reduce the damage it suffers by that narrowly placed obstacles, or otherwise performs an vehicles. When performing the Blanket Barrage
amount, to a minimum of 0. improbable feat of operating prowess. action, your character makes an Average (dd)
Until the beginning of the pilot’s next turn, whenever When performing the Dangerous Driving action, the Gunnery check and selects all weapons of a single type
the vehicle suffers a Critical Hit, the pilot may have the character makes a Piloting check with a difficulty that share a firing arc. Those weapons count as firing
vehicle suffer system strain up to its silhouette to equal to the silhouette of the vehicle. Keep in mind that round. This action requires at least two weapons
reduce the Critical Hit result by ten per point of strain that the current speed of the vehicle can alter the to use, and it cannot be used if there are not two
it gains this way, to a minimum of 0. If the result is difficulty of such checks—and amplify the consequenc- weapons of a single type that share a firing arc.
reduced to 0 this way, the Critical Hit is canceled. es of failure! Until the end of their next turn, all vehicles of
silhouette 4 or smaller upgrade the difficulty of any
Evasive Action (Maneuver) Jump To Hyperspace (Action) combat checks once, plus one additional time per
Pilot Only: Yes Pilot Only: Pilot and Co-Pilot only aa on the check. If their combat check generates
Current Speed: 3+ Silhouette: Any tt, they suffer one automatic hit, which deals half
the base damage (rounding up) of the type of weapon
Once per round, the pilot may perform this maneuver On a success, the ship jumps to hyperspace in a used in the Blanket Barrage action. If their combat
to dodge incoming fire. Until the pilot’s next turn, number of rounds equal to its Silhouette, reduced by check generates y, they suffer one automatic hit
upgrade the difficulty of all attacks made against the 1 round per s. dealing the full base damage instead.
vehicle and by characters in the vehicle.
Concentrated Barrage (Action)
Reposition (Maneuver)
Pilot Only: No
Pilot Only: Yes
Silhouette: 5+
Current Speed: 1+
Speed: 0-3
The pilot may move the vehicle one range band. This
When performing the Concentrated Barrage action,
maneuver reflects minor repositioning to avoid
the character selects all weapons of a single type (such
obstacles, close or widen distance in a chase, or
as 4 Laser cannons, or railguns aboard a starship) that
otherwise shift within the environment in small ways.
share a firing arc. This action requires at least two
weapons to use, and it cannot be used if there are not
two weapons of a single type that share a firing arc.
The co-pilot makes an Average (dd) Driving, Piloting, or Operating check. On a successful check, Although the character is firing multiple weapons, the
Co-Pilot Action each uncancelled s downgrades the difficulty of the pilot’s next Driving, Piloting, or Operating
check once.
character makes a single combat check, as per the
rules for the Perform a Combat Check with Vehicle
The crew member studies the terrain ahead and plots a course that should take the vehicle safely Weapons action. If the attack succeeds, the character
Plot Course through it. On a successful check, each uncanceled s reduces the b suffered for difficult terrain by
one. may spend a once to add damage equal to the
number of weapons involved in the attack to one hit of
The crew member uses the vehicle’s systems to jam the communications of enemy vehicles. On a the attack.
successful check, the enemy must make an Average (dd) Computers check to use its own
Jamming
communication systems. The difficulty increases by one for each additional ss, and the jamming The Concentrated Barrage action can only be used to
affects an additional target for each a spent. target vehicles with a silhouette of 5 or higher.
The crew member reroutes power from other systems to boost the defensive systems. This only
works if the vehicle already has a defense of 1 or greater. On a successful check, the vehicle suffers
Boost Shields
1 system strain and increases the defense by one until the beginning of the character’s next turn. Damage Control (Action)
Each additional s increases the duration by one round
Characters can use the Damage Control action to
If successful, the character removes one point of hull trauma from the vehicle, plus one additional repair system strain multiple times during an encoun-
Manual Repairs point for each additional ss. This follows the limitations of the Damage Control action, and thus
may only be attempted once per encounter. ter. Once per encounter they can repair Hull Trauma.
If the check is successful, the next crew member firing a weapon on the vehicle adds B to their TOTAL SYSTEM STRAIN TOTAL HULL TRAUMA DIFFICULTY
check (plus an additional crew member for every additional ss). The character may also spend
Fire Discipline
aaa to allow every hit from shipboard weapons to inflict 1 system strain on their target as well
as regular damage until the beginning of the character’s next turn. System strain less Hull trauma less
than half system than half hull Easy (d)
strain threshold trauma threshold
The character uses computers to attempt to disrupt the systems of an enemy vehicle. If successful,
the character compromises the defenses of the target vehicle for one round per s (see the Vehicle
Slice Enemy System System strain equal Hull trauma equal
Components sidebar GCRB 221). A x may be spent to compromise one enemy weapon of the to or more than half to or more than Average
character’s choice, and aa may be spent to inflict 1 system strain on the target vehicle. system strain half hull trauma (dd)
threshold threshold
The character tracks incoming attacks and uses vehicle systems to disrupt guided projectiles such
as missiles, or drops flares and chaff at an opportune moment. If the check is successful, any attacks System strain Hull trauma
“Spoof” Missiles Hard
against their vehicle using weapons with the Guided quality upgrade their difficulty once (plus an exceeds system exceeds hull (ddd)
additional upgrade for every additional ss) until the start of the character's next turn. strain threshold trauma threshold