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Starship Valkyrie
Version 2.04October 4th, 2013
by Christian Brown
All Rights Reserved
IntroductionThis version of the rules for Starship Valkyrie is much closer to complete. It includes character creation instructions, combat rules, Abilities and instructions for Consoles, as well as additional character types, drug cards, wound and recovery cards, science experiment tiles, and 'enemy decks' for combat. There is a smattering of world background, however, and it is still missing the many supplemental materials (damage deck, initiative deck, radiation markers, falling debris, malfunction deck, etc) that are needed to play a full game of Starship Valkyrie. Overall, this release is a moderately good tool for learning to play Starship Valkyrie, and an inadequate one for figuring out how to run one.
This is probably the last major (review everything, edit everything, add lots of new stuff) release of Starship Valkyrie. From her out new releases of the rules will be smaller and will focus on a single area of gameplay.
Personal thanks to Robert Prag, Lisa Schaefer, Rob McDiarmid, and Alejandro Komai for their enthusiastic support over the last three years. Thanks also to the players like Laura Bishop, Blake Mayer and Jason Hutchins for breathing new life into game. If you've played, even once, thank you, too.
Finally, I'd like to dedicate this version of the rules to my wife Roselle, who creates the consoles and does so much more.
General Rules
When there are multiple advantages, apply the least effective bonus or advantage FIRST, and the most effective bonus or advantage LAST.
Character Abilities
If, in the course of play, something happens to cancel or block one or more of your Abilities, that does not affect your pre-requisites. Ex; you lose all your Abilities except for Starfighter Maneuvers. Starfighter Maneuvers has a pre-req of Shuttle Pilot, which you no longer have. That doesn't matter - Starfighter maneuvers will work normally.
Some Abilities may be renewed. This means that the Ability acts as though it had not previously been used.
An Ability that is Exhausted acts as though it has been used normally, whether it has been used or not. For example, a mind attack that "exhausts" all the Tactical or Psi Abilities of the target.
Coin Flips
When a coin flip is called for, HEADS is always good for the individual depending on the outcome; TAILS is always bad.
To be a legal flip, the coin must turn end over end in the air and land on a flat surface. If it hits the floor, it must be reflipped.
Refereeing
DAISS Control
The Referee at DAISS Control should not allow enemy ships to focus fire and combine their damage unless specifically requested to do so by the GM. Ideally, when a single timer is used for multiple ships, the enemy should give a 'rolling fire' that impacts the player ship once every few seconds, allowing the players to react and resolve damage between attacks. Obviously, this requires the referee to use his or her own discretion. The important thing for the referee to understand that they are not obligated by the rules of the game to allocate all damage immediately, without interruption.
Timing
Away Missions take time to resolve. Especially when they involve an investigation, serious decision-making or adjudication of combat. Although it is permissible to 'freeze time' in one part of the game in order to allow another part of the game to catch up, this is not ideal. Another solution is to skip over things that would take time to do but which involve no player action. For example, if the players are flying to the away mission location unopposed, and it will take them 5 minutes to get there, start the away mission immediately but don't allow them to report to their command center for 5 minutes. If an effort is made to telescope elapsed time down where practical, it will help to make up for the fact that other things seem to take longer than they should.
Character CreationStarship Valkyrie
New characters are built with 10 character points. Players generally receive a character point for each game they participate in. These points may then be used to improve their characters. Each skill point costs one Character Point, which grants one Ability.
To be complete, a character needs to have the following:1. Type2. Rank3. Allocate remaining points to Skills4. Select Abilities
New characters may not choose a rank above Ensign. The Captain of your ship may have additional character creation guidelines.Point Caps are listed on the Card for the Type.
Character BackgroundBackground information of Valkyrie
characters is intentionally sparse. Nevertheless, if you want to help determine your character's background, answer the following questions and send them to the GM:
Where does your character originate from? Earth. Tau Ceti. Cetians only. Sirius Protectorate. An orbital station of 10,000 people.Mars Protectorate. A city network of one million.Kapteyn's Star. A long-established military starbase of a few thousand.Epsilon Eridani. A planetary colony of several million.Stein 2051. A MaxiCorp mining colony.Omicron Base. A planetary base with a biodome and a few hundred inhabitants.
How does your character feel about the Earth Republic? Most are patriotic supporters of the institution that eliminated war and hunger in the 22nd Century. If you aren't a patriotic supporter, why not?
How does your character feel about the World Church? The World Church is
more of a civic organization than a spiritual one. Most appreciate the World Church as an institution actively promoting tolerance of all faiths, even if they aren't religious themselves.
Name a single defining incident of your life, if you want to. No details are needed at this time. The death of a parent or sibling, for example, joining the Star Navy, or leaving home.
Name an interesting idea that you are working out, if you want to. You are not stating a commitment to this idea. In fact, you may be challenging it. Loyalty versus Principles, for example, the meaning of Honor, or Betrayal and Forgiveness, for example.
Name a simple, ongoing goal for your character, if you want to. Make friends, do your best, save the Earth, become spiritual, explore the unknown or command a ship of your own are examples.
TraitsA Trait is a fact about your character
which could be good or bad. It might be a personality trait, like loyalty, or an addition to combat drugs. Traits that are entirely negative raise cost nothing and raise the point cap on your character by one. So, a 25 point character could accept an 'old wound' negative trait for no cost, and raise his or her point cap to 26.
The Trait Skill Category should always accurately reflect the point total so that the CP expenditures add up correctly. This means that a character could have a zero in the Skill, even though her or she has multiple traits.
Not all Traits are negative. Positive Traits cost 1 CP, just like Abilities.
Character NameThe Earth still has problems, but
sexism and racism are things of the past century. People are encouraged to intermarry, or to foster and keep their own culture, as they prefer. A common naming formulation for Valkyrie characters is a
unisex first name, followed by a culturally significant or international last name. Examples;Holland KwanIndigo ZoricJesse Barwegen Jordan Kaluža Another acceptable form is to have an intercultural name, such as: Carmen Liu Artyom MaJames Kurosawa Dumaka NejemHasanati Lennox
Character Backgrounds are written in the second person voice ("You were born...") as a story about the character's life so far, usually bringing them up to the point that they joined the Star Navy. Backgrounds should be about 100 to 110 words. Here are some sample character Backgrounds:
Sample Personal Background 1You were raised on Earth as a
patriotic citizen of the Earth Republic, and a believer in the good work of the World Church.
As a child you read Cetian literature which is dream-like and inspired. To Earth-people, Cetians seem very religious or spiritual. You aren't sure how to explain them, but you appreciate their culture.
You have been practicing Psychronalogistic techniques for several years. You joined the Star Navy when the war with the Praezorians broke out last year. You just want to do what you can to ease the suffering of the men and women of the Earth Republic Star Navy. Sample Personal Background 2
You were raised on Earth as a patriotic citizen of the Earth Republic. You are the first of your family to enter the Earth Republic Star Navy and you have worked hard to make a name for yourself in the service. You've worked your way up through the various grades of tactical officer to get where you are now. It is unlikely that you'll ever command a Destroyer like Valkyrie, however. Star Navy Destroyers are only
given to Captains who have influence back on Earth.
You have served in the Earth Republic Star Navy for 15 years, and were promoted to Commander a year ago. You've just been transferred to Valkyrie.
Sample Personal Background 3You were raised on Earth as a
patriotic citizen of the Earth Republic and your family has a strong tradition of military service. Your father made Lieutenant on the ERS Hydra before retiring. You joined the Star Navy six years ago, and recently requested to transfer to the Valkyrie, to serve with your brother Rorie.
Defending the Earth Republic in the Star Navy is the greatest honor there is. You strive to be worthy of that honor every day.
Your brother Rorie was killed in action a few months ago, but you let the transfer go through. You're proud to serve on the same ship he did.
Character Creation InstructionsCreate a new character or respec an
existing character using these rules. 1 Ability costs 1 Character Point as always, and new characters start with 10 CP.
If you are respecing an existing character, do not change the background or the character's basic type. For example, do not change them from a human to a Cetian.
If you want to create a character that isn't human, Cetian, half-Cetian robot or Cyborg, you need both Captain and GM approval. (Technically, all characters require Captain approval.)
Next step: Build your character, print it, and cut out the cards. Your cards should print out to 3.5 inches high by 2.5 inches wide. Make sure the entire text of the Ability appears on each card. Bring your printed character to the game.
If you want a copy of your current character built with the old rules, just email me. I'll send it to you as an attachment.
If you need to know the number of banked CP you have, let me know.
If you need help developing your character, there are several players on your
ship who have studied the rules carefully and can assist you.
Character Creation Clarifications1. This will be a messy process. No one will be penalized for making mess. A second respec will be allowed for characters that get built wrong because the rules weren't clear. You will not need to qualify for the second respec - if you want it, you can have it.2. The basic - advanced - expert ability notation will be awesome, but is currently broken. The appearance of the word basic, advanced or expert on your ability card currently means nothing in and of itself.3. Pay attention to pre-reqs at the bottom of the character card. This matters, and will be enforced. Some abilities have a pre-req, meaning you must take certain abilities before you can get others. 3.1 If a pre-req is fairly obvious, but seems to be missing, please observe it. (Ex; Telepathy requires you to be Cetian or some other telepathic race.) If pre-reqs are not obvious (I'm a Cyborg, how many robot
abilities do I get?) then there are no limits for now. 4. The only limits on what Abilities you can take are the explicit ones. That is, point caps on each skill group. If you want to take 8 personality abilities, knock yourself out. 5. These are the skill categories now.Tactical: 0Piloting: pilot skills are now their own category. Combat: 0Engineering: 0Machinery: 0Science: 0Psi: telepathy, etc. no longer makes you great at Science. Medical: 0Personality: being unstable no longer makes you great at Science. 6. Remember to print out your own character and bring it to the game. We have not done it this way before, so please check with everyone else and make sure they understand what to do.
Name: Character Template
Type: HumanOrg: Earth Republic Star
NavyRank: Crewman
Assignment: Engineering Section
SkillsTactical: 0Piloting: 0Combat: 0Engineering: 0Machinery: 0Science: 0Psi: 0
Name: Character Template
Special Abilities* (Rank Ability - doesn't count toward skills)Abilities should appear in the book in the same order as the skills. All Tactical Abilities first, then all Piloting Abilities, etc.Abilities should appear in the book in the same order as the special ability list.
Personal Background:Template for Cyborg
You were raised on Earth as a patriotic citizen of the Earth Republic, and a believer in the good work of the World Church.
2You were badly injured
at... After the cybernetic implantation surgery you were given extensive rehabilitation at Indoc Center Five.
45
Personal Background:Template for Cetian
You are a Cetian. You were raised on Tau Ceti...
...the Ceremony of Klaz...
...your people prize harmony...
...you joined the Star Navy...
You love your homeworld of Tau Ceti and plan to return one day. When you do, you expect a warm welcome from your fas'hil, and to see the Pools of Klazik again.
Personal Background:Template for Robot
You are an Android. Your personality was initialized and installed in a robot body at...
You have a rank of crewman, but you should obey orders from any human within the chain of command.
You were given the nickname of "Tenet" by...
Personal Background:Template for Human
You were raised on Earth as a patriotic citizen of the Earth Republic, and a believer in the good work of the World Church.
2345
Humanoid - Health Loss
If reduced to 0 Health you are immediately helpless, and will die in 3 minutes if you do not receive medical attention.
You may not use any Abilities while at 0 Health. They are limited to moving their head and speaking in a low voice. It is always permissible to inform a medical character what your current health total is.
After your 'death timer' runs down to zero your character is clinically dead. Do not announce this
Cyborg - Health Loss
If reduced to 0 Health you are immediately helpless, and will die in 3 minutes if you do not receive medical attention.
You may not use any Abilities while at 0 Health. They are limited to moving their head and speaking in a low voice. It is always permissible to inform a medical character what your current health total is.
After your 'death timer' runs down to zero your character is clinically dead. Do not announce this
Robot - Health Loss
If reduced to 0 Health you are rendered inert. You cannot communicate or use any Abilities. You are not aware of your surroundings. Inform a GM of where your deactivated robot-body is.
You may be repaired as long as your body is recoverable.
Robot repairs are performed by an engineer in the Machine Shop of a technical facility.
Combat System
Starting CombatIf you declare an attack on someone you are then engaged in combat with them. Anyone who has not declared their intention to join the combat at that time must sit out the first round of combat. Anyone standing by to join combat joins it at the conclusion of the current round.
Initiative OrderThere are three phases of combat: Very Fast, Fast and Slow. The Very Fast phase is resolved before moving on to Fast. The Slow Round is resolved last. All damage is dealt and the dead cleared before moving on to the next Slow round. You act at Very Fast Initiative if you have a 11+ Combat score.You act at Fast Initiative if you have a 5 to 10 Combat.You act at Slow Initiative if you have a 0 to 4 combat. You can still plug somebody with a laser rifle, but not if they draw first. Simultaneous Combat Cards: All characters who fight in the same Initiative Round act simultaneously, which means that all declared actions occur, regardless of what they are or what order they are announced. If combatant A deals three damage and combatant B disarms combatant A, both things occur. The disarm does not prevent A from making his or her attack. Combatants should reveal their actions simultaneously, or else make a binding selection before everyone reveals in order.If a character elects to leave combat, then they do so on their initiative round. If they are targeted by a combat card, then that takes effect in addition to their departure from combat.
Continuing CombatExactly the same as Initiating Combat. Players who use the same Ability on successive rounds of combat take a -1 to their Combat each round.
Combat AbilitiesEach Advanced and Expert Combat Ability may be used once per Combat. Basic Combat Abilities may be used every round.The Attacker is the character that is playing a combat Ability against you, or otherwise doing damage to you. The Defender is the character that you are playing a Combat Ability against or are otherwise damaging. Unless otherwise specified Attacker or Defender is singular - choose one if there are multiple Attackers and Defenders.
Doing DamageLaser Pistol: 1 damage. Laser Rifle: 2 damage.Stun Grenade: 1 Damage. Stuns everyone in the combat except the attacker for three minutes (1 Combat Round). Explosive Grenade: Base Damage 2. Affects everyone in the combat except the attacker.
StackingWeapons and Combat Abilities both do damage in Combat. Some Abilities add their damage to that done by weapons, some do not. The combat card will indicate whether it stacks with weapons or not. If an ability doesn't stack, then the combatant may choose to deal the damage from the combat card or the weapon, but not both.
GearCombat Armor: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Note a Robot is also an Armored target, for purposes of targeting them with Abilities, although being a robot does not automatically stop damage as combat armor does.EV Suit: Flip a coin twice every time damage is dealt, once for armor and once for integrity. If the armor flip comes up HEADS, then the suit stops 1 damage; TAILS means it doesn't. If the integrity flip comes up HEADS, the integrity of the suit is not compromised; TAILS means that it is.
Injury and DeathCharacters who are reduced to 0 or less Health are immediately incapacitated, but death
timers do not start until combat ends.Anyone reduced to 0 Health is immediately helpless, and will die in 3 minutes if they do
not receive medical attention. Medical attention may restore health, or it may extend or restart the three minute timer. They may not use any Abilities. They are limited to moving their head and calling for help. It is always permissible to inform a medical character what your current health total is.
If a character is reduced to negative health equal to their starting Health, they are killed instantly. (The regenifacient timer would start from this point.) A robot reduced to negative four Health is irreparable.
Dead characters are immediately out of the game. Medical Science may or may not be able to bring them back, but the player of that character may not make requests or comments of any kind. (It is considered bad form to comment on the manner of your death before the end of the game.)
Death should always be reported to a GM in case that character's death has an impact on the overall plot. In addition, the GM may authorize the player to return to the game with a new character, or ask them to portray a specific NPC for the remainder of the game.
Characters who are reduced to 0 or less Health are immediately incapacitated, but death timers do not start until combat ends.
Types, Orgs, Abilities and TraitsA character is made up entirely of cards. Even the background is intended to be
summarized briefly enough to fit on a small card. Different types of cards help to define the character when lengthy blocks of prose are absent. (You can have a long character background, but it should probably be left out of your character booklet if you do.)
To clarify, your type is what you are at the most fundamental level: human or robot? Cetian or Praezorian? It is possible to have more than one type, though not all types are compatible. For example, a human can become a cyborg (part machine), but a robot cannot.
If you are playing in a straightforward game of Starship Valkyrie as crew aboard a star destroyer or Valkyrie-class ship, the Earth Republic Star Navy Organization is the only one you need to worry about. Starship Valkyrie is built from the perspective of Star Navy Personnel, and exceptions to that norm cost Character Points. So if you are a star navy lifer, don't worry about organizations.
If, on the other hand, you want to play a MaxiCorp game, run a science vessel operated by the Science Directorate, or be on a Cetian ship, then it will help to have some of these organizations named even if they aren't fully fleshed out.
Traits are either positive or negative. Positive traits cost a character point and raise the trait skill by 1, just like any other ability and skill category. Negative traits, however, cost 0 CP and raise the point cap on your character. They do not add to the trait total, or to the CP total of the character. They only raise the point cap.
PrivilegesIt should not be commonplace for a Star Navy personnel to have special privileges. In
fact, most of them would be inaccessible during a mission, and generally frowned upon by one's Star Navy superiors. These Abilities' primary use is for non-military personnel. The crew of a civilian cargo ship, for example, or an important passenger being transported by a military vessel.
Respecs
Every time a new rules revision comes out you are entitled to a respec of your character. This means that you may take the character point of the total and re-spend your points however you like. You cannot change your Type, however. If you are a cyborg, you are always a cyborg. You cannot suddenly discover that you are half-Cetian. Your type may be modified in play (somehow), but not during a respec.
A respec cannot be 'lost'. If you miss an opportunity to respec your character before another ruleset comes out, you store that respec until you want it at a future time.
HumanBasic Type
Skill Cap: 8 max points in each skill.
0 Cap in Psi.25 total point cap.
A Human gets a +1 to Combat if in a familiar
setting.
Humans have 2 Health, and must be treated by a
physician if any are lost.
CetianBasic Type
Skill Cap: 8 max points in each skill.
Cap 10 on Science. 3 in Psi.25 total point cap.
A Cetian gets a +1 to Science for each other Cetian present,
to a maximum of +3.Cetian have 2 Health, and
must be treated by a physician if lost.
Cetians possess a telepathic sensitivity. They may use this to ask the GM one question per hour about another self-
aware being within 2 LS.
RobotBasic Type
Skill Cap: 35 total point cap.A Robot is considered to be an armored opponent for
combat.Robots have 4 Health, and
must be repaired by a technician if lost.
Robots cannot be knocked out, subdued, affected by mental compulsions (mind control) or attacks (Psi), or benefit from psychology-
based Abilities (Counselor, Mentor).
Robots must select at least 2 Robot Abilities. (Robot Type
Universal AndroidAdvanced Type
The Universal Android is extremely versatile, and may be able to provide support in
any situation.
Tactical: 1 min / 5 max.Piloting: 1 min / 5 max.Combat: 1 min / 5 max.Engineering: 1 min / 5 max.Machinery: 1 min / 5 max.Science: 1 min / 5 max.Psi: 0Medical: 1 min / 5 max.Traits: 0 min / 5 max.
Tactical AndroidAdvanced Type
The Tactical Android is configured to support combat
operations in multiple capacities.
Tactical: 3 min / 12 max.Piloting: 1 min / 5 max.Combat: 1 min / 12 max.Engineering: 1 min / 5 max.Machinery: 1 min / 5 max.Science: 1 min / 5 max.Psi: 0Medical: 1 min / 5 max.Traits: 0 min / 5 max.
Technical AndroidAdvanced Type
The Technical Android is equipped to assist the
Engineering and Science Sections.
Tactical: 0 min / 5 max.Piloting: 0 min / 5 max.Combat: 1 min / 5 max.Engineering: 2 min / 10 max.Machinery: 2 min / 10 max.Science: 2 min / 12 max.Psi: 0Medical: 1 min / 5 max.Traits: 0 min / 5 max.
Analytical AndroidAdvanced Type
The Analytical Android is configured to perform
scientific analysis and run Science Consoles.
Tactical: 0 min / 3 max.Piloting: 0 min / 3 max.Combat: 0 min / 3 max.Engineering: 1 min / 12 max.Machinery: 1 min / 5 max.Science: 1 min / 13 max.Psi: 0Medical: 0 min / 5 max.Traits: 0 min / 5 max.
Assault AndroidAdvanced Type
The Tactical Android is configured to support combat
operations in multiple capacities.
Tactical: 1 min / 10 max.Piloting: 1 min / 10 max.Combat: 3 min / 13 max.Engineering: 1 min / 3 max.Machinery: 1 min / 3 max.Science: 1 min / 3 max.Psi: 0Medical: 1 min / 3 max.Traits: 0 min / 5 max.
Manufacturing Android
Advanced TypeThe Tactical Android is
configured to support combat operations in multiple
capacities.
Tactical: 0 min / 3 max.Piloting: 0 min / 3 max.Combat: 0 min / 5 max.Engineering: 1 min / 5 max.Machinery: 5 min / 13 max.Science: 1 min / 5 max.Psi: 0Medical: 0 min / 3 max.Traits: 0 min / 5
Medical AndroidAdvanced Type
The Medical Android is programmed to manufacture and dispense drugs, and treat
injured personnel.
Tactical: 0 min / 5 max.Piloting: 0 min / 5 max.Combat: 0 min / 5 max.Engineering: 1 min / 5 max.Machinery: 1 min / 5 max.Science: 3 min / 12 max.Psi: 0Medical: 3 min / 13 max.Traits: 0 min / 5 max.
CyborgAdvanced Type
Skill Cap: (per basic type.)Cap 9 on any 1 Skill.25 total point cap.
Cyborgs keep their basic type.
Cyborgs must select 1 or 2 Robot Abilities. (Abilities that
have the Robot Type as a prerequisite.)
Cyborgs have 3 Health.
They must be treated by a physician with the Cybernetics Ability.
PraezorianBasic Type
Skill Cap: 9 max points in each skill.
1 Cap in Psi. 30 total point cap.
A Praezorian gets a +1 to Tactical for each other
Praezorian present, to a maximum of +3.
Praezorians have 2 Health, and must be treated
medically if any are lost.Praezorians possess a mild telepathic link. They may
review another Praezorian's Character Book once per
hour.
SkelowBasic Type
Skill Cap: 8 max points in each skill.
0 Cap in Psi. 25 total point cap.
A Skelow may shave 15 seconds off the recharge
timer of any console they are trained to use.
Skelow have 2 Health, and must be treated by a
physician if any are lost.
Skelow possess extensive knowledge of the Skelow
Sector. They may use this to
Half-CetianBasic Type
Skill Cap: 8 points in each skill.
Cap 9 on Science or Tactical.1 Cap in Psi. 25 total point
cap.A Half-Cetian gets a +1 to
any skill if assisting someone who has greater than 0 in
that skill.Half-Cetians have 2 Health,
and must be treated medically if injured.
Half-Cetians possess a telepathic sensitivity which may be used to ask the GM
one question per game about
TardekBasic Type
Skill Cap: 8 max points in each skill.
0 Cap in Psi. Cap 9 in Combat.25 total point cap.
A Tardek may grant a +1 to any skill to an individual that
belongs to their Nuroma (lasts 10 min). Activate by touching
and speaking words of comfort, appreciation or praise. Only one Nuroma
Bonus at a time.Tardek must attack and kill
Tardek from different polities. This counts as a Mental
Compulsion.
Social RestrictionsType
Depending on the context of the game, certain character types will face specific, non-negotiable social restrictions. Robots, for example, cannot achieve a rank higher than Crewman in the Star Navy.
Cetians cannot be promoted above Lieutenant, and Half-Cetians cannot be promoted
past Commander.Other types, such as Tardek, Skelow or Praezorians, are
likely to be limited in number, or prohibited altogether, by
RecruitStar Navy Rank
A recruit is a member of the Star Navy, but without
specific military training.
A recruit has no rank ability, and even if trained is not
permitted to use Tactical or Engineering Consoles.
There is no incentive or requirement to start a new
character at the Recruit rank, since it costs the same as
crewman.
Pre-Reqs: None
CrewmanStar Navy Rank
The lowest rank allowed to serve on board a Star Navy
vessel. Crewmen are trained in the protocols of Star Navy life and trained to serve in
their section.Engineering characters
usually start at Crewman.Robots are given the
honorary rank of Crewman, and may not be promoted.A Crewman has no Rank
Ability.
SpecialistStar Navy Rank
Specialists are crewmen recognized for their
accomplishments and training.
May select one rank Ability.
On most military ships, only specialists and above are
allowed to pilot shuttles and starfighters.
CorporalStar Navy Rank
Corporals are trained and drilled to do their job well.
On most military ships, only corporals and above are
assigned to lead squads of security personnel and
assault troopers.
May select one rank Ability.
Pre-Reqs: None
SergeantStar Navy Rank
Sergeants are often combat veterans. Engineering
sergeants have nonetheless seen their share of grueling
hard work.
On most military ships, only Sergeants and above are
assigned to lead a starfighter wing.
May select one rank Ability.
Sergeant-MajorStar Navy Rank
Sergeant Majors are often trainers and drill instructors.
Sergeant Majors that get promoted go to the Ensign
rank.On most military ships, only Sergeant-Majors and above
aregiven command of an Away Mission or named Starfighter
Chief.
May select one rank Ability.
Warrant OfficerStar Navy Rank
Warrant Officers outrank Sergeant Majors, but cannot
be promoted to Ensign. It requires special permission of Star Navy Command for them to enter the command ranks.On most military ships, only Warrant Officers and above
arenamed permanent or temporary Chief of
Engineering, Science or Medical.
May select one rank Ability.
EnsignStar Navy Rank
Ensigns are junior officers most commonly employed on the bridge. They are close to any starship engagements,
and spend most of their time operating consoles and
following orders.On most military ships, only Ensigns and above serve on the Bridge, or command a
transport or captured vessel.(Whoever is officially in
command of a ship is called Captain,
regardless of rank.)May select one rank Ability.
LieutenantStar Navy Rank
Lieutenants may be given additional responsibilities
above an Ensign.
On most military ships, only Lieutenants and abovecommand an Escort.
(Whoever is officially in command of a ship is called Captain, regardless of rank.)
May select one rank Ability.
Pre-Reqs: None
Lt.-CommanderStar Navy Rank
Lt.-Commanders may be given a section of the ship to
command.
On most capital ships, the XO must be Lt.-Commander or
higher.(Whoever is officially in
command of a ship is called Captain, regardless of rank.)
May select one rank Ability.
CommanderStar Navy Rank
Commanders may be made Executive Officer, and be
asked to help the Captain run the ship.
May Command a Valkyrie Class Ship. (Whoever is
officially in command of a ship is called Captain, regardless of rank.)
May select one rank Ability.
CaptainStar Navy Rank
The Captain has ultimate responsibility for the ship.
May Command a Star Destroyer.
May have temporary command of a squadron of
ships (at which point they are called Commodore).
May select one rank Ability.
AdmiralStar Navy Rank
Admirals do not normally command ships. They are usually part of planning
groups that form the overall strategies of the Star Navy.
May have permanent command of a squadron of
ships.
May select one rank Ability.
Fleet AdmiralStar Navy Rank
Admirals do not normally command ships. They are usually part of planning
groups that form the overall strategies of the Star Navy.
May have permanent command of a portion of the
entire available fleet, or responsibility for a theatre of
operations.
May select one rank Ability.
Military Rank Hierarchy
Fleet AdmiralAdmiralCaptain
CommanderLt. - Commander
LieutenantEnsign
Warrant OfficerSergeant Major
SergeantCorporalSpecialistCrewman
Earth Republic Star Navy
Organization
The Star Navy is the extra-terrestrial military force of the
World Parliament. The Military-Exploration
Committee of the WP issues directives to Star Navy Command. Star Navy
Command at Earth then issues orders to all posts and
branches.
Members of the Star Navy are in a chain of command that
ends with Star Navy Command. They are sworn to
Star Navy IntelligenceOrganization
Star Navy Intelligence analyzes reports and
identifies threats to the Star Navy and Earth. It is under
Star Navy Command.
Members of Star Navy Intelligence are in the Star Navy Chain of Command.
Intel operatives are sometimes given special
assignments or asked to give a report separate from their
chain of command.
Science DirectorateOrganization
The Science Directorate is a civilian organization that
works closely with the World Parliament and the Star Navy
on many initiatives.Official Representatives of the
Science Directorate are accorded an honorary rank (no rank ability) of Warrant Officer to place them within
the Command structure while on detached duty.
Science Directorate personnel may be praised or disciplined but cannot be promoted or
demoted while they belong to
MaxiCorpOrganization
The bearer is a citizen of the interstellar megacorporation
MaxiCorp.MaxiCorp has major holdings on Earth and in the Sol and Stein systems. MaxiCorp is
present in most other human-inhabited systems, including
Sirius.Citizens are entitled to emergency health care,
provisions and lodging at any MaxiCorp facility.
MaxiCorp permits its citizens to join the Star Navy without
relinquishing MaxiCorp
STRATACOrganization
STRATAC is a joint Republic-Cetian working group which convenes to discuss matters
of strategic importance to the Earth-Tau Ceti Alliance.
Members of STRATAC are in the Star Navy or the Astral
Directorate Chain of Command, as appropriate.
Pre-Reqs: Star Navy or Astral Directorate org.
Earth System Defense
Organization
ESDef protects the Earth-Moon system and provides
security to traffic within 15 LS of Earth.
Members of ESDef are in the Star Navy Chain of Command.
World ParliamentOrganization
The bearer is a member of the World Parliament,
representing a nation or protectorate of Earth. As a
member, he or she belongs to one of the following
committees:Executive (EXCOM)Legislative (LEGIS)
Judicial-Constitutional (JUDCON)
Military-Exploration (MEC)Terrestrial (TERRA)
Although MPs have significant authority and importance,
they are not in the Star Navy
Astral DirectorateOrganization
The Astral Directorate protects the Tau Ceti star
system and manages explorer-class ships for
exploration and security.Members of the Astral
Directorate have their own chain of command. The Astral
Directorate answers to the Council of Elders.
Members of the Astral Directorate are sometimes
detached to the Star Navy for a tour of duty. Exchange
officers pay 1 less for their
Council of EldersOrganization
Elders are Cetians of long experience who have been
elected to the local, regional and planetary government.
One thousand Cetians constitutes a quorum of
Elders for deciding matters of planetary importance. An
Elder is frequently a professional or a scientist as well as being a member of
the government.Cetian government is
hopelessly decentralized by human standards, which
makes interfacing with other Sirius Base Security
Organization
Sirius Base Security protects the entire Sirius Protectorate, including the station, any and all mining and ship-building
facilities, and the star system of Sirius itself.
Sirius Base Security answers to the civilian authority of
Sirius Base, which as a Protectorate sends members
to the World Parliament.
Mars Protectorate Defense Force
Organization
Mars Protectorate Defense Force protects Mars and its
satellites and provides security to traffic within 15 LS
of Mars.
Mars Protectorate Defense Force answers to the civilian authority of Mars, which as a Protectorate sends members
to the World Parliament.
Pre-Reqs: None.
Eridanus SecurityOrganization
Eridanus Security protects the Epsilon Eridani Colony. In
addition to having police and marines, it manages some
planetary defenses, such as missile launcher platforms
and defense satellites.Since Epsilon Eridani is a Colony, it has a governor,
sent from Earth.
Eridanus Security is a military contractor. Members of
Eridanus Security are in the Star Navy Chain of Command.
Earth Republic Civilian Authorities
World Parliament
ER Military Authorities
Star Navy CommandStar Navy IntelligenceSTRATAC (Strategic
Cooperation Advisory Council)KapStar Command
Earth System Defense ForceAdvance Fleet Command
Eridanus Security
Mars Protectorate Defense Force
Cetian Hierarchy
The ThousandCouncil of Ten
ElderLegate of the Council
Astral DirectorateDirectorate AgentGuardian of KlazDisciple of Klaz
Teacher Researcher
Unit Leader (Emmen)Coadjutant
Officer
Civilian Ship Hierarchy
OwnerMaster
Chief EngineerBoatswainHelmsman
PurserChief StewardShip Surgeon
DoctorEngineer Crewman
Able CrewmanOrdinary Crewman
Army of the Earth Republic
Officer RanksGeneralColonel
Lieutenant-ColonelMajor
CaptainLieutenant
Enlisted RanksWarrant Officer
Master SergeantSergeantCorporal
Lance Corporal
Tardek Military Hierarchy
CaptainLieutenantSergeantSoldier
Crewman
Committees of the World ParliamentExecutive (EXCOM) Police
authority. Enforcement branch.
Legislative (LEGIS) Makes laws and regulations.
Judicial-Constitutional (JUDCON) Supervises all
branches, appoints judges.
Military-Exploration (MEC) Star Navy and Space
Exploration.
Expert ConsultationBasic Rank Ability
Grant +1 to one skill of one other person for as long as
you supervise what they are doing and offer continual
advice.
Lasts for one job, maximum.
Usable once per game.
Pre-Reqs: Rank Specialist or
Wise CrackBasic Rank Ability
Target two people in the same org. Neither may be in direct command of you, but they could be higher rank in another section. Neither may
be Lt. or higher.The two subjects each flip a
coin.Both HEADS: all 3 of you
gain 1 gambit.One HEADS, One TAILS:
bearer gains 1 gambit.Both TAILS: Bearer steals 1
gambit from 1 of the subjects.To activate, someone must
laugh at you, or at a joke you
Trauma TeamBasic Rank Ability
Take 1 Medical Team from the Personnel Console. The
card should be kept in view at all times.
The Trauma Team adds +3 to Medical, and allows the
bearer to prevent up to three people from dying and safely
transport them.After 30 mins (or after the
Away Mission returns) place the card in the deployed pocket of the Personnel
Console. If the Team stopped any damage, turn them over
to injured.
Engineering CrewBasic Rank Ability
Take 1 Engineering Team from the Personnel Console. The card should be kept in
view at all times.The Engineering Crew adds
+3 to Engineering and Machinery, and stops 1
damage any time the bearer would take damage.
After 30 mins (or after the Away Mission returns) place
the card in the deployed pocket of the Personnel
Console. If the Crew stopped any damage, turn them over
to injured.
Contingency Training
Basic Rank Ability
Allows the bearer to call for a coin to be flipped again, if the
result is unsatisfactory.
The coin-flip must be flipped by the bearer or by a person engaged in the same task as
the bearer.This Ability may not be used
to affect a coin flip if the bearer has not been involved
in the task or event which required the coin flip.
Usable once per game.
BootstrapBasic Rank Ability
+1 Health for 5 minutes.May be used in response
to losing Health.When the 5 minutes are up
the death timer for the character restarts from zero. For example, if reduced to
zero health, the Death timer starts at 3 minutes.
Normal minute penalties apply if reduced to negative
health.
Usable on self only.Usable once per game.
"Pull Yourself Together!"
Basic Rank Ability
+1 Health for 5 minutes. Usable on a lower ranked
crew only.
If the target character is reduced to zero Health or less when the five minutes are up,
that character collapses on the spot and normal injury and death rules apply from
that point on, as though they had just been injured.
This Ability may be used over communication channels or in
person.
Security DetailBasic Rank Ability
Take 1 Security Team from the Personnel Console. The Security Team deck may be used as a single combatant
with 5 health. The bearer may continue to play 1 card from the deck per round until all 5
health are depleted.After 30 mins (or after the
Away Mission returns) place the card in the deployed pocket of the Personnel
Console. If the Detail stopped any damage, turn them over
to injured.Pre-Reqs: Tactical Consoles,
Professional OpinionBasic Rank Ability
+2 to any one skill of one other person. Lasts for one task or project, maximum. You do not need to remain after giving your Opinion.
Usable twice per game.
Pre-Reqs: Rank Warrant Oversight
Basic Rank Ability
When a lower-ranking person in your section reports to you
on the use of one of their Abilities you may grant them
a coin-flip.If HEADS, that person renews the Ability that they reported on. If TAILS, the Ability is not
renewed.
Usable once per 15 minutes.Oversight may successfully
renew three Abilities per game, total.
Oversight may not be renewed.
EfficiencyBasic Rank Ability
Whenever you set the recharge timer on a console you are rated for, you may
shave 15 seconds off the total recharge time.
This Ability stacks (can be used with) Boosts, Abilities,
and other effects that reduce recharge time.
EconomyBasic Rank Ability
When you use a Reactor, Computer, or Scanner Boost,
on a Console that you are rated for, you may flip a coin.
If it comes up HEADS, you may keep that Boost in the system while receiving the
benefit for using it.
Usable once per 15 minutes.Economy may successfully
keep three Boosts per game, total.
ReportBasic Rank Ability
The bearer of this card is entitled to ask a GM for further information or
clarification about information given to them by another
member of the same organization.
The GM might reveal that the crewman has lied, has
omitted information, or that the information is simply wrong. If there is nothing wrong with it, then the
information is confirmed as true and correct.
Strategic AnalysisBasic Rank Ability
The bearer of this card is entitled to ask DAISS for
further information or clarification about the current
strategic situation.DAISS Control can and should point out how much damage all ships on the board have, and rehearse all information that has been released up
until this point, without reserve.
Use of this ability may trigger the release of additional information, at the GMs
discretion.
Coordinated EffortBasic Rank Ability
You may provide a +1 to any single skill, to the entire crew
for fifteen minutes.
To use this skill, you must be on the bridge for fifteen
minutes prior to activating it. Coordinated Effort stacks with
other bonuses, except for Coordinated Effort..
Usable once per game.
Pre-Reqs: Rank Lt-Cmdr or Fleet Coordination
Basic Rank Ability
You may use your own Abilities on ships in the same
fleet.
(Fleet ships act as though they were characters, consoles, or ships, as
appropriate to the Ability.)
This ability may be used as often as desired so long as the Communicator is not at System Failure. Note that all restrictions on the Abilities
being used 'through' this one, still apply.
IntimidationBasic Rank Ability
All combatants who are part of the same Organization
(Star Navy, for example) as the bearer subtract 1 from the amount of damage that
they do during the entire combat. Also, they may not
target the bearer with a Combat Card as a mental
compulsion.The bearer must enter
combat and play this instead of a combat card. It must be resolved in initiative order.
This card only affects those of lower rank. Usable as often as
Computer ActivationBasic Rank Ability
The bearer may invoke this card to activate the basic function of any console
system on the ship, just by speaking aloud to the ship's computer. The bearer does
not need to be rated for that console.
No bonuses may be applied to this use of the console, and only reactor boosts may be
expended (computer, efficiency and scan boosts may not be used, even if
available).
"Make it Work"Basic Rank Ability
Bearer brings two characters to the GM. The two characters
must have a 7 Engineering and a 7 Science, respectively.
Bearer then recommends a plan to the GM which modifies
a ship system or exploits a combination of character and
ship abilities to a specific effect.
The GM then either assigns a cost (in gambits, components,
boosts, etc) to the effort, or else rules that it cannot work.Usable (successfully) once per
game.
"You Can Do This"Basic Rank Ability
Bearer targets one other character who must belong to
the same organization, and who must be lower rank.
The subject gains the use of any one rank Ability (at their own rank or one level higher)
in addition to their own current rank Ability, if any.
The Ability lasts for the remainder of the game.
Usable (successfully) once per game. This Ability cannot be
renewed.Pre-Reqs: Rank Captain or
Tactical ConsolesBasic Tactical Ability
The bearer is trained and authorized to use any console
designated as Tactical.
Pre-Reqs: None1 CP
Intruder Counter-Measures
Advanced Tactical Ability
Allows the bearer to deal 2 or 3 damage (wall laser or
incendiary device - user's choice) to a single target
using Earth Republic security systems.
To activate this Ability, the bearer must be on the same Earth Republic installation or
ship as the target, at the Scanner Console. The ability will not work if the Scanner Console is in system failure.
Usable once per 15 minutes.
Laser Turret StrafeAdvanced Tactical Ability
This card enables the bearer to fire a Laser Turret in a
strafing burst, rather than a single powerful beam. The
burst has a range of 1 Light-Second only, but hits three
targets in the same hex of the DAISS Display, doing 2
terajoules of damage to each.
A turret strafe fired into a Hotzone game has a 50% chance for one of the laser
bolts to hit a friendly.
Usable as often as desired.Logistics
Advanced Tactical Ability
This card allows the bearer to trade personnel teams to
Central Ops for a benefit. All crew traded in this way may
be retrieved five minutes later (Central Ops times this) and placed in the Deployed
pocket of the Personnel Console.
BenefitsSecurity = Due Caution
Card.Medical = Drug Card.
Engineering = Starship Schematic Diagram.
Supporting FireAdvanced Tactical Ability
This card enables the bearer to fire a ship weapon into a Hotzone game, with zero
chance of accidentally hitting a friendly.
The bearer should show this card to the Hotzone GM and indicate the target and the
amount of damage that was done to it by the weapon.
Usable as often as desired.
Focus FireAdvanced Tactical Ability
This card enables the bearer to fire two ship weapons
(Example: Pulse Cannon 1 and 2, or Laser 1 and Pulse Cannon 2) at precisely the
same point on a target simultaneously. This has two
effects:The damage caused is counted as a single source, not two separate sources.Add one damage to the total.
Must actually fire two ship weapons simultaneously.
This ability costs 1 Gambit to Phase Fire Control
Advanced Tactical Ability
This card enables the bearer to disregard the phase missile
card just drawn and draw another. The second card
must then be used. No player capability may affect the
phase missile deck further.
Must actually fire a phase missile.
This ability costs 1 Gambit to use.
Usable once per game.
Evasive ActionAdvanced Tactical Ability
Enables the bearer to attempt to avoid all damage from a
single direct attack, such as a missile, or an energy beam. TAILS indicates failure.
Does not work on an indirect attack that damages
everything within an area.When activating the Ability,
turn the ship using the Stellar Drive and add 1 minute to the recharge timer for the Stellar
Drive console.Usable once per 10 minutes.Uses 1 Gambit per attempt.
Reroute ControlExpert Tactical Ability
Enables bearer to use a Tactical Console as though it were Nominal for the next 15
minutes.To activate, the console timer
must currently be stopped (have run down, or be reset. The bearer cannot stop it).The Player must announce,
"rerouting control from auxiliary systems to (console name)." This allows the card
bearer only to use the console.
Usable once per hour.Pre-Reqs: Tactical Consoles,
LeadershipBasic Tactical Ability
This card grants the bearer the power to give any single Star Navy Personnel a bonus
to a single skill that is naturally greater than zero.
The bonus is equal to the difference in rank. If the
bearer is two ranks higher, a +2 is granted. Maximum
bonus is +4.The bonus must be delivered
in person, and lasts 15 minutes.
Each crewperson may receive this bonus once per game.
Commanding Presence
Advanced Tactical Ability
Target three other individuals in the same section. Those three may ignore a single debilitating effect for 60
seconds. It must be the same effect for all three.
Example; Of the three people in the engineering section, two have been struck by a
Praezorian mind-weapon and one is incapacitated by
radiation sickness. The bearer may relieve the mind-weapon effects or the sickness, for 1
minute, but not both.
Morale BoostAdvanced Tactical Ability
Renew one Basic Ability for up to five Star Navy
personnel. It must be the same Ability for all affected.To activate, the characters who are benefiting must
respond to the bearer with a slogan, salute, cheer or other sign of improved morale. If
this is not convincing, a referee may rule that the
Ability has failed.Failure counts as use, and if the Ability fails, it cannot be
renewed.Usable once per game.
OratoryAdvanced Tactical Ability
This card grants the bearer the ability to make a three minute speech. This speech
must be on a particular occasion, and must be given
to at least five people.Each listener may flip a coin. Heads allows the listener to
take an Insight, Due Caution, or Gambit card from Central
Ops.
Usable once per game.
Pre-Reqs: Leadership or any
NegotiatorAdvanced Tactical Ability
The bearer of this card may talk to up to three persons
from a non-hostile organization and make them
listen (and take no other action) as a mental
compulsion for up to three minutes.
The effect ceases immediately if any of the listeners receive damage from any source while the bearer is talking to them.
Usable once per hour.
Star Navy ProtocolsBasic Tactical Ability
This card allows the bearer to ask a GM what the correct
Star Navy response is to any given situation, according to
established regulations.The GM will give a brief, general answer, such as
"Defend the colony, but do not risk losing the ship." or
"Rescue all survivors."The GM will not describe how
to go about doing it, or explain why the regulations
say what they do.
Tactical Observations
Basic Tactical Ability
You may add +3 to the Combat skill of any one other
person, so long as you continue to talk to them and
make observations about their present situation.
Usable as long as the other party can hear and
understand you.
The bonus lasts 5 minutes after the bearer stops talking
to them.Usable once per person per
"Look Out!"Basic Tactical Ability
Stops one point of damage from any physical, external one-time event (explosion,
attack, falling bulkhead, etc) from happening to any one
other person.Usable as long as the other
party can hear and understand you. Also, the
other party must be able to react and move. (Ineffective if the target is unconscious, for
example.)Ineffective against nebulous
or non-physical threats (radiation leak, alien mind
BriefingAdvanced Tactical Ability
To trigger this ability, the bearer must go to a ship
section (Science, Medical, etc) and give detailed information about what is happening on
the DAISS, in another section, or to the company generally.
The information must be "news" to the personnel in
that section.Once done, go to
Central Ops to receive 1 Gambit, 1 Insight Card, or 1
Due Caution Card.
Usable once per ship section,
Staff MeetingAdvanced Tactical Ability
The Captain meets with a group that has at least one
member of each ship section represented (all that are
available, or three minimum). The meeting must last at
least five minutes and allow each section to express an
opinion.The group may agree to renew all Abilities of one
meeting attendee.
Usable once per game.Only one use of Staff Meeting per Organization, per hour.
InvestigationAdvanced Tactical Ability
This card allows the bearer to ask the GM one question
about a character and receive a short (2 to 5 word) answer. The GM will reveal whether
the subject is generally being honest or dishonest, and
maybe what about. It will not reveal how, or exact details.
To trigger this ability the bearer must talk to the
subject for at least three minutes, or ask five questions of them. The ability does not work if the subject refuses to
talk at all.Two Cents
Basic Tactical Ability
This card enables the bearer to give any number of his or
her own Gambits to one other person all at once.
Usable once per game.
Pre-Reqs: None1 CP
Battle StationsAdvanced Tactical Ability
Present this card to Central Ops. Central Ops or the XO
must announce "Battle Stations" through the ship or installation for the Ability to
take effect.Whenever damage is taken, Central Operations subtracts one damage card from the total, after it has passed through the shields. This
effect lasts for 20 minutes from the time of the
announcement. Only one Battle Stations can be in
effect at a time.
Special RequisitionAdvanced Tactical Ability
The bearer may present this card to a GM in order to
receive 3 extra ship components, 2 secure canisters or 1 missile.
To activate, the player must be on an Earth Republic Ship, which must be in safe harbor with repair facilities nearby.This Ability may be used at
the beginning of a game where the ship has had access to such facilities.
Only one Special Requisition is allowed per ship, per game.
Pre-Reqs: Star Navy Lucky
Basic Tactical Ability
This card enables the bearer to avoid the negative
consequences of whatever has just happened to him or her, so long as there is an
available rationale to explain the escape.
Can only be used against game effects (explosion, trap,
falling bulkhead, etc). Does not affect regular combat.
Usable once per game.Cannot be renewed.
Pre-Reqs: None
Praezorian TacticsBasic Tactical Ability
This card allows the bearer to ask a GM what a Praezorian is
likely to do, according to observed patterns.
The GM will give a brief, general answer, such as "They will retreat before being destroyed, unless
protecting a Matriarch." or "Drones receive telepathic
instructions but they are not puppets on a string."
In cases where the GM cannot answer the question, they will say what a specific Praezorian individual or ship seems to be
CarouseBasic Tactical Ability
The bearer may flip a coin to gain gambits. If HEADS, gain 1 and flip again. If TAILS, do not gain a gambit and stop
flipping.To use, the bearer must
become intoxicated in the company of another
character. Both characters must have risked their life
within the last hour.The period of celebration and carousing must be at least 5
minutes.Usable once per game.
InterrogationAdvanced Tactical Ability
Allows the bearer to examine the character booklet, and any other cards held, of any person
with whom the interrogator shares a language. This counts as a mental compulsion. This
part of the Ability is countered if the compulsion is resisted.The subject must either be willing or restrained. If the
subject is unwilling, then they take either 1 damage (HEADS)
or 2 damage (TAILS) in the course of the questioning. This
part of the Ability occurs whether the compulsion is
resisted or not.Starfighter AbilitiesMissiles: Different Starfighter types can hold 0 to 4 nuclear missiles. It costs an attack to launch a missile.Ammo Rack: 100 shots. Interceptor rounds: 1 terajoule damage per shot fired. Inferno rounds: 2 terajoules damage. Decimator rounds: 3 dam.Afterburners: Doubles movement, halves the number of allowed turns. Uses 5 minutes of fuel. Can be used out of combat to go 1 LS per 30 seconds (!).Fuel Clock: 60 minutes.Eject: Pilot may eject at any time. If the starfighter is
Hotzone Rules v2.1Starfighters Turn:Starfighters ROTATE twice, MOVE twice, and FIRE twice. Any order. (222) Starfighters may fire into the hex in front of them before or after each move doing one point of damage.One Special Ability may be used per pilot, per turn.Pilots talk to each other (comm chatter) during the enemy turn.Praezorians’ Turn: Drone ships move two hexes and then do .5 points of damage to one adjacent hex.Droneships take 2 hits in 1 turn to destroy.
Shuttle PilotBasic Piloting Ability
The bearer of this card has basic piloting ability. He or she may pilot a shuttle or
other small craft. He or she may also fly a starfighter, but cannot effectively maneuver
it in combat.
This grants no ability to pilot a starship or other large craft
using a stellar drive.
Continuous.
Pre-Reqs: NonePilot Droneship
Advanced Engineering Ability
The bearer of this card has basic familiarity with a
droneship cockpit. He or she may perform take off and landing maneuvers in a droneship. A coinflip is
required if the small craft is Praezorian, but not a
droneship. A coinflip is also required each time the pilot attempts to use a starfighter maneuver. If the flip fails, the pilot cannot use the controls
for 3 minutes. (Reflips are allowed.)
DisengageAdvanced Piloting Ability
The bearer of this card may leave combat.
To activate, the bearer's ship must currently be two spaces away from all enemies, and must use 5 minutes of fuel.The bearer removes their
starfighter and immediately reports to the DAISS Display and indicates their position. They may appear anywhere within 1 LS of the starfighter combat. If TAILS, the Ability
may be attempted next turn.
Pre-Reqs: Starfighter
Neutralizing FireAdvanced Piloting Ability
Once per game of Hotzone, the bearer of this card may
FIRE into the front facing hex, to a 3 hex range. This attack requires two FIRE options to
execute.Each opponent in the
targeted hexes may rotate 1, move 1, to get out of the way of the attack, if they choose.
They can force one other allied ship to make the same
move to allow them to escape.
This uses an additional round of ammo, and does damage
Starfighter Maneuvers
Advanced Piloting Ability
Once per game of Hotzone, the bearer of this card receives +1 rotation.
The bearer of this card may pilot a shuttle or other small
craft. He or she may also fly a starfighter and make use of
special maneuvers.
This grants no ability to pilot a starship or other large craft
using a stellar drive.
Defensive FlyingAdvanced Piloting Ability
Once per game of Hotzone, the bearer of this card may avoid one damage to his or
her starfighter.
Pre-Reqs: Starfighter
PullAdvanced Piloting Ability
Once per game of Hotzone, the bearer may rotate 3
instead of moving and firing.GM flips a coin for each
enemy starfighter within 4 spaces. If TAILS, then that
starfighter takes a free move 1 space in the direction of the Pulling starfighter. Note that this occurs during the player
turn, so the enemy starfighter cannot attack.
If at least one enemy starfighter takes the free
move, then the bearer receives 1 free move as well.
High Speed CombatAdvanced Piloting Ability
Once per round of Hotzone, the bearer of this card may
fire in any direction.
The bearer of this card may pilot a shuttle or other small
craft. He or she may also fly a starfighter and make use of
special maneuvers.
This grants no ability to pilot a starship or other large craft
using a stellar drive.
Pre-Reqs: Shuttle Pilot
Tracking FireAdvanced Piloting Ability
Once per game of Hotzone, the bearer of this card may FIRE an additional time, so
long as all attacks are on the same target.
This uses an additional round of ammo, and does damage
appropriate to that round type.
PursueAdvanced Piloting Ability
Once per game of Hotzone, the bearer of this card
receives +1 move, and +1 rotation.
To activate, the bearer must fire twice and must hit something each time.
Pre-Reqs: High Speed CombatBracket ManeuverExpert Piloting Ability
Once per game of Hotzone, you may FIRE at an enemy an
additional time.
To activate the enemy starfighter must be adjacent to at least one other friendly
starfighter that also possesses the Bracket
Maneuver Advanced Piloting Ability. (The other pilot does
not need to activate their ability when you activate
yours.)
WingoverExpert Tactical Ability
Once per game of Hotzone, the bearer of this card may trade places with one other
(friendly) starfighter to whom he or she is currently
adjacent.
Both starfighters are then allowed one additional move, one additional fire, and one rotation. Neither can be the target of a wingover for the
rest of the player turn.
Pre-Reqs: 3 Advanced
EvasionExpert Piloting Ability
Once per game of Hotzone, the bearer of this card may attempt to avoid one attack upon his or her starfighter.The bearer flips a coin. If it
comes up HEADS, the attack is evaded and no damage is
received from it.
To activate, the bearer's starfighter must move 1
space directly forward. (If the space directly ahead is not open, this ability cannot be
used.)
CorkscrewExpert Piloting Ability
Once per game of Hotzone, the bearer of this card may attempt to avoid one attack upon his or her starfighter.The bearer flips a coin. If it
comes up HEADS, the attack is evaded and no damage is
received from it.To activate, the bearer's
starfighter must rotate 1 and move 1 out of turn. (If there is
no room to complete this maneuver, then this Ability
cannot be used.)
Pre-Reqs: 3 Advanced
BreakExpert Piloting Ability
Once per game of Hotzone, the bearer of this card may attempt to avoid one attack upon his or her starfighter.
The bearer flips a coin. If it comes up HEADS, the attack is evaded and no damage is
received from it.To activate, the bearer's
starfighter must rotate 2 and move 1 out of turn. (If there is
no room to complete this maneuver, then this ability
cannot be used.)Pre-Reqs: 3 Advanced
"Watch Your Six!"Expert Piloting Ability
Once per game of Hotzone, the bearer of this card may stop one attack against one
other Starfighter as it occurs.
To activate the subject must be within the user's front 60°
facing.Pre-Reqs: 3 Advanced
Starfighter Pilot AbilitiesPriority ManueverExpert Piloting Ability
Once per game of Hotzone, the bearer of this card may
order the subject to immediately use one of his or
her piloting abilities. (The subject takes an additional
turn now) This works even if the subject has already used
the Ability in question.The bearer must be higher rank than the subject. The
subject can only be the target of Priority Maneuver once per
round.
Pre-Reqs: 3 Advanced
Thrust VectoringExpert Piloting Ability
Once per game of Hotzone, the bearer of this card may
convert movement into rotation.
(Ex; Instead of moving 2 and rotating 2, the pilot may
choose to move 1 and rotate 3, or move 0 and rotate 4
times.)
This Ability does not affect the number of times the pilot
may fire.
"Re-form On Me!"Expert Piloting Ability
Once per game of Hotzone, the bearer of this card may renew one Piloting Ability of every starfighter pilot that is
adjacent.
The adjacent pilots each decide individually which Ability they want to have
renewed.This Ability does not affect
the number of times the pilot may move or fire.
Cannot be renewed.
Pre-Reqs: 3 Advanced Security Procedures
Basic Combat Ability
Damage: 1.Stops 1 Damage from
Defender only.Stacks with melee.Stacks with guns.
Pre-Reqs: None1 CP
DisarmAdvanced Combat Ability
Damage: 0.Stops 1 Damage from
Defender only.Stacks with melee.
Does not stack with guns.
Target must either drop their weapon (Heads), or give it to
you (Tails).
Usable when weapon is not attached to a robot or combat
suit.
Pre-Reqs: Security Procedures
Subdue UnarmoredAdvanced Combat Ability
Damage: 0.Stops 1 Damage from
Defender only.Stacks with melee.
Does not stack with guns.
Target is immobilized and removed from combat. You
are removed from Combat as well.
Usable when Target is unarmed and unarmored.
Pre-Reqs: Security Procedures
Back-upAdvanced Combat Ability
Damage: 0.Stops 1 Damage from any
Attacker.Stacks with melee.Stacks with guns.
User draws 1 Security Team from the Personnel Console. This provides 5 Temporary
Health, and allows the bearer to play an additional combat
card each turn. Team is armed with pistols.
Usable when there is a Personnel Console present
which has a Security Team in the "available" pocket.
Fire from CoverAdvanced Combat Ability
Damage: 0.Stops 1 Damage from each
Attacker.Does not stack with melee.
Stacks with pistols and rifles.
Usable when there is cover available.
Pre-Reqs: Security ProceduresSubdue
Advanced Combat Ability
Damage: 0.Stops 2 Damage from
Defender.Stacks with melee.
Does not stack with guns.
The card holder and the Defender leave combat at the end of the round. The robot player (gently) takes hold of
the subject's arm. For as long as the robot holds on and uses no other Abilities, the subject remains subdued.
TakedownExpert Combat Ability
Damage: 1.Stops 2 or 3 Damage from
Defender. (coin flip)Stacks with melee.
Does not stack with guns.
Cancels the effect of one of the Defender's Combat
Abilities this round.
Usable versus unarmored opponent.
Pre-Reqs: Security Procedures,
Lawful OrderExpert Combat Ability
Damage: 1.Stops 1 Damage from
Defender.Stacks with melee.
Does not stack with guns.One non-player character, designated by the player, does as told, immediately.
The damage does not have to be delivered to the NPC for the Ability to take effect.
Usable when giving a lawful order to an unarmored person
who understands the language being used.
Pre-Reqs: Security Toughness
Basic Combat Ability
Damage: 1.Stops 1 Damage from any
Attacker.Stacks with melee.
Does not Stack with guns.
Pre-Reqs: None
Shrug It OffAdvanced Combat Ability
Damage: 1.Stops 2 Damage from
Defender. Stacks with melee.Does not Stack with guns.
Pre-Reqs: Toughness1 CP
HaymakerAdvanced Combat Ability
Damage: 1. affects 2 targets.Stops 1 Damage from each
Defender.Stacks with melee.
Does not Stack with guns.
Pre-Reqs: Toughness1 CP
Crawl AwayAdvanced Combat Ability
Damage: 0Stops 1 Damage from each
Attacker.Stacks with melee.
Bearer leaves combat and remains conscious for 3
minutes even if at negative health.
At the end of three minutes, the character collapses on the
spot and normal injury and death rules apply from that
point on, as though the bearer had just been injured.Usable when not restrained,
in zero-g, or otherwise
Body SlamAdvanced Combat Ability
Damage: 1.Stops 2 Damage from
Defender.Stacks with melee.
Does not Stack with guns.
Shoves the target out of combat. They may no longer make attacks or be attacked
in this combat round. The target is not knocked out.
Usable against unarmored, non-robotic combatants.
PummelAdvanced Combat Ability
Damage: 1 and flip a coin. If HEADS, deal 1 damage to an
additional target and flip again. (Once all targets have been hit once stop flipping.)Stops 1 Damage from one
Attacker.Stacks with melee.
Does not Stack with guns.
Usable against unarmored, non-robotic combatants.
Pre-Reqs: ToughnessAuxiliary SystemsBasic Combat Ability
Damage: 1.Stops 2 Damage from
Defender, or 1 Damage from any Attacker.
Stacks with melee.Does not Stack with guns.
Robot player flips a coin twice.
For each HEADS that comes up, the robot restores one
health. This portion of the Ability is usable once per
game only.
RageExpert Combat Ability
Damage: 2.Stops 2 Damage from
Defender, or 1 Damage from any Attacker.
Stacks with melee.Does not Stack with guns.
Once Rage is used, the character
1. must continue to use Rage2. cannot be the first to withdraw from combat
Usable against unarmored, non-robotic combatants.
Haul AssExpert Combat Ability
Damage: 0.Stops 1 Damage from each
attack.Stacks with melee.
Does not Stack with guns.
Bearer exits combat with any two other willing or
unconscious persons. If one of them is an unconscious
armored person, or a robot, the user loses 1 Health after
exiting combat (from the strain of dragging them out
alone).Usable when not restrained,
Combat TrainingBasic Combat Ability
Damage: 0.Stops 1 Damage from any
Attacker.Stacks with melee.Stacks with Guns.
Pre-Reqs: None
BlockAdvanced Combat Ability
Damage: 1.Stops 3 Damage from
Defender only.Stops 1 Damage if Defender
is using a gun.
Stacks with melee.Stacks with Guns.
Pre-Reqs: Combat Training1 CP
InterceptAdvanced Combat Ability
Damage: 0.Stops 3 Damage from Defender only. Stops 2
Damage if Defender attacks someone besides the bearer.
Stacks with melee.Does not Stack with guns.
The target is body-checked out of combat, and may not attack or be attacked for the rest of the round. The target
is not knocked out.
Usable when target is unarmored.
ThrowAdvanced Combat Ability
Damage: 0.Stops 2 Damage from
Defender only.Stacks with melee.
Does not Stack with guns.The Defender either:
Takes no action this round (only if the Defender has an
action left).Or
Takes no action next round (only if the Defender has no
action left this round).The target may still be
attacked. Usable when target is unarmored.
Arm LockAdvanced Combat Ability
Damage: 0.Stops 4 Damage from
Defender only.Stacks with melee.
Does not Stack with guns.
Usable when target is unarmored.
Pre-Reqs: Combat TrainingCybernetic Fist
Basic Combat Ability
Damage: 2.Stops 1 Damage from each
Attacker.Stacks with melee.
Does not Stack with guns.
Bearer makes 1 Attack this round even if reduced to 0 Health or below.
(As an Away Mission Ability, this skill is useful for breaking
down doors, and smashing things generally.)
CrippleExpert Combat Ability
Damage: 1 or 2. (flip a coin.)Stops 1 Damage from
Defender only.Stacks with melee.
Does not Stack with guns.
If the Defender loses health as a result of this card, the Defender must flip a coin. If TAILS, the Defender may not use Combat Cards until one Health is restored.
Pre-Reqs: 3 Adv. Combat Tr. Abilities.
Sacrifice ThrowAdvanced Combat Ability
Damage: 1.Stops 0 damage.
Stacks with melee.Does not Stack with guns.
The Defender either:Takes no action this round
(only if the Defender has an action left).
OrThe Defender may not use
Combat Cards until one Health is restored.
The target may still be attacked. Usable when target
is unarmored.Weapons TrainingBasic Combat Ability
Damage: 1.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Pre-Reqs: None1 CP
Snap ShotAdvanced Combat Ability
Damage: 1.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Snap Shot adds 1 to the initiative level of the bearer.
Pre-Reqs: Weapons Training1 CP
Barrage FireAdvanced Combat Ability
Damage: 0. Deals damage for the weapon to three separate
targets.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Each target may opt to cancel all damage and flip a coin. If it
comes up TAILS, takes no action this round (only if the Defender has an action left). Or take no action next round (only if the Defender has no
action left this round).
SniperAdvanced Combat Ability
Damage: 0, then 3.Stops 1 Damage from each
Attacker.Does not stack with melee.
Stacks with rifle only.
Requires two rounds of combat to execute. Deals no
damage, but does stop damage, on 1st round.
Pre-Reqs: Weapons Training
GrenadeAdvanced Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with grenade only.
The user may select one other combatant to not be affected by the grenade.
Usable when throwing a grenade.
Pre-Reqs: Weapons Training
TrackingAdvanced Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with guns.
Cancels the "Stop Damage" portion of the Defender's
Combat Ability.(Does not affect combat
armor.)
Laser ArmBasic Combat Ability
Damage: 3.Stops 0 Damage.
Does not stack with melee.Does not stack with guns.
The bearer is entitled to use a different combat Ability
instead of Laser Arm. If the Laser Arm Ability to
compromised or unavailable for some reason, the bearer is no longer considered armed.
Pre-Reqs: Robot Type.
Crack shotExpert Combat Ability
Damage: 2.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Crack Shot subtracts 1 from the initiative level of the
bearer.
Pre-Reqs: 3 Adv. Weapons Tr. Abilities.
Armored CombatExpert Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with Combat Armor.
The user may select any one combat ability and use it
against an armored target.
Usable when wearing armored.
Pre-Reqs: 3 Adv. Weapons Tr. Abilities.
Combat ExperienceBasic Combat Ability
Damage: 0.Stops 0 or 1 Damage. (Flip a
coin.)Stacks with melee.Stacks with Guns.
Pre-Reqs: None
DuckAdvanced Combat Ability
Damage: 0.Stops 3 Damage from a single
Attacker.Stacks with melee.
Does not Stack with Guns.
Flip a coin. If HEADS, stops 1 damage for 1 other character.
Usable whenever the affected characters have freedom of
movement.
Pre-Reqs: Combat Experience1 CP
"Run For It!"Advanced Combat Ability
Damage: 0.Stops 1 Damage from each
Attacker.Stacks with melee.
Does not Stack with guns.
The bearer may select one other character. The bearer
and that character leave combat. The designated
character must be willing.Usable when there is a
possible exit route for the subject character.
Pre-Reqs: Combat Experience
EscapeAdvanced Combat Ability
Damage: 0.Stops 2 Damage from a single
Attacker.Stacks with melee.
Does not Stack with Guns.
The bearer cancels subdual /restraint.
Usable whenever the character has freedom of
movement.
Pre-Reqs: Combat Experience
Fight HardAdvanced Combat Ability
Damage: 1.Stops 1 Damage.
Stacks with melee.Stacks with Guns.
Fight Hard costs 1 Gambit to use.
Pre-Reqs: Combat Experience
CounterAdvanced Combat Ability
Damage: 0.Stops 0 Damage.
Stacks with melee.Does not stack with Guns.
Counter costs 1 Gambit to use.
Stops 1 Combat Ability card from taking effect. The Ability card counts as having been
"used".
If a Counter is Countered, the original Ability functions
normally.Body Shield
Basic Combat Ability
Damage: 0.Stops 1 Damage.
Stacks with melee.Stacks with Guns.
Bearer designates 1 character.
Any damage received by the designated subject is taken
by the bearer instead.
Usable outside of combat. If used outside of combat, it does not stop 1 damage.
Pre-Reqs: Robot Type.
CombinationExpert Combat Ability
Damage: 0.Stops 0 Damage.
Stacks with melee.Stacks with Guns.
The bearer selects two combat abilities. Use the
Damage/Damage Stopped and stacking rules of one
Ability, and the effects (throw, counter, etc) of the other.
This does not count as a 'use' of the designated Abilities.
Pre-Reqs: 3 Adv. Combat Exp. Abilities.
RecoverExpert Combat Ability
Damage: 0.Stops 1 Damage.
Stacks with melee.Stacks with Guns.
The bearer must choose:Gain 1 Gambit.
Gain 1 Health for 5 minutes.Regain the use of one Combat
Ability which has already been used.
OrRegain the right to use
Combat Abilities, if that right has been taken by another
ability.Pre-Reqs: 3 Adv. Combat Exp.
Armored BodyBasic Combat Ability
Damage: 0.Stops 1 Damage from each
Attack.Stacks with melee.Stacks with Guns.
This Ability is always presented when the bearer receives damage from any
source.
Damage prevention only functions in combat, against
combat Abilities.
Concealed WeaponExpert Combat Ability
Having a Concealed Weapon counts as being "armed" with
a laser pistol (ie; being an armed opponent).
The bearer should reveal this card at the beginning of
Combat. The bearer may then play any other Combat Card if
one is available.Abilities and effects which
reveal Ability cards will reveal this one as well. The bearer
has only one concealed weapon per game.
Throat PunchExpert Combat Ability
Damage: 2.Stops 1 Damage from
Defender.Stacks with melee.
Does not stack with guns.Target must be human/Cetian equivalent. Does not work on Robots or Cyborgs. Unarmored targets only.Target may not play a combat card during a later initiative round. (If Throat Punch occurs first, it incapacitates for the remainder of the combat round.)
StealthBasic Combat Ability
If used in Combat, it allows the bearer to leave combat
unless specifically targeted by an Ability which would
restrain the bearer.
If that occurs, the bearer flips a coin. If HEADS, the other
combat Ability doesn't work, and Stealth does. If TAILS,
Stealth stops 1 damage only.
This ability may not be used in a sealed room, or if
restrained.Usable once per hour.
Engineering Consoles
Basic Engineering Ability
The bearer is trained and authorized to use any console
designated as Engineering.
Pre-Reqs: None1 CP
Shield Up-CycleAdvanced Engineering
Ability
This card allows the bearer to reduce recharge time by one minute for one recharge cycle
on one Shield.
User must be the only person using the Shield Generator
Console. (Or another character with Shield Up
Cycle.) If another character touches the console, this Ability is unusable for 15
minutes.
Usable as often as desired.
System TestAdvanced Engineering
Ability
This card allows the bearer to review the Repair Cards for a specific system, remove one of those cards, and replace it with a (sight unseen) random
repair card from Central Operations.
The repair cards are then shuffled together and placed
back in the Repair Card Pocket.
Usable once per console per Divert Power
Advanced Engineering Ability
This card allows the bearer to remove a stored Reactor
Boost from any Console and attempt to place it onto a
different console.Flip a coin. If HEADS, the
transfer occurs successfully. If TAILS, the Reactor Boost is
lost. Return it to Central Ops.
Usable as often as desired.
Pre-Reqs: Engineering,
System BypassAdvanced Engineering
Ability
This card allows the bearer to use a Console as though it
had no damage.The effect continues as long as the bearer remains at the
console. The effect ends if the bearer leaves (defined as
being too far away to touch the console) the console for any reason, or if the console receives additional damage.
Usable once per game.
Pre-Reqs: Engineering
Hyperspace Navigation
Advanced Engineering Ability
The bearer of this card may flip a coin to stop 1 damage
that is coming from hyperspace.
(Heads indicates success.)Usable each time hyperspace damage is received. Use this
ability before the damage affects the Warp Shield.
Usable while sitting at the Hyperdrive console.
Emergency PowerAdvanced Engineering
Ability
You receive a Reactor Boost token from Central Ops. To
use this Ability, you must be on the bridge for five minutes
prior to activating it.
Usable once per game.
Intermix RatiosAdvanced Engineering
Ability
This card grants the bearer two 50% chances to raise the power reserve level of the Intermix Reactor by one, and one 50% chance to lower it by one.
(Flip a coin. It might go up two, up one, up nothing, or down one.)
Usable once per game.
Isolate SystemExpert Engineering Ability
Allows the bearer to take a one-use ISOLATED SYSTEM
card from Central Operations and place it on any console.
(This Console cannot be used or damaged until x time. The
Engineer must write in the desired time.)
Usable once per game.
Pre-Reqs: System Bypass, Diagnostic.
Shield ModulationAdvanced Engineering
Ability
Allows the bearer to transfer one power level from one
shield type (Warp or Deflector) to the other.
Usable once per ten minutes.
Pre-Reqs: Engineering
Manual OverrideExpert Engineering Ability
Allows the bearer to move the ship on the DAISS one space
and change facing using maneuvering jets only. (The
Stellar Drive does not need to be functional.)
Usable once per hour.
Pre-Reqs: Divert Power, System Bypass.
Schematic DiagramsBasic Engineering Ability
This card grants the bearer a +1 to Engineering, Machinery or Science, for as long as they remain in an Earth Republic
Engineering Section.
Pre-Reqs: None
Run SimulationAdvanced Engineering
Ability
This card enables the bearer to ask a GM for a ruling in advance of using another ability, before that other ability is actually used.
Ex;Prototype User: "GM, will Prototype be sufficient to
make a single working weapon out of two broken
laser pistols and a hyperonic inductor?"
GM: "It will have a 50% chance of success."
Usable once per 15 minutes.
PrototypeAdvanced Engineering
Ability
Allows the bearer to copy an existing device, or innovate a
simple technological item, such as a transmitter or
receiver, a laser, or a diagnostic tool.
The device will function half as well as a normal item of its
type.After each use it has a 50%
chance to stop functioning. If it is a weapon, and it stops
functioning, it also has a 50% chance to explode, causing 1
damage to the holder.
Increase YieldAdvanced Engineering
Ability
The bearer attempts to give 1 missile +1 damage. Machine
Shop must be in Nominal Status.
To activate, remove the missile from the launcher and place it in the Machine Shop. After five minutes, Flip a coin. If HEADS the bonus is applied and the missile is returned to the launcher. If TAILS, nothing
happens. Missile may be returned to missile bay or
kept to attempt again.Only one missile may be
Hyperphase Conversion
Advanced Engineering Ability
The bearer of this card may go to Central Ops to trade
one Internal Phase Distributor, Multiplane Hyperfield Inhibitor, or
Trimodal Field Generator for an Internal Phase Distributor,
Multiplane Hyperfield Inhibitor, or Trimodal Field
Generator.
Must be in a Star Navy Engineering Section to use.
Praezorian Engineering
Advanced Engineering Ability
This card enables the bearer to identify Praezorian-made ships and devices and gives the bearer a coin flip to be
able to activate any specific system or device. If the coin
flip fails, reflips are allowed as a Renewal.
Usable as often as desired, but other skills may be
required as well.
(This is primarily an Away Mission Ability, since
Containment FieldAdvanced Engineering
Ability
Bring this card to a Referee or GM when using.
The bearer is enabled to isolate a ship's section for 10 minutes. No one may enter or
leave. Normal radiation, explosions and other forces
cannot pass through the barrier. The section is also
protected from hyperspace.Anyone inside the isolated section may act normally, attack each other, and use abilities, but may not leave.
Usable once per game.
DeactivateExpert Engineering Ability
Allows the bearer to stop the progress of any player-initiated, ship-affecting
Ability, including Containment Field, Isolate System, or
Reroute Control. Also allows the bearer to return a ship modification to the Science
Lab.Deactivate does not undo anything already done - it
turns off the effect so that it does not continue.
Usable once per game.
ProgrammingBasic Engineering Ability
This card enables the bearer to remove a single Mental Compulsion from another
character that has an Artificial Intelligence.
To activate, the bearer must spend two minutes typing out new instructions while the AI
character is nearby, stationary, and either willing
or restrained.Usable once per hour per AI.(As an Away Mission Ability,
this skill is useful for accessing Earth Republic information networks.)
Fuzzy LogicAdvanced Engineering
Ability
This card enables the bearer to renew a single Ability
which belongs to another character that has an Artificial
Intelligence.To activate, the bearer must
spend two minutes typing out new instructions while the AI
character is nearby, stationary, and either willing
or restrained.Usable once per hour per AI.(As an Away Mission Ability,
this skill is useful for entering new instructions to Earth
Forcefield BarrierAdvanced Engineering
Ability
To activate, the bearer must have been performing the Central Operations role for
the last 30 minutes.If a hull breach is drawn, the bearer may choose to place
that card face down and set a timer for fifteen minutes. the Hull Breach is not applied to Ships Status until the timer
runs down.
Usable once per game.
Safety BypassBasic Engineering Ability
This card allows the bearer to shave 3 minutes off of the
recharge time of the Intermix Reactor by disregarding
certain unnecessary safety procedures.
Usable as often as desired.
Cannot be used when the Power Reserve Level is at 3/4
or Full.
Quality ControlAdvanced Engineering
Ability
This card enables the bearer to add his or her Engineering
to one other person's Machinery Ability for one job.
Usable once per game.
Pre-Reqs: Crew Boss
Bulkhead RepairAdvanced Engineering
Ability
This card allows the bearer to repair one hull breach. To activate, the bearer must
assemble a group possessing 25 total Machinery skill, and lead them out of the game
area for 5 minutes after checking in with Central Ops.
At the end of this time, Central Ops will make the
repair and must assess each member of the team a 50% chance of losing one health.
(TAILS, lose 1 Health.)Uses 1 Adamantium Sheeting.
Efficiency ReportAdvanced Engineering
Ability
After giving a report to a superior, you may take an
efficiency boost from Central Operations.
To activate, the bearer must currently be the Chief of
Engineering.
Usable once per hour.
Ship SchematicsBasic Engineering Ability
This card allows the bearer to request a Starship Schematic
Diagram from Central Operations. This Diagram
grants a +1 to Engineering or Machinery for whoever is using it, but it cannot be
stacked with bonuses from other Diagrams.
Usable once per hour.
Pre-Reqs: None
Safety DrillBasic Engineering Ability
The bearer may request a Safety Drill card from Central
Operations.When placed on the
Personnel Console, the card protects Star Navy Personnel
from negative events.
The next negative event that occurs to a Personnel Team is cancelled by this card, which
is then discarded.Up to Three Safety Drills may be stacked on the Personnel
Console.
General StoresExpert Engineering Ability
The bearer may present this card to a GM in order to
receive 3 extra ship components or 1 machine
shop element. They must be three different cards.
This Ability may only be used at the beginning of a game
where the ship has had access to a re-supply facility at some point in the last 24
hours.Only one General Stores is
allowed per organization, per game.
Usable once per game.
Clean ConduitsBasic Engineering Ability
The bearer is responsible for having tested the power
systems and determining that they are operating at 98.93%
capacity or better.
The bearer may show this card to Central Ops in order to keep one Power Conduit
that is being turned in as part of a repair job.
After use, flip a coin. If it comes up HEADS, the Ability
renews itself. If TAILS, it cannot be used again for the
rest of the game.
Optimal StatusExpert Engineering Ability
Allows the bearer to take a one-use OPTIMAL SYSTEM STATUS card from Central Operations and place it on
any console.(Anyone using this console may take a 10% efficiency
boost on the recharge time, in addition to all other bonuses. This boost is calculated first.
If this system receives damage, this card absorbs
the first point, and is immediately removed.)Usable once per game.
Pre-Reqs: Standard
Performance ReviewAdvanced Engineering
Ability
This card allows the bearer to renew an Engineering or
Machinery Ability of one other Star Navy personnel.
The bearer must have a 3 minute "performance review"
meeting with the target character to activate the
Ability.
Not usable on Robots.The Performance Review
Ability is usable three times per game, and may
Safety ProtocolsAdvanced Engineering
Ability
Allows the bearer to distribute a Due Caution card to all characters who 1. have a
combined Engineering and Machinery of 6 or more.
2. are in the same organization. (ie; Star Navy)
This Ability can be activated at Game Start only.
(In effect, only one character can use their Safety Protocols
per game.)Usable once per game.
Safety PrecautionsBasic Machinery Ability
This card allows the bearer to cancel one damage to him or
herself that comes from a Science Experiment or a
Repair Job.
To activate, the bearer must announce that, "Safety
Precautions are being taken" before the Science
Experiment or Repair Job can deal damage.
RoboticsBasic Machinery Ability
This card enables the bearer to restore 1 Health to a
Robot. The user and the robot in question must both be in a
working Machine Shop.
A robot can restore one health to themselves using this Ability so long as they have two or more Health at the time the Ability is being
used.
Usable once per 15 minutes.
Praezorian Mechanics
Advanced Engineering Ability
This card gives the bearer a coin flip to be able to install,
uninstall or repair a Praezorian technological
device. If the coin flip fails, reflips are allowed as a
Renewal.
Usable as often as desired, but other skills may be
required as well.
(This is primarily an Away Mission Ability, since
Repair ProtocolBasic Machinery Ability
This card grants the bearer a chance to repair one damage to a console without drawing
a repair card.To activate, flip a coin. If
HEADS, the console is repaired. If TAILS, it is not,
the Ability fails, and may not be used again. One re-flip (to see if it works) is allowed for
every two points of Machinery the bearer possesses. A
Machinery skill of 2 would allow one re-flip.
Usable once per game. This Ability cannot be renewed.
Ground CrewAdvanced Machinery
Ability
This card enables the bearer to repair 1 damage to a
Starfighter without drawing a repair card. Usable once per
15 minutes.
The user and the starfighter in question must both be at a Machine Shop Console that is
not in System Failure.
Pre-Reqs: Engineering
DiagnosticAdvanced Machinery
Ability
This card allows the bearer to preview a repair card (in a
console or in a deck at Central Ops) and then put it
back without using it or triggering any negative
effect.
Usable once per fifteen
Jury RigAdvanced Machinery
Ability
This card enables the bearer to render a Console
operational for five minutes regardless of its current
damage status.At the end of this time turn the trouble light on and set
the system status to System Failure.
Usable once per game.
ReconfigurationExpert Machinery Ability
This card allows the bearer to take the cards from a repair card pocket, review them,
rearrange them in any order desired, and then replace
them in the pocket.
Usable once per hour.
Pre-Reqs: Diagnostic, Schematic Diagrams,
Priority RepairExpert Machinery Ability
This card enables the bearer to clear one Repair Job Pocket
without reference to the recharge timer on the Repair
Bay Console.
Usable once per game.
Pre-Reqs: Engineering Consoles, Repair Protocol, and Schematic Diagrams.
Hull RepairBasic Machinery Ability
The bearer of this card may seal one Hull Breach.
To activate, the bearer must draw 1 Random, Full Cost Repair Card from Central
Operations, and perform that procedure.
When complete, one Hull Breach is restored.
Hull repair consumes 1 Adamantium SheetingMachine Shop Element.Usable once per game.
Pre-Reqs: Robot Type
Repair ArmBasic Machinery Ability
This card allows the bearer to repair one damage to a
console, starfighter, or robot without drawing a repair card.
Usable once per game.
Pre-Reqs: Robot Type1 CP
SabotageAdvanced Machinery
Ability
This card allows the bearer to deal one damage to a
console, starfighter, or robot.
Alternatively, the bearer may choose to take a repair card from a console and turn it in
to Central Ops.
(A sabotaged robot may immediately initiate combat if it has health left after the use
of this Ability.)
Usable once per fifteen Construct
ComponentBasic Machinery Ability
This card enables the bearer to receive one Ship
Component from Central Operations.
Usable once per game.
SalvageAdvanced Machinery
Ability
The bearer of this card may keep one Component Card after clearing a Repair Job. Show this card to Central
Operations when turning in the cards.
(As an Away Mission Ability, this skill is useful for finding working parts on a derelict
ship or damaged Earth Republic installation.)
Usable once per game.
Conduit Refabrication
Advanced Machinery Ability
The bearer of this card may draw a power conduit ship component from Central
Operations and immediately place it in the VAULT POCKET
of the Machine Shop.
To activate, the bearer must present the card to Central
Ops. The Machine Shop cannot be in System Failure.
Usable once per hour.
Pet ProjectAdvanced Machinery
Ability
The bearer must take three ship components for the
project, only one of which may be a power conduit.
60 minutes after the project is started, flip a coin three
times.Flip One: HEADS - keep all components. TAILS - lose 2
components.Flip Two: HEADS - gain a
reactor boost from Central Ops.
Flip Three: HEADS - duplicate one of the surviving
Salvage ConsoleExpert Machinery Ability
The bearer of this card may remove a repair card from a
console and turn it in to Central Operations in exchange for 1 ship
component of any type.To activate, the bearer must present the card to Central Ops before the exchange is
made.The bearer must also have
this action sanctioned by an officer (ensign or higher) in
the Command Section of the same organization.
Improvised WeaponAdvanced Machinery
Ability
Upon the start of combat, the bearer may present this card, which represents his or her
ability to use standard repair tools as an effective combat
weapon.The bearer is considered to be armed with a laser pistol, and receives the standard damage bonus for having
one.
Lasts for 15 minutes.
Usable once per game.Crew Boss
Basic Machinery Ability
The bearer of this card may get a second use out of an existing Efficiency Boost
before returning it to Central Operations.
Usable as often as desired.
Pre-Reqs: Rank Specialist or
Rush JobBasic Machinery Ability
The bearer of this card may reduce recharge time by Half for a single Machine Shop job.
There is a 50% chance that the card drawn will not work.
(Flip a coin. If it comes up tails, turn the card in to
Central Operations.)
Usable as often as desired.
Pre-Reqs: None
Relief CrewAdvanced Machinery
Ability
The bearer may use an efficiency boost to declare the meta-game puzzle portion of a repair job to be completed.
To activate, the bearer must turn the efficiency boost in to
Central Ops and indicate which repair job has been
completed.The repair job form must still
be filed in the Repair Bay.
Usable once per game.Pre-Reqs: Repair Protocol,
Elbow GreaseBasic Machinery Ability
The bearer may gain 1 efficiency boost from central
Ops, or gain a +5 to Machinery for five minutes.
To activate, the bearer must role-play getting under or
behind something and working on it for 1 minute.
Usable once per game.
Pre-Reqs: None
Productivity ReportAdvanced Machinery
Ability
The bearer presents a written "report" to a superior, who must be Warrant Officer or
higher in rank. If the superior approves the report, the
bearer receives an efficiency boost. If the superior rejects
it, then the bearer must complete a random no-cost
repair job (from Central Ops) in order to re-do the report. If
the superior accepts the redone report, then both the
bearer and the superior receive an efficiency boost.
Coffee BreakAdvanced Machinery
Ability
Allows the bearer to renew one Ability.
To activate, the bearer must take five-minute break from all responsibilities. This time must be spent either in the Commissary / Mess Hall, or talking with Central Ops. It
may not be spent in another section, doing other work.
If this break time is interrupted, the Ability is
wasted and the bearer does not receive the benefit.Usable once per hour.
Surprise InspectionExpert Machinery Ability
The bearer may conduct a surprise inspection of Central Operations. The 'inspection' must take place within the
first 15 minutes of the game.The bearer may then receive any one resource card (drug card, ship component, due
caution, isolated system, etc) that Central Operations has
available.
Usable once per game.This Ability may not be
renewed.Pre-Reqs: Warrant Officer
Standard Maintenance
Basic Machinery Ability
The bearer may draw a random repair card from
Central Operations and add it to any console. The bearer may not look at the repair
card before placing it.
This Ability may be used once per game per console. The
Ability may not be renewed.
Science ConsolesBasic Science Ability
The bearer is trained and authorized to use any console
designated as Science.
Pre-Reqs: None1 CP
Scanner Report Analysis
Basic Science Ability
The bearer may bring a scanner report card to a GM
and ask one question regarding it. The GM will give
a 2 to 5 word answer in response.
Usable once per hour.
Scan TechBasic Science Ability
When using the Scanner Console to generate a scan boost, the bearer may show this Ability to generate an
additional scan boost.
Usable once per fifteen minutes.
Advanced RoboticsAdvanced Science Ability
This card enables the bearer to do one of the following,
once per hour:1. Restore one health to a
robot.2. Renew one robot Ability. The Ability must be a robot
type.3. Implant a mental
compulsion which lasts for 1 hour.
To activate, the bearer must spend two minutes typing out
new instructions while the other AI character is nearby, stationary, and either willing
AI OverrideExpert Science Ability
This card enables the bearer to add or remove a single Mental Compulsion from
another character that has an Artificial Intelligence.
To activate, the bearer must spend two minutes typing out new instructions while the AI
character is nearby, stationary, and either willing
or restrained.Usable once per hour per AI.(As an Away Mission Ability,
this skill is useful for accessing Earth Republic information networks.)
Dynamic Recompilation
Expert Science Ability
This card enables the bearer to renew all the Abilities which belong to another
character that has an Artificial Intelligence. To activate, the
bearer must spend two minutes typing out new instructions while the AI
character is nearby, stationary, and either willing
or restrained.Usable once per game. This Ability may not be renewed.(As an Away Mission Ability,
this skill is useful for entering
Creative ThinkingAdvanced Science Ability
The bearer may reflip one coin result that pertains to
any type of Science Lab Experimental Procedure.
Usable once per experiment.
Pre-Reqs: Science Consoles.
Supervisory CapacityExpert Science Ability
The bearer may pause an Experiment for 10 minutes. This pause may be used to give an experimenter more
time to complete a minigame, for the group to obtain a
needed part or expert, or any other purpose. The
experiment does not fail during this pause.
Usable once per experiment.
Pre-Reqs: 4 Advanced
Terminate TrialExpert Science Ability
The bearer may stop an experiment.
The current tile may be ignored.
Any components that are held by the experiment are not
consumed. The experiment is considered to be concluded without result, not failed.
Usable once per hour.
Salutary ObservationAdvanced Science Ability
Upon reaching a Result Tile for an experiment, the bearer may cause one ability of one
other experimenter to be renewed.
Both the user of this ability and the subject must have
been participants in the experiment for the entire
procedure.
Usable once per hour.
"Eureka!"Advanced Science Ability
When an experiment fails the bearer may immediately prepare the exact same
experiment to be attempted again.
After assembling and shuffling the tile stack, the
bearer may examine the top 3 and either remove them or replace them in any order.
The user of this ability must have been a participant in the
failed experiment for the entire procedure.
Academic RigorAdvanced Science Ability
When participating in an experiment of any type, the
bearer may remove one non-result tile from the stack.
After assembling and shuffling the tile stack, the
bearer may examine the top 3 and replace them in any
order.
Usable once per experiment.
Shield TheoristAdvanced Science Ability
When participating in a Shield Generator Modification
experiment, the bearer may remove any three tiles from
the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Note: The 2nd and successive theorists remove one tile
only.
Intermix TheoristAdvanced Science Ability
When participating in an Intermix Reactor experiment, the bearer may remove any three tiles from the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Note: The 2nd and successive theorists remove one tile
only.Usable once per experiment.
Laser TheoristAdvanced Science Ability
When participating in a Laser Turret experiment, the bearer may remove any three tiles
from the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Note: The 2nd and successive theorists remove one tile
only.
Medical TheoristAdvanced Science Ability
When participating in a Medical Bay experiment, the
bearer may remove any three tiles from the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Note: The 2nd and successive theorists remove one tile
only.
Particle Cannon Theorist
Advanced Science Ability
When participating in a Particle Cannon experiment, the bearer may remove any three tiles from the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Note: The 2nd and successive theorists remove one tile
only.
Scientific ProceduresAdvanced Science Ability
When participating in an Analysis or Invention
experiment, the bearer may remove any three tiles from
the stack.
After assembling the tile stack, the bearer may
examine it and remove any three tiles. The tile stack is
then shuffled and the experiment begins.
Usable once per experiment.Approximation
Expert Science Ability
This card allows the bearer to replicate the effects of any one Ability that he or she
does not possess. The bearer must:
Have a natural skill level of 5 or better in the category of the approximated skill. Ex; To Approximate Mentor, a Science of 5 is needed.Meet any Type (Cetian, Robot, etc) and rank (Ensign, etc) requirements.
Usable once per game.Renewable once per game.
MentorAdvanced Science Ability
This card allows the bearer to renew one ability belonging to one subject. That subject
must be: Lower rank, have no effective rank, or be a robot, and Same type. (Human, Cetian, Tardek, etc) and Same org as the bearer: Star Navy, World Church, etc.To activate, the bearer must give advice for 30 seconds.
Usable once per game.Pre-Reqs: 1 Basic Science
Praezorian SocietyBasic Science Ability
Clan relationships, psi abilities, the drone-Matriarch relationship, drone emotional
lives, Matriarch politics.
One substantial answer about an aspect of Praezorian
Society can be obtained per hour.
Scientific ConferenceAdvanced Science Ability
The bearer must assemble two or more individuals, each
with a Science Skill of 5 or greater.
Each individual may then ask one question of a GM, and
receive a brief (2 to 5 word) answer.
Usable once per game.
Valuable InsightAdvanced Science Ability
This card allows the bearer to request an Insight Card from
Central Operations. This Insight Card grants a +1 to
Tactical, Engineering or Medical for whoever is using it, but it cannot be stacked with bonuses from other
Insights.
Usable once per hour.
Celestial Cartography
Advanced Science Ability
The bearer may present this Ability to a referee to
determine without error what star system they are currently
in.
To activate, the bearer must use a scan boost (turn it in to
Central Ops).
(As an Away Mission Ability, this skill is useful for locating
hyperspace portals and answering long-range
navigational questions.)
ExobiologyBasic Science Ability
The bearer may identify the attributes of a previously
unknown alien life form, or positively identify a member
of a known one.
To activate, the bearer must examine the subject for 1
minute.
Usable once per hour.
Logical ThesisBasic Science Ability
The bearer may present this Ability to a referee and
present an idea or conclusion. The referee will then give their opinion as a "yes" or
"no".
This Ability refers only to observable scientific/physical
phenomena. Therefore, a question about whether or
not there is an afterlife, what a person's intentions are, or
what the proper tactical decision is, cannot be
answered by this Ability.Scanner Vision
Basic Science Ability
The bearer of this card has a built-in hand scanner, which may be turned off and on at
will.
(As an Away Mission Ability, this may be used to augment other efforts, or to passively scan while engaged in some
other activity.)
Usable as often as desired.
Starship ProtocolsBasic Science Ability
The bearer of this card has an information module which
contains instructions on the use of all Earth Republic Star
Navy ship and installation consoles.
The bearer is trained and authorized to use any
console.Starship Protocols does not fulfill console prerequisites.(As an Away Mission Ability,
this may be used to pilot small craft of any kind, and quickly check systems and
instrumentation.)Hand Scanner
Basic Science Ability
Grants the bearer the ability to use a Hand Scanner to
collect information about a creature, location, object,
substance or force.More information is gained
when the object of the scan is at least partially understood.
Ex; A new kind of laser is found on an alien ship. The
fact that it is a laser makes it intelligible.
If the object is previously unknown, the scanner will collect data on it which will
require extensive analysis at
RecallBasic Science Ability
The bearer may augment their own (player's) memory of past events by asking a
referee to give their recollection of a specific
event.The referee may answer, "Not relevant" if he or she doesn't remember, or if the answer
would be misleading or unproductive.
(As an Away Mission Ability, this skill is useful for
recognizing people, and memorizing things like text or
Applied SciencesBasic Science Ability
Aerospace, Agriculture, Computing, Industrial Engineering, Military Engineering, Nuclear
Engineering. This card entitles the bearer to ask the GM questions pertaining to
these disciplines.One substantial answer (what is or isn't possible according to known Science, or how to go about finding an answer
that isn't obvious from existing data) can be obtained per hour.
Physical SciencesBasic Science Ability
Physics, Chemistry, Astronomy, and Earth
Sciences. This card entitles the bearer to ask the GM
questions pertaining to these disciplines.
One substantial answer (what is or isn't possible according to known Science, or how to go about finding an answer
that isn't obvious from existing data) can be obtained per hour.
Life SciencesBasic Science Ability
Biology (inc. Exobiology and biotech), Zoology (inc.
Exozoology and ethology), Anatomy, Physiology, Toxicology, Genetics,
Neuroscience, Botany and Ecology.
One substantial answer (what is or isn't possible according to known Science, or how to go about finding an answer
that isn't obvious from existing data) can be
obtained per hour.
Formal SciencesBasic Science Ability
Mathematics, Logic, Statistics and Computer science.
One substantial answer (what is or isn't possible according to known Science, or how to go about finding an answer
that isn't obvious from existing data) can be obtained per hour.
Pre-Reqs: NoneIntelligence AnalystAdvanced Science Ability
The bearer must assemble three or more in-game,
scenario-specific documents (scanner reports, mission
briefings, written communications, science
results). The bearer may ask the GM a question about the
collected documents and receive a sentence or two in
response.The GM will condense
information that has already been revealed. The GM will not reveal new information
through this Ability.Telepathy
Basic Psi Ability
The bearer of this card may communicate without
speaking. To do so, take the person you wish to
communicate with out of the game area and talk to them
privately for up to two minutes. When you return it is
as though no time had elapsed.
(Alternatively, you may pass notes, text or use another form of communication. If
written, only two exchanges are allowed per use of the
Ability.)
SensitiveBasic Psi Ability
This card enables the bearer to receive two new facts from
a GM about a person or creature.
The entity being sensed must be within 2 light seconds.
Usable once per hour.
Pre-Reqs: None
Empathic SensitivityBasic Psi Ability
This card enables the bearer to ask a player or NPC one of the following for each use of
the ability.
1. Reveal all Abilities in a specific skill category.
(Tactical, Combat, Engineering, etc)
2. Declare if they are primarily hostile/angry,
fearful, or content.
If used on a robot, it will reveal that the character is
robot, but nothing else.
PsychometryBasic Psi Ability
This card enables the bearer to receive two new facts from
a GM about an object.
To activate the Ability the user must be in contact with
the object. The Ability may be used on very large objects (a building, a ship), but the user must come into contact with at least half of the object or
place by walking around on it or in it.
Usable once per hour.
Hypnotic SuggestionAdvanced Psi Ability
This card enables the bearer to plant a mental compulsion in the mind of the target. This
compulsion lasts for 15 minutes, and can be anything that will not immediately and
obviously result in self-destruction.
Abilities which counter mental compulsions may be used, in which case, the subject will know what has happened.
Usable once per game.
Pre-Reqs: Any Basic Psi AbilityPrecognition
Advanced Psi Ability
This card enables the bearer to receive information from a
GM about what is going to happen next. The user must
describe the current situation. The GM will then say what he or she believes will happen
within the next 30 to 60 minutes if nothing changes.
Precognition can be mistaken, especially in
complex situations. The GM is not liable for not being aware of all courses of action being
taken by all players everywhere.
Discipline of KlazAdvanced Psi Ability
The bearer of this card may present it to a GM in order to
stop the effect of a mind-altering drug or effect.
The user must spend 20 seconds in intense
meditation.
Usable once per fifteen minutes.
TelekinesisExpert Psi Ability
Enables the bearer to move an object without touching it.
The object can be no more than about 25 kilograms.
May also be used as a Combat Card.
Base Damage 1.Stops 3 damage from any
source.+3 to Combat.
Usable in one round of combat only, which counts
toward the once per hour use limit.
Usable once per hour.Psychic Cleanse
Expert Psi Ability
This card enables the bearer to purge one individual of all
negative mental effects, including compulsions.
To activate the bearer must touch the subject and
concentrate for 30 seconds.
Usable once per fifteen minutes.
Pre-Reqs: 3 Psi Abilities
Psi AttackExpert Psi Ability
This card enables the bearer to directly attack one other person's mind. The target
must be in sight.The subject is stunned and
helpless for 5 minutes, minus 1 min. per point of Psi the
defender has, during which time the defender can take no
action except to hold their head and moan. If the subject
has an Ability which allows them to evade a mental
compulsion, then they may speak during the attack, but
still may not use Abilities.
Psi DefenseExpert Psi Ability
This card enables the bearer to protect one mind (self or
other) against any Psi Ability.To activate the bearer must
touch the subject and concentrate for 30 seconds.
It may not be used as an 'instant defense' when
attacked with a Psi Ability.
The protection lasts for one hour.
Usable once per hour.
Pre-Reqs: 3 Psi Abilities
Medical ConsolesBasic Medical Ability
The bearer is trained and authorized to use any console
designated as Medical.
Pre-Reqs: None1 CP
BiocatalysisAdvanced Medical Ability
Medical Devices:Dynamic Biocatalyst Links.
Benefit: Patient restores 1 Health.
Restrictions: Patient must be Human Type.
Usable once per game per patient.
Enzymatic EnergizerAdvanced Medical Ability
Medical Devices:Dynamic Biocatalyst Links
AndHomeostatic Regulation Mask.
Benefit: Patient restores 1 Health.
Restrictions: Patient must be Human or Half-Cetian Type.
Usable once per game per patient.
Endocrinal Activation
Advanced Medical Ability
Medical Devices:Dynamic Biocatalyst Links.
+Erythrocytic Accelerator.
Benefit: Patient restores 1 Health.
Restrictions: Patient must be Human, Cetian or Half-Cetian
Type.
Usable once per game per patient.
Molecular Immunology
Advanced Medical Ability
Medical Devices:Dynamic Biocatalyst Links.
+EMX Diagnostic Pod.
Benefit: Patient restores 1 Health.
Restrictions: Patient can be any Type but Robot.
Usable once per game per patient.
Biocatalytic RevivalExpert Medical Ability
Medical Devices:Dynamic Biocatalyst Links.
+ Surgical Pod.
Benefit: Restores 1 Patient to 0 Health. Usable even if the patient has been clinically
dead for 20 min.Restrictions: Patient must be Human, Cetian or Half-Cetian
Type.Usable once per game. No patient can benefit more often than once per six
months.Medical Scan
Advanced Medical Ability
The bearer of this card may examine the first page of any character's booklet, which will reveal their basic stats, what
species they are, and whether they have implanted
cybernetics.To activate, the bearer must
have a hand scanner.(As an Away Mission Ability, this skill is useful for getting
the medical state of someone quickly, and aids in delivering efficient medical treatments.)
Usable as often as desired.Pre-Reqs: Medic.
EMX ScanAdvanced Medical Ability
Medical Devices:EMX Diagnostic Pod.
Benefit:Renews one Medical Ability of one Character to use on the character that has just been
scanned.
Usable once per game per patient.
Pre-Reqs: Medical Scan, Medical Doctor
Hyperphase Resonance ImagingAdvanced Medical Ability
Medical Devices:EMX Diagnostic Pod.
Benefit:Renews two Medical Abilities of one or two Characters to
use on the character that has just been scanned.
Usable once per game per patient.
Pre-Reqs: Medical Scan, 1 Basic Science Ability.
Stratigraphic ScanExpert Medical Ability
Medical Devices:EMX Diagnostic Pod.
Benefit:Renews any number of Medical Abilities of any
number of characters to use on the character that has just
been scanned.
Usable once per game per patient.
Pre-Reqs: Medical Scan, 2
Regen Recovery Therapies1. Drink a beverage. It must be a full cup of something, not just a sip.2. Eat something. It must be one full item, not just a bite.3. Deep breathing for 20 seconds.4. Lie perfectly still and silent for 20 seconds.5. Hold breath for 20 seconds.6. Wash face and hands (sink, damp towel, wetnap are all acceptable.)7. Correctly repeat 5 whispered words. (one at a time.)
MicrosurgeryAdvanced Medical Ability
Medical Devices:Surgical Pod
Benefit: Patient restores 1 health.
Restrictions: Patient gains 1 random Recovery Card.
Usable once per game per patient.
ReplantationAdvanced Medical Ability
Medical Devices:Surgical Pod
Benefit: Patient restores 1 Health.
Restrictions: Patient draws two Recovery Cards and
selects the one they prefer.
Usable once per game per patient.
Photothermal Therapy
Advanced Medical Ability
Medical Devices:Surgical Pod
Benefit: Patient restores 1 Health.
Restrictions: Patient draws three Recovery Cards and
selects the one they prefer.
Usable once per game per patient.
TransplantAdvanced Medical Ability
Medical Devices:Surgical Pod
Benefit: Patient restores 1 health. Stops continuing
damage effects.
Restrictions: Patient gains 1 random Recovery Card.
Usable once per game per patient.
Pre-Reqs: Replantation or
Proton Beam Therapy
Advanced Medical Ability
Medical Devices:Surgical Pod
Benefit: Patient restores 1 health. Patient discards any negative health effect card, such as Radiation Sickness.
Restrictions: Patient draws two Recovery Cards and
selects the one they prefer.
Usable once per game per patient.
Pre-Reqs: Replantation or
Field SurgeryExpert Medical Ability
Medical Devices:Hand Scanner
+Homeostatic Regulation Mask
Benefit: Patient restores 1 health.
Restrictions: Patient gains 1 random Recovery Card.
Usable once per game per patient.
Pre-Reqs: Microsurgery,
MedicBasic Medical Ability
This card enables the bearer to stabilize a person who is at
zero health. (The character will not die, as long as they
are not interfered with.)
This Ability requires the use of a MedPack which is not
consumed/destroyed.Stabilization lasts 15 minutes.
Thereafter the 3 minute countdown to death starts
from the beginning.
Usable once per hour per person.
Medical DoctorAdvanced Medical Ability
To activate, the bearer must carefully examine a patient.
This exam may take the form of studying with instruments,
detailed medical history questions, or physically
touching the patient.
The subject restores 1 health, if Human, Cetian or Half-
Cetian.
Usable once per hour.
Medical AssistantBasic Medical Ability
This card enables the bearer to renew one use of one other
character's Medical Ability.
Usable once per game.
Pre-Reqs: None1 CP
Regen TherapyAdvanced Medical Ability
Medical Devices:Electromagnetic Calcifier
+Erythrocytic Accelerator
Benefit: Patient restores 1 health.
Requirements: Patient must perform 3 Regen Recovery Therapies. (Patient must therefore be conscious.)
Usable once per game per patient.
Primordium Implantation
Advanced Medical Ability
Medical Devices:Electromagnetic Calcifier
+Erythrocytic Accelerator
Benefit: Patient restores 1 health.
Requirements: Patient must perform 2 Regen Recovery Therapies. (Patient must therefore be conscious.)
Usable once per game per patient.
NeogenesisAdvanced Medical Ability
Medical Devices:Electromagnetic Calcifier
+Axonic Repolarization
Apparatus
Benefit: Patient restores 1 health.
Requirements: Patient must perform 1 Regen Recovery
Therapy. (Patient must therefore be conscious.)
Usable once per game per patient.
PharmacologyAdvanced Medical Ability
Allows the bearer to use the Medical Bay to manufacture 1 drug dose. The Medical Bay
must be in Nominal or Control Failure Status. Any drug may
be produced.If personally administering a drug dose to a patient, the
bearer may attempt to perfectly balance the dosage so as to eliminate the drug's SIDE EFFECTS. To do this, the
bearer must flip a coin. If HEADS, then the SIDE
EFFECTS are eliminated.Usable once per 15 minutes.
Design MedPackAdvanced Medical Ability
The bearer may use the Medical Bay to prepare a five (5) drug card (dose) MedPack.
(An envelope with five drug cards.) The Medical Bay must
be in Nominal or Control Failure Status.
If the drugs from a MedPack are administered by someone
with the Medic Ability, they may attempt to eliminate the drug's SIDE EFFECTS. To do this, the Medic must flip a
coin. If HEADS, then the SIDE EFFECTS are eliminated.
Pre-Reqs: Pharmacology, Life
PharmacotherapyExpert Medical Ability
This card allows the bearer to manufacture drugs per the
Pharmacology Ability.If personally administering a drug dose to a patient, the
bearer may attempt to perfectly balance the dosage so as to eliminate the drug's SIDE EFFECTS or WARNINGS. (The bearer chooses which one he wants to eliminate.) To do this, the bearer must
flip a coin. If HEADS, then the chosen effect (SIDE EFFECTS
or WARNINGS) are eliminated.Usable once per 15 minutes.
CyberneticsAdvanced Medical Ability
This card represents the bearer's ability to perform a Cybernetic Procedure using Dermal Replacement Spray.To activate, the bearer must use the Dermal Replacement Spray on the patient in the prescribed way. The Patient must have the Cyborg type.
The patient gains +1 Health if the physician immediately
uses (turn it in to Central Ops) a Hyperonic Inductor as part
of the procedure.
NanostructuringAdvanced Medical Ability
This card represents the bearer's ability to perform a Cybernetic Procedure using an Electromagnetic Calcifier.To activate, the bearer must
use the Electromagnetic Calcifier on the patient in the prescribed way. The Patient must have the Cyborg type.
The patient gains +1 Health if the physician immediately
uses (turn them in to Central Ops) a Hyperonic Inductor
and a Power Conduit as part of the procedure.
Bionic ImplantationExpert Medical Ability
This card represents the bearer's ability to perform a Cybernetic Procedure using a Surgical Pod and an Axonic Repolarization
Apparatus. Bearer must use the Surgical Pod and an Axonic
Repolarization Apparatus on the patient, who must have the
Cyborg type.Patient gains +1 Health.
Physician must sacrifices an A-4 Transfer Module and a Hyperonic
Inductor.Also:
This Ability may be used on a body that has been dead for less than 15 minutes. That character
CyberneticsAdvanced Medical Ability
Medical Devices:Dermal Replacement Spray
Benefit: Patient restores 1 health.
Requirements: Patient must be Cyborg type.
Costs 1 ship component (any type) or 1 Reactor BoostOr Personnel deploys one
Medical Team.
Usable once per game per patient.
NanostructuringAdvanced Medical Ability
Medical Devices:Electromagnetic Calcifier
Benefit: Patient restores 1 health.
Requirements: Patient must be Cyborg type.
Costs 1 ship component (any type) or 1 Computer BoostOr Personnel deploys one
Medical Team.
Usable once per game per patient.
Bionic ImplantationExpert Medical Ability
Medical Devices:Surgical Pod
+Axonic Repolarization
ApparatusBenefit: Patient restores 1
health.Requirements: Cyborg type.
Costs 3 ship components (any type) and 1 Computer BoostAlso: May be used on body
that has been dead less than 15 min. Character gains
Cyborg Type (the player must pay with CP) and returns to
life. Usable once/game.Psychronalogistics
Basic Medical Ability
Renew one Basic Ability for one character.
To activate, the character who is benefiting must
explain why the Ability in question is needed, or why it
is so tiring to use. This explanation must take two
minutes.
Usable once per game.
CounselorAdvanced Medical Ability
This card allows the bearer to renew one special ability belonging to one other
character. The bearer must have a 5 minute counseling
session with the target character to activate the
Ability.
Not usable on Robots.Counselor can be renewed.The Counselor Ability is usable three times per game, and may not be
used on the same person twice, even if renewed.
Urge CautionAdvanced Medical Ability
This card allows the bearer to request a Due Caution Card
from Central Operations. This Due Caution Card grants a
temporary Health Point (if it gets used it doesn't come
back) to whoever carries it, but it cannot be stacked with any other temporary boost to
Health.
A character can only carry one Due Caution card at a
time.
Usable once per hour.
PsychronalotherapyExpert Medical Ability
Allows a patient to discard one mental compulsion. The
compulsion must be generated by the character himself. (Ex; Loyal makes all
orders into mental compulsions.)
The bearer must have a 5 minute counseling session
with the patient. The subject then selects the compulsion
to discard.The Psychronalotherapy Ability is usable three
times per game, and may not be used on the same
Soothing VoiceAdvanced Medical Ability
This card allows the bearer to calm one person who is in an
agitated state.
The user of the ability must keep talking to the subject for three minutes. At the end of that time, the subject is no longer agitated, or angry.
(The subject loses any compulsions which force
them to be angry.)
Usable once per game.
Pre-Reqs: Psychronalogistics
Psych ScanExpert Medical Ability
Allows the bearer to use a hand scanner to determine whether a human is under a psychological compulsion of
any sort.
(Indicates yes /no only. Non-humans give a randomly
determined false reading.)
Must have a working Medical Console to use.
Pre-Reqs: Psychronalogistics, 2 Basic Science Abilities.
Kack TherapyAdvanced Medical Ability
The bearer may mitigate feelings of Kack over time in
one subject Tardek. This therapy uses a combination of
exo-psychronalogistics and drugs. The subject Tardek
must be willing.The subject Tardek must flip a
coin if exposed to strong feelings of Kack. If it comes
up TAILS, the therapy is ineffective in that instance.
The bearer may treat 1 patient per point of Medical,
per week. A full course of treatment lasts 12 weeks.
Hyperonic PulseAdvanced Medical Ability
Allows the bearer to use a ship's biocatalytic links to
deliver a hyperonic shock to the patient. This purges all
mental compulsion the patient is under and causes the patient to lose 1 Health.
Subsequent uses on the same patient in the same 24 hour period cause the patient to lose 2 Health instead of 1.
Medical Console cannot be in System Failure.
Pre-Reqs: Psych ScanForceful
Basic Personality Trait
The bearer may show this card and declare, "I am
invoking my Forceful Personality Trait to require
everyone in this section / area to be silent for 1 minute. This
counts as a Mental Compulsion."
Or, "I am invoking my Forceful Personality Trait to
gain 1 Temporary Health for 1 minute."
Use one of the above effects once per game only.
CharmingBasic Personality Trait
The bearer may show this card and declare, "I am invoking my Charming
Personality Trait to compel you to do a single action for me. It cannot be something that you consider unethical.
This counts as a Mental Compulsion."
Or, "I am invoking my Charming Personality Trait to
require everyone in this section / area to be polite and kind to me for 5 minutes. This
counts as a Mental Compulsion."
AggressiveBasic Personality Trait
The bearer may show this card and declare, "I am invoking my Aggressive
Personality Trait to initiate combat. I gain +2 to Combat
for the first round."Or, "I am invoking my
Aggressive Personality Trait to start a fight. Everyone in this section must either join
combat, or leave. This counts as a Mental Compulsion."
Each of the above effect is usable once per game.
DefiantBasic Personality Trait
The bearer may show this card and declare, "I am
invoking my Defiant Personality Trait to resist this
mental compulsion."The bearer must then flip a coin. If it comes up HEADS, the bearer must spend 15
seconds talking through why the effect isn't working on
him or her.If it comes up TAILS, the
bearer retains control for 1 minute. After that time, the mental compulsion takes
effect.
ImpartialBasic Personality Trait
The bearer may ask a GM or Referee which of two abilities would be more effective in a
given situation.
The bearer does not need to possess either of these
abilities, but must know the names of them.
Usable twice per game.
Pre-Reqs: None
CriticalBasic Personality Trait
The bearer may show this card and declare, "I am being
Critical. This prevents you from using any Tactical, Engineering or Science
abilities for the next minute. This stops the Ability you
have just displayed as well. This counts as a Mental
Compulsion."Or, "This prevents you from
using one Experiment-affecting ability. I double the number of uses I have of one of my Experiment-affecting
Abilities."Busy
Basic Personality Trait
The bearer of this card may present it to Central Ops to Renew one of the bearer's
own Engineering or Machinery Abilities.
Usable once per game.This Ability can be renewed
once.
LoyalBasic Personality Trait
Note: Whenever a known military superior gives the bearer a direct order, that
counts as a Mental Compulsion.
The bearer may show this card and declare, "I am
invoking my Loyal Personality Trait to resist the mental
compulsion to directly harm my organization, or my
superior."The bearer must also say
aloud what the compulsion was. Only cancels the part of the compulsion which would
InventiveBasic Personality Trait
The bearer of this card may do one of the following:
Bring any two ship components to Central Ops and exchange them for one randomly determined ship
component.Discard an existing repair card and draw a new one.Use any one-use ability
twice in rapid succession. The ability is then used as normal.Use one of the above effects
once per game only.
Pre-Reqs: NoneCurious
Basic Personality Trait
Gain 1 Gambit whenever one of the following occurs:
You are the first to read an incoming scan report.
You participate in a scientific experiment in the Science
Lab.You use an Ability that allows
you to receive new information (or an answer to a question) from a referee or
GM.
Only one point can be received in each category per
game.
HumaneBasic Personality Trait
The bearer may show this card and declare, "I am invoking my Humane
Personality Trait to ease your suffering."
The bearer grants the subject a 50% chance to lose one
Mental Compulsion.
Usable three times per game.
Pre-Reqs: None
PerceptiveBasic Personality Trait
The bearer may show this card and declare, "I am invoking my Perceptive
Personality Trait to see any and all Mental Compulsions
you (subject) are acting under."
Usable three times per game.
SociableBasic Personality Trait
Gain 1 Gambit, one Due Caution Card, or One Insight Card whenever you do the
following:
Spend at least three minutes in conversation with someone from each Section, including
Central Operations.This reward can be received
each time the circuit (six separate conversations) is
performed. The gained rewards may be kept or given
away.
UnstableBasic Personality Trait
The bearer cannot be the subject of Abilities which
Renew Abilities.The bearer has a 50%
chance to resist any Mental Compulsion.
Bearer acquires 1 Gambit /hour.
Bearer may add Science to any other Skill for one
task/round of combat, once per game.
NOTE: If an unstable character renews an Ability
with a drug, flip a coin. If TAILS, the character
SaneBasic Personality Trait
This card enables the bearer to avoid any behavior-altering
effect by sitting and becoming withdrawn for two
minutes.
During this time, the bearer must talk to him or herself - constantly - about the effect
being avoided.
Usable twice per game.
IdealistBasic Personality Trait
The bearer of this card may present it to a superior officer to renew one of the bearer's
own Tactical or Medical Abilities.
To activate, the bearer must deliver a brief speech about his principles and how they
relate to the situation.
Ex: "We can't stop fighting now! The Fomorian needs our help!" (Renews Tactical Ship
Weapon Ability.)
GrimBasic Personality Trait
The bearer may not participate / cooperate in any Abilities (Squad, etc) unless
he or she is leading the group.
In addition:The bearer gains a Due
Caution at the beginning of each game.
The bearer is not affected by Personality Abilities.
ReligiousBasic Personality Trait
The bearer of this card may present it to a Referee to renew one Ability of one
person that possesses the Religious Personality trait. (Can be self or another.)
To activate, all of the bearer's Abilities must be depleted.
This Ability requires one minute of quiet (though not
necessarily silent) contemplation. If the ability is to be used on another, that
person must participate in the contemplation.
Usable once per game.Pacific
Basic Personality Trait
The bearer may show this card and declare, "I am
invoking my Pacific Personality Trait to avoid
combat."The bearer grants the subject a 50% chance to exit combat
immediately.The bearer may not initiate
combat. The bearer may participate in combat with
different Types.(Ex; A Human could fight back
against a Cetian or a Praezorian. A Cyborg could never hurt another Cyborg,
Stimulant Intolerance
Basic Disadvantageous Trait
The bearer of this card has a biological intolerance of all
stimulants. The DIRECTIONS portion of stimulants have
only a 50% chance of working. For each dose
administered the bearer loses 1 health.
The bearer administers the penalty, or a referee applies a
worse penalty later.
Stimulants: METHYLTONIN, METHYLTASE Rx,
Stimulant Intolerance
Basic Disadvantageous Trait
The bearer of this card has a biological intolerance of all
psych-drugs. The DIRECTIONS portion of such drugs have
only a 50% chance of working. For each dose
administered the bearer loses 1 health.
The bearer administers the penalty, or a referee applies a
worse penalty later.
Stimulants: OREXINAL, HYPERTYROSINE, ERGOLINE
Biocatalytic Intolerance
Basic Disadvantageous Trait
The bearer of this card has a biological intolerance of all
biocatalytic drugs. The DIRECTIONS portion of such
drugs have only a 50% chance of working. For each
dose administered the bearer loses 1 health.
The bearer administers the penalty, or a referee applies a
worse penalty later.
Stimulants: MAXICORP PANACEA™, REGENIFACIENT,
Methyltonin Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Methyltonin.
He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Orexinal Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Orexinal.
He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Methyltase Rx Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Methyltase Rx.He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Ergoline T Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Ergoline T.
He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Metanephrine Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Metanephrine.He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Adrenalax Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Adrenalax.
He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Septazocine Dependence
Basic Disadvantageous Trait
The bearer of this card is dependent on Septazocine.
He or she must take the drug twice in the course of each game event, or once every three hours, whichever is
less.If unable to take it for one hour, the bearer becomes
Moody: Personality and Tactical Abilities may not be
used.If unable to take it for two hours, the bearer becomes
Permanent InjuryBasic Disadvantageous
Trait
Medical Science has done everything possible, but this character is impaired by a previous crippling injury or
medical condition.
The bearer has a point cap of 3 in Combat, and 5 in Piloting.
Whenever the character goes from two health down to one,
flip a coin. If TAILS, the character goes to zero Health
instead.
UnfeelingBasic Disadvantageous
Trait
The bearer does not experience emotions such as anger, fear, or compassion.
The character is not motivated by humanoid or
mammalian desires for comfort, companionship,
safety, etc.
The bearer cannot have any Abilities renewed by other
characters. Drugs will work if not otherwise proscribed.
HauntedBasic Disadvantageous
Trait
This character dwells on the past, and is either fearful of future consequences, guilty
about past actions (or inaction). These thoughts dominate every day and
night, preventing full focus and productive rest.
Do not gain gambits for Tactical Score.
Any attempt to renew an ability has a 50% chance
to fail.Treat these penalties as a Mental Compulsion, which
Drug Families
stimulantsMETHYLTONIN, METHYLTASE
Rx, ERGOLINE T, METANEPHRINE, ADRENALAX
Psych-drugsOREXINAL, HYPERTYROSINE, ERGOLINE T, SEPTAZOCINE
Biocatalytic AgentsMAXICORP PANACEA™,
REGENIFACIENT, LYMPHOMAX
Addictive DrugsMETHYLTONIN, OREXINAL,
METHYLTASE Rx, ERGOLINE T, METANEPHRINE, ADRENALAX,
HideboundBasic Disadvantageous
Trait
The bearer cannot trade Abilities between scenarios.
Pre-Reqs: none.Hyperspace Sensitivity
Basic Disadvantageous Trait
The bearer of this card has a sensitivity to hyperspace. The
bearer loses 1 Health whenever they enter
hyperspace.The bearer administers the
penalty, or a referee applies a worse penalty later.
This penalty is not applied more often than once per fifteen minutes, no matter
how often the bearer enters hyperspace.
TimidBasic Disadvantageous
Trait
The bearer of this card is unable to resist mental
compulsions. If a mental compulsion is applied to the character, the bearer must
comply.
FragileBasic Disadvantageous
Trait
This character is not strong or particularly resilient.
The bearer has a point cap of 1 in Combat, Piloting, and
Machinery.
Whenever the character goes to zero health, flip a coin. If
TAILS, the character has a ten second death timer instead of
the usual three minutes.
Radiation DisorderBasic Disadvantageous
Trait
The bearer of this card has a sensitivity to radiation. Every
time the bearer uses an intermix reactor or enters an
Engineering Section, flip a coin. If it comes up TAILS,
draw a random hyperspace sickness card.
The bearer administers the penalty, or a referee applies a
worse penalty later.This penalty is not applied more often than once per fifteen minutes, no matter
how often the bearer is
Off SwitchBasic Disadvantageous
Trait
The bearer's consciousness may be interrupted and all
sensory apparatus deactivated with a relatively
simple procedure.
A character with the programming Ability may
either activate or deactivate the bearer by touching them
and declaring, "I hereby deactivate/reactivate you." If
the bearer responds by declaring combat, then the
action is not completed.
UnattractiveBasic Disadvantageous
Trait
The bearer is not attractive to his, her or its own kind, or to
the people he, she or it spends the most time among,
or both.
The bearer cannot use Abilities to influence an NPC if that NPC has ever seen him,
her or it.
(On an Away Mission, this is a particular disadvantage, as NPCs may be less willing to
interact generally.)Eccentric
Basic Disadvantageous Trait
The bearer has great force of personality.
No single skill may exceed the character's total Trait
score.
PropertyBasic Disadvantageous
Trait
The bearer is the property of a powerful organization which determines where the bearer may go, and what they may
do.
In game terms, this means that the character may be ordered to do anything, at any time, with or without
cause, with no legal recourse for the bearer. This includes
deactivation, self-destruction, undertaking dangerous
missions or simple
Rescue ImperativeBasic Disadvantageous
Trait
Whenever an individual of human ancestry is in
unequivocal danger, the bearer receives a mental compulsion to rescue that
individual from danger. The compulsion ends when the
person is out of danger.
In cases where the danger is equivocal, or the individual is
sentient but not obviously human, flip a coin. If TAILS, a
compulsion is generated regardless of the uncertain
ObsessionBasic Disadvantageous
Trait
The bearer is obsessed with an Ability, or another
character. Everything relates back to the subject of the
obsession.The bearer must interact with or the object of the obsession
three times per hour as a mental compulsion.
If the mental compulsion is resisted or cancelled there is
no negative effect. If the bearer is merely prevented,
then they lose the use of their rank Ability and lose 2
Official ReprimandBasic Disadvantageous
Trait
The bearer has a black mark on their record which
prevents them from being promoted within their
organization.
UnluckyBasic Disadvantageous
Trait
The bearer cannot be the subject of Abilities used by
other characters which prevent damage or avoid
attacks.
Console JockeyBasic Disadvantageous
Trait
The bearer is dedicated to Tactical Analysis and getting
the most out of a console. They must take the Efficiency
Rank Ability if available.
Point cap of 3 in Combat, Machinery and Science.
Point Cap of 1 in Medical.
GruntBasic Disadvantageous
Trait
The bearer is a primarily a soldier and a fighter. They
must take the Bootstrap Rank Ability if available.
Point cap of 3 in Medical, Engineering and Piloting.
Point Cap of 1 in Science.
AceBasic Disadvantageous
Trait
The bearer is an ace pilot and has little interest in anything
else. They must take the Contingency Training Rank
Ability if available.
Point cap of 3 in Combat, Engineering, Machinery,
Science and Medical.
TechieBasic Disadvantageous
Trait
The bearer has great aptitude for technological applications
but little talent for other disciplines. They must have
the Programmer Ability.
Point cap of 3 in Combat, Tactical and Piloting.
Point Cap of 1 in Medical.
Knuckle DraggerBasic Disadvantageous
Trait
The bearer is a primarily a machinist, repair technician and maintenance engineer. They must have the Repair
Protocol Ability.
Point cap of 3 in Medical, Tactical and Piloting.
Point Cap of 1 in Science.
DocBasic Disadvantageous
Trait
The bearer is a trained physician. That is her or her only profession. They must
have the Medical Doctor Ability.
Point cap of 3 in Tactical, Combat, Piloting, Engineering,
and Machinery.
EggheadBasic Disadvantageous
Trait
The bearer is a trained scientist. That is her or her only profession. They must have the Creative Thinking
Ability.
Point cap of 3 in Tactical, Combat, Piloting, Engineering,
and Machinery.
Sensitive PsycheBasic Disadvantageous
Trait
If the bearer uses an Ability to counter a mental compulsion, he or she also loses 1 health.
If the bearer does not counter it, there is no health loss.
Pre-Reqs: Cetian.
EmpathBasic Disadvantageous
Trait
The bearer must choose the Empathic Sensitivity Psi
Ability, and must possess at least two of the following
Traits: Pacific, Humane andPerceptive.
Legal RecourseBasic Privilege Trait
May be used between games to attempt to force a non-
player character or organization to act in a
specified way. (Ex; hire or dismiss this person, pay
damages, return an object, release documents.)
A coinflip determines success. If a referee flips HEADS, Legal Recourse is effective and the target character or org must
minimally comply or be in violation of the law.
If TAILS, Legal Recourse is ineffective and cannot help
Private EducationBasic Privilege Trait
May be used between games to ask the GM one question about past game events.
A coinflip determines success. If a referee flips HEADS, your
research and intelligent probing reveal additional
information. (A sentence or two, written, and sent to the
player.)If TAILS, nothing of interest is
found on the subject.
Pre-Reqs: None
Personal AttendantBasic Privilege Trait
The player has a close friend, or employee who is just out of sight. This character can do
things for the player, including carry messages and
objects or perform minor tasks (cleaning up,
organizing, etc).A coinflip is required if the attendant is asked to do
anything particularly strenuous or dangerous.If HEADS, the action is
completed with no problem. If TAILS, the Attendant fails, is injured, or killed outright in
Clean RecordBasic Privilege Trait
The holder of this card has a defense against any attempt
to frame, discredit or incriminate them via Ability or
any other means.
A coinflip determines success. If a referee flips HEADS, Clean
Record is effective and the allegations fall apart and
appear ridiculous.If TAILS, Clean Record is
ineffective and cannot help with this issue.
Clean Record may be invoked as often as desired.
Code of SilenceBasic Privilege Trait
The player is part of a group that does not do anything to
defame or disadvantage each other. Even associates who
are not explicitly part of this group do not cross it.
Non-player characters will not testify against or give
incriminating information about any character who
possesses this card.This Ability always works. A
coinflip is required if an outside party is attempting to
use an Ability to gain information. If HEADS, that
The GangBasic Privilege Trait
The player has people who look out for him or her, when
they can.If the player is reduced to
zero health, a member of the Gang may appear to bring
them to medical assistance.If the player is attempting a difficult or time consuming
(repair, construction, etc) job, a member of the Gang may
show up to complete that job for them.
A coinflip determines success. The Gang only shows up once
per game, maximum.Scuttlebutt
Basic Privilege Trait
May be used between games to either generate a rumor about a specific player or
non-player character, or to determine the truth about a
specific player.A coinflip determines success.
If a referee flips HEADS, Scuttlebutt determines whether the rumor is
essentially true or false.If TAILS, Scuttlebutt
determines that the rumor is true.
Generating a rumor is always successful.
SupplierBasic Privilege Trait
The character has a supplier of goods and services that he
or she can contact periodically.
A coinflip determines success. If a referee flips HEADS, the Supplier is able to deliver
something approximating the request.
If TAILS, the Supplier comes up empty and can supply
nothing.A reflip is allowed for each gift delivered in exchange.
Only one success per game is allowed.
Professional Network
Basic Privilege Trait
This Ability may be used between games to gain
information about another person, or send a message to
a difficult to reach person.The information travels
through the network, person by person, until it reaches the
appropriate contact. A coinflip determines
success. If a referee flips HEADS, the Network is
effective and the information or message is transmitted as
required.
Special DesignationAdvanced Privilege Trait
Whatever the character's type, organization, or
assignment, this character is an exceptional or unique
case.(It is up to the player to
define how the character is special. Examples: The first Cetian to speak to a human face to face. The only Robot
to be transferred from military to civilian use. The
first Human to marry a Tardek.)
The character will be famous in certain circles. Whether
Religious ExemptionBasic Privilege Trait
The bearer belongs to a religious group that does not
permit a specific type of activity. Examples of
prohibited activity are:Voluntary Combat.
Unnecessary Drugs.Vows and Pledges.
The player must designate one of the above or create another with approval from
the GM.
Personal EquipmentBasic Privilege Trait
The bearer starts each game with a laser pistol, a set of engineering repair tools and/or a hand scanner.
There is no coinflip for this Ability, but the character must have the Weapons
Training, Repair Protocol, and Hand Scanner Abilities,
respectively.The character does not have equipment that he or she is
not qualified for.
Personal WealthAdvanced Privilege Trait
May be used between games to attempt to make a single
major purchase. (Ex; a hyperspace shuttle, a
residence or business on any colonized world, a rare
artifact.)A coinflip determines success. If a referee flips HEADS, your Wealth is sufficient to make
the purchase.If TAILS, an appropriate item cannot be found for sale, you
cannot afford it along with your other commitments, or there is some unacceptable
Powerful PatronAdvanced Privilege Trait
May be used between games to prevent consequences of
minor infractions and political missteps. Major crimes or deliberate insults against
powerful people cannot be countered this way.
A coinflip determines success. If a referee flips HEADS, the Patron is able to hire expert representation, issue press releases and/or suppress
information.If TAILS, the patron is
ineffective or uninterested and cannot help with this
Gambits
Gambits represent the confidence, quick-thinking and resourcefulness of the individual. Gambits are collected at the beginning of the game and spent as circumstances dictate. There are nine pre-defined gambit Abilities, but they can also be used to purchase special opportunities or information from referees.
Each player receives a number of gambits equal to their tactical skill at the beginning of the game. Gambits are not replenished except through specific Abilities. Referees may also, at their discretion, award a gambit for excellent role-playing or clever action.
"I Know Another Way..."
Gambit Ability
Spend 3 Gambits to use the Science Lab as though it were in Nominal Status regardless
of its current condition.The user must be rated for
Science Consoles.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any Gambit Ability. Once spent,
Buy TimeGambit Ability
Spend 1 Gambit to add 1 minute to the death timer of a character that is at 0 Health.
The user must have a Medical Skill of 3 or
better.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any Gambit Ability. Once spent,
IntuitionGambit Ability
Spend 1 Gambit to ask a referee for a one-word clue.
The user must have a combined Psi, Science and
Engineering of 10.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any Gambit Ability. Once spent,
Precision HitGambit Ability
Spend 3 Gambits to have a ship's weapon do +1 damage
for one shot.
This bonus can be applied to a starship, an installation, or
a starfighter.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any Gambit Ability. Once spent,
Change Shield FrequencyGambit Ability
Spend 1 Gambit for a 50/50 chance to raise one of the
shield levels by one. Heads, it goes up; tails, it doesn't. User must be rated for Tactical
Consoles. Shield level must be at one-half or
greater. Starfighters may use at the moment of
shield failure.Gambits are universal
Abilities which everyone possesses. Each character
collects a number of Gambits equal to their Tactical Skill at
Leaf on the WindGambit Ability
Spend 3 Gambits for a 50% chance to stop 1 damage to
the starfighter you are piloting.
Heads, it is stopped; tails, it isn't.
Cannot be used to avoid damage to a Starship.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any
ScuffleGambit Ability
Spend 1 Gambit and lose 1 Health to escape combat
before it begins.
No effect can prevent this damage.
You may be pursued and engaged in combat again,
immediately.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.
"Delta Team, Respond!"Gambit Ability
Spend 2 Gambits to move 1 Personnel Team from any pocket except KIA to the Available pocket. Console
timer is unaffected.User must be rated for
Tactical Consoles.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any
HustleGambit Ability
Spend 3 Gambits to buy an Efficiency Boost.
User must have a Machinery or Combat of 3 in order to
use.
Gambits are universal Abilities which everyone
possesses. Each character collects a number of Gambits equal to their Tactical Skill at
Game Start.Gambits can be spent on any Gambit Ability. Once spent,
Hotzone Rules 2.04
Starfighters Turn: Starfighters rotate twice, move twice, and fire twice. Any order. (222 rule)Starfighters may fire into the hex in front of them before or after each move doing one point of damage.One Special Ability may be used per pilot, per turn.Pilots talk to each other (com chatter) during the enemy turn.
Praezorians’ Turn: Drone ships move two hexes and then do .5 points of damage to one adjacent hex.Droneships take 2 hits in 1 turn to destroy.
Other ships have different attributes.
Managing TurnsEach side must be given equal time to complete their move. Ideally, this is one minute. But the Hotzone Referee may change the allotted time at his or her discretion.
"Running" FirefightOn occasion, one side or another will want to move the combat (chase or lead the opposition) in a certain direction on the DAISS. Each side may flip a coin. If one side comes up HEADS and the other side comes up TAILS, then the HEADS result may move the Hotzone combat marker one LS in any direction. Otherwise, the Hotzone combat remains where it started, regardless of the desires of the pilots in the fight.
Missiles in HotzoneA missile strikes and does its full damage to that target and half damage, rounded down to every ship in a one-hex radius around the target.If there is no Hotzone combat, then ships are assumed to be flying in loose formation and only the targeted ship is damaged by the missile. (full damage.)
Starfighter vs large targetValkyrie is 5 spaces long and three spaces wide. A Praezorian Warship is 3 spaces long and two wide. To attack a large target, a starfighter must move adjacent to it as normal, but a starfighter cannot end its turn facing the target. (In the case of enemies attacking a Star Destroyer, each enemy starfighter does 1 damage every three minutes / Hotzone Turn.) Hotzone GM has a value for the Armor and Shields of the target ship. Armor stops damage from each attack. Shields stop damage but get lowered each time they get hit. A ship with no armor and no shields takes full damage from starfighter cannons. Starfighters on DAISSAny pilot that leaves Hotzone combat immediately appears on the DAISS on top of the starfighter combat marker. Starfighters move 1 LS per minute.
Consoles
General Rules
Once a reactor boost has been distributed, it cannot be taken back or given to a different system.
Lowering the Reactor reserve level to zero does not disable the Reactor. Allowing the Reactor to reach full reserve power is not dangerous in and of itself.
Systems receive damage from the damage deck, when the ship as a whole is attacked. If three damage is dealt to the ship, then three damage cards are drawn. If the stellar drive, laser turret one and the intermix reactor are drawn, then each of those systems would go from Nominal status to Control Failure. If the Stellar Drive were drawn again subsequently, then its status would go from Control Failure to System Failure.
When a console is in System Failure and takes damage, remove 1 repair card and turn it in to Central Operations. When all repair cards are gone, the system can go from System Failure to Destroyed status. Consoles do not go from System Failure to Destroyed unless all repair cards are gone.
A Destroyed system cannot be repaired, nor can it give or receive boosts.
Damage at the ship/installation level is equivalent. If a starfighter does 1 damage, that is equivalent to a starship doing one damage. Ships have different ways of receiving damage, but all ships deal damage in the same way. 1 damage is 1 damage, no matter who is doing it. When a starship receives 1 damage, one damage card is drawn from that ship's damage deck to see the result. When a starfighter takes 1 damage, the craft goes down by one level on their starfighter board.
Damage at the personal combat/internal explosion/industrial accident level is equivalent. If a radiation leak causes a character to lose two health that is equivalent to a weapon blast that does 2 damage. Certain Abilities stop bad effects, which would avoid all damage, while other Abilities avoid only a portion of the damage.
Ship/installations and personal armament are not on the same scale. For reference, ship weapons would deal ten times their value in health loss if they were trained on a individual. (A single round of 1 damage starfighter ammo fired at a person would cause 10 points of damage. A 2 terajoule ship laser would cause 20 health loss, or complete obliteration.) The circumstances under which a starship or even a starfighter could plausibly attack an individual with ship weapons are of course, extremely rare. Ship weapons are generally not calibrated to lock onto a small biological signature, in any event.
A hull breach is a threat to the survival of the ship. When it is patched it staves off that immediate threat, but it not a perfect fix. A shipyard requires 1 day to repair one hull breach (even one that has been temporarily patched by engineers in the field.) A destroyed system takes 12 hours at a shipyard to rebuild, even if engineers have jury rigged it to work temporarily, or somehow brought it back from destroyed status.
When a Boost is used, it is consumed/expended, and must be turned in to Central Operations immediately.
Shield GeneratorTactical Console
1 Recharge Timer1 Pocket for Repair Cards
1 Shield Level Indicator for Warp Shield1 Shield Level Indicator for Deflector Shield
Damage Status
Control Failure: The recharge time for both Shields becomes 10 minutes instead of 5 minutes.System Failure: The recharge time for both Shields becomes 15 minutes instead of 5 minutes.System Destroyed: Shield level goes to zero for both shields. It cannot be raised by any console function, Device or Ability.
Warp Shield Generator
To use this System you must be rated for Tactical Consoles.
The individual at this console may use a stored Reactor Boost to raise the Warp Shield Power Level by one. After raising the Power Level set the Recharge Timer to 5 Minutes.
The Warp Shield will stop ONE TERAJOULE of energy damage per Power Level. The Power Level then drops by one after a hit of any intensity.
Deflector Shield Generator
To use this System you must be rated for Tactical Consoles.
The individual at this console may use a stored Reactor Boost to raise the Deflector Shield Power Level by one. After raising the Power Level set the Recharge Timer to 5 Minutes.
The Deflector Shield will stop TWO TERAJOULES of projectile damage per Power Level. The Power Level then drops by one after a hit of any intensity.
Boosts and AbilitiesThe Shield Generator does not generate Boosts, but it can store and use Efficiency Boosts.
Reactor Boost (Store 2 Max)Store Reactor Boost here.The operator of this system may use a Reactor Boost to raise the Power Level of either Warp or Deflector Shields by one.
Return the Reactor Boost to Central Operations when used.
Efficiency Boost (Store 1 Max)
The operator of this system may use an Efficiency Boost to reduce recharge time by Half for a single Shield recharge cycle. Apply this modifier first, before applying other card or Ability effects. Only one efficiency boost can be used on the Shield Generator Console at a time. (Two efficiency boosts do not quarter the recharge time for the Shields.)Turn the Efficiency Boost in to Central Operations when used.
Abate ShieldsReducing shield power is not a standard
maneuver on Star Navy vessels. However, it is possible that some operations will require it.
Abating Shields is a rank restricted ability on any military ship. It requires 2 Ensigns working together, or 1 lieutenant to have security clearance for this operation.
The console operator may reduce either or both shield levels by any amount. After doing so set the recharge timer for the console to 3:00 minutes, and inform DIASS Control.
Hyperdrive SystemEngineering Console
Hyperspace TravelTo use this System you must be rated for
Engineering Consoles.To travel in Hyperspace, the ship must
enter a Hyperspace Portal using the Stellar Drive.
Small Hangar BayShip Specifications
4 small craft at Combat Readiness.
1 storage area, which can hold an extra small craft that is not ready to launch.
1 transport or apex fighter takes up the space of 2 small craft.
Fuckit capacity: 6 small craft (or 3 transports or apexes.) None can launch or land.
Medium Hangar BayShip Specifications
6 small craft at Combat Readiness.
1 storage area, which can hold an extra ship that is not ready to launch.
1 transport or apex fighter takes up the space of 2 small craft.
Fuckit capacity: 8 small craft (or 4 transports or apexes.) None can launch or land.
Large Hangar BayShip Specifications
6 transports or apex fighters at Combat Readiness.
1 storage area, which can hold 2 extra ships that are not ready to launch.
2 small craft take up the space of 1 apex fighter.
Fuckit capacity: 9 transports or apex fighters. None can launch or land.
Limited Personnel Quarters
Ship Specifications
4 small rooms (5 beds) designated for semi-private personnel bunks. 1 for Officers, 3 for crew.
1 small room for the Captain, near the bridge.
1 commissary / mess hall, which seats 10 maximum. There is no room designated for recreation.
Fair Personnel Quarters
Ship Specifications
7 small rooms (5 beds) designated for semi-private personnel bunks. 2 for Officers, 5 for crew.
1 small room for the Captain, near the bridge.
1 commissary / mess hall, which seats 15 maximum. There is no room designated for recreation but there are corners where a seat has been built into various corridors and sections.
Moderate Personnel Quarters
Ship Specifications
10 medium-sized rooms (8 beds) designated for semi-private personnel bunks.4 small rooms (4 beds) designated for semi-private personnel bunks, for officers.
1 small room for the Captain, near the bridge.
1 commissary / mess hall, which seats 25 maximum. There is a small room designated for recreation.
Escort Specifications
87 feet long41 feet wingspan
Valkyrie Class Specifications
174 feet long103 feet wingspan
Star Destroyer Specifications
350 feet long190 feet wingspan
Special SystemsSpecial systems are employed by Valkyrie class ships to enhance their
capabilities. These Abilities are not generally available unless installed in the ship at launch.
Each special system is represented by a single card which is placed in the Special systems console. If that console is damaged, then all Special Systems are offline.
RepulsorShip Ability
Range: 1 LS.Damage: 0Recharge: 30 minutes.
Pushes a small (shuttle or starfighter) ship away one light second and causes it to lose control for 3 minutes. Target ship must change facing.
Causes a large ship (Valkyrie-Class or larger) to lose control for 3 minutes. Target ship must change facing.
Vessel InterlockShip Ability
Recharge: 60 minutes.Grips up to three escort class ships. Enables ships to contribute to the same warp shield, for hyperspace travel. Requires 5 minutes to activate. Each ship must flip a coin to align its warp shield properly. TAILS indicates that its shields are not properly aligned. Requires two minutes to disengage the lock. Special Systems must be undamaged to engage or disengage. For each ship who's shields are aligned 1 extra hyperspace damage is stopped, so long as
Universal Dockingand Landing Gear
Ship Ability
This ship has several different ways to dock with unfamiliar ships, and extensive arms and cables for landing on irregular planetary and other surfaces.
Usable as often as desired.
Charlatan DeviceShip Ability
Range: 8 LS Radius.Damage: 0Duration of Effect: 5 to 10 minutes.Recharge: 60 minutes.
Broadcasts a Praezorian techno-telepathic ship signature, making the ship appear to be a Praezorian warship. Not guaranteed to fool everyone, every time.
KillswitchShip Ability
Disables the Stellar Drive of any Earth Republic registered Civilian ship. Targeted ship retains the use of hyperdrive, if it has one, as well as attitude thrusters, maneuvering jets or atmospheric drives.
Inform DAISS Control.
Usable as often as desired.
Scan DeflectorShip Ability
Recharge: 60 minutes.Duration of Effect: 30 minutes.Range: Ineffective at 0 to 1 LS range. Moderately effective at 2 to 10 LS range. Highly effective at 11+ LS range.The Warp Shield deflects scanner beams, creating the appearance of a spatial anomaly / scanner glitch where the ship is.Not guaranteed to fool the scanners of advanced species, or personnel who have experience with a Scan
Particle CannonShip Ability
Range: 7 LS.Damage: 5 tj.Recharge: 60 minutes.
Since the Particle Cannon is mounted in the hull it must be fired only in the direction the ship is facing.
Usable onceper 60 minutes.
EM PulseShip Ability
Fires a high intensity electromagnetic burst at a target, damaging systems without causing lethal explosions as would be caused by military grade ordnance.Range: 2 Light Seconds.Effect: 5 Terajoules of damage to ship systems. No damage to personnel, no chance of hull breach.Causes 2 damage to military-grade vessels (they are shielded against EM attacks).
Inform DAISS Control.
Hyperphase Displacement
Ship Ability
Recharge: 60 minutes.Range: 7 LS maximum.
The hyperdrive is engaged to make an accurate tactical blaze. The hyperdrive must be nominal.The hyperspace portals created by the blaze are comparatively small and will close within 1 minute.The ship must face the same direction upon emerging from hyperspace.Does three damage to the
Hyperphase PropulsorShip Ability
Recharge: 60 minutes.
Duration of Effect: 5+ minutes. On the sixth minute, flip a coin. If TAILS, the HP ceases operation. If it comes up HEADS, it continues for another minute. Flip again each minute until it fails or hyperspace is exited.
Reduces travel time through hyperspace by one-half. This effect occurs before any other abilities or consoles affect
Auxiliary Shield GeneratorShip Ability
Recharge: 60 minutes.Duration of Effect: Until Burnout.
When activated, prevents 1 damage every time the ship receives damage from an outside source. This occurs in addition to any other active shields or shield modifications.
Each time the aux shield generator stops 1 damage, flip a coin. If it comes up
Thruster OverdriveShip Ability
Recharge: 60 minutes.Duration of Effect: 15 minutes.
Recharge time on the Stellar Drive is reduced to three minutes. Other Special Abilities and effects may reduce it further.
Callsign,you are coming in too fast.
Callsign responds,firing reverse thrusters.
Callsign,your angle is off.
Callsign responds, correcting approach angle 10 degrees.
Callsign,you are coming in too high.
Callsign responds, adjusting pitch.
Callsign,you are coming in too low.
Callsign responds, adjusting yaw.
Callsign,deploying gravitics.
Callsign responds, releasing gravitic control.
Callsign,synching avionic control.
Callsign responds, releasing avionic control.
Callsign,continue on course.
Callsign responds, continuing on course, roger.
Callsign,activate stabilizers.
Callsign responds, stabilizers on, roger.
Callsign,cut engines.
Callsign responds,cutting engines, switching to thrusters.
Callsign,you are coming in too fast.
Callsign responds,firing reverse thrusters.
Callsign,your angle is off.
Callsign responds, correcting approach angle 10 degrees.
Callsign,you are coming in too high.
Callsign responds, adjusting pitch.
Callsign,you are coming in too low.
Callsign responds, adjusting yaw.
Callsign,your angle is off.
Callsign responds, correcting approach angle 10 degrees.
Callsign,you are coming in too low.
Callsign responds, adjusting yaw.
Callsign,continue on course.
Callsign responds, continuing on course, roger.
Callsign,continue on course.
Callsign responds, continuing on course, roger.
Callsign,you are coming in too high.
Callsign responds, adjusting pitch.
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Combat Landing
DeckFlight Control
2.04
Experimental Procedures
Requirements
Each experiment requires a number of Lab Work Tiles, and a number of Result Tiles. Once the tiles are selected, they are all shuffled together randomly.
In cases where only some of a particular kind of tile are needed, draw them randomly from the
ExperimentalEnhancement
Procedure for theIntermix Reactor
20 Tiles0 Biology1 Manufacturing11 Physics4 Theoretical4 Intermix Reactor Results
ExperimentalEnhancement
Procedure for anInvention
20 Tiles0 Biology8 Manufacturing4 Physics4 Theoretical4 Invention Results
ExperimentalEnhancement
Procedure for theLaser Turrets
20 Tiles0 Biology0 Manufacturing12 Physics4 Theoretical4 Laser Turret Results
ExperimentalEnhancement
Procedure for theMedical Bay
20 Tiles12 Biology0 Manufacturing0 Physics4 Theoretical4 Medical Bay Results
ExperimentalEnhancement
Procedurefor the
Particle Cannon
20 Tiles0 Biology2 Manufacturing10 Physics4 Theoretical4 Particle Cannon Results
ExperimentalEnhancement
Procedure for thePulse Cannon
20 Tiles0 Biology4 Manufacturing8 Physics4 Theoretical4 Pulse Cannon Results
ExperimentalEnhancement
Procedure for theShield Generator
20 Tiles0 Biology2 Manufacturing8 Physics6 Theoretical4 Shield Generator Results
ExperimentalEnhancement Procedure for
Analysis
20 Tiles2 Biology2 Manufacturing4 Physics8 Theoretical4 Analysis Results
Scientific Procedure Tiles
Experimental Lab WorkBiology
Lab Test Required: Enzymatic Analysis
2.04
Some blood work needs to be done before the experiment can proceed.
A specialist with the Medical Doctor Ability and a Medical Skill of 5 or better is required to perform the Biological Testing (Minigame) in order to advance the Experiment to the next tile,
Set a timer. If this is not complete in 5 minutes, the Experiment Fails.
Experimental Lab WorkBiology
Lab Test Required: Protein Reaction
2.04
Some blood work needs to be done before the experiment can proceed. This work can be done manually, or by the computer.
A specialist with the Medical Doctor Ability and a Medical Skill of 5 or better is required to perform the Biological Testing (Minigame) in order to advance the Experiment to the next tile,
A Computer Boost may be used to bypass this challenge, instead.Set a timer. If one of these is not done in
Experimental Lab WorkBiology
Lab Test Required: Tissue Sample
2.04
Some tissue sample analysis needs to be done before the experiment can proceed. This work can be done manually, or by a powerful scanner.
A specialist with the Medical Doctor Ability and a Medical Skill of 5 or better is required to perform the Biological Testing (Minigame) in order to advance the Experiment to the next tile,A Scan Boost may be used to bypass this challenge, instead.
Experimental Lab WorkBiology
Lab Test Required: Immunological Comparison
2.04
Some white cell analysis needs to be done before the experiment can proceed.A specialist with the Medical Doctor Ability and a Medical Skill of 8 or better is required to perform the Biological Testing (Minigame) in order to advance the Experiment to the next tile,
The Medical Skill requirement is reduced by 1 for the Biocatalysis Ability, and each Ability that has it as a prerequisite, which the doctor possesses.Set a timer. If this is not complete in 5
Experimental Lab WorkBiology
Lab Test Required: Blood Work2.04
Some blood work needs to be done before the experiment can proceed. Anyone with the Medical Doctor Ability may perform the Biological Testing (Minigame) in order to advance the Experiment to the next tile,
Set a timer. If this is not complete in 5 minutes, the Experiment Fails.
Experimental Lab WorkBiology
Lab Accident: Contamination2.04
There has been an accident and lab workers are at risk of exposure to biological pathogens.
Either: Five doses of existing Drugs must be turned in to Central Ops. The experimenters may choose which drugs get turned in.
Or: One random experimenter exposes him or herself to active biological agents in order to save the samples. That experimenter must
Experimental Lab WorkBiology
Lab Accident: Pathogen Exposure2.04
Everyone is exposed to a virulent, non-communicative pathogen. Everyone (except robots) are immediately infected and receive progressive potential damage from the pathogen.Flip a coin: HEADS, no damage. TAILS, take one damage and flip again.Note, coin flips are not done all at once. Each infected person flips a coin once every fifteen minutes. This continues until the person is dead, or they are cured.One use of the Pharmacologist Ability will cure two infected persons.The Medical Bay can synthesize a cure to
Experimental Lab WorkBiology
Lab Accident: Damaged Medical Device
2.04
One of the Medical Devices is damaged by the experiment. (Select one.)
Either: This Medical Device is damaged and must be rebuilt by engineering before it can be used. Draw a random repair card from Central Ops for this.
Or: The Medical Device is mishandled, and one random experimenter is injured
Experimental Lab WorkBiology
Lab Accident: Caustic Mist Exposure
2.04
Everyone is exposed to an aerosolized acid, used for destroying harmful pathogens. Everyone receives 1 damage and must then flip a coin. If it comes up TAILS, they also receive a Wound Card.
Robots also receive one damage. The acidic mist is extremely harmful to robot-chassis. They receive progressive potential damage as a result. Flip a coin: HEADS, no damage. TAILS, take
Experimental Lab WorkBiology
Lab Accident: Radiological Agent Exposure
2.04There has been an accident and lab workers have been exposed to a radiological agent.
Each Participant must proceed immediately to the Safety Shower in the Medical Bay. Each person that does not must flip a coin. If it comes up TAILS, they have radiation sickness (draw a random Radiation Sickness Card from Central Ops). Each person who receives a Safety Shower is not affected.Safety Shower: the person must remain standing in the Medical Bay and "wash" for 20 seconds.
Experimental Lab WorkBiology
Biochemical Imbalance2.04
There is a problem with the biological samples. They are dying at a highly accelerated rate. Conditions must be changed immediately or the samples will all die, causing the experiment to fail.
To correct the conditions requires a coin-flip to come up HEADS. If it comes up TAILS the experiment ends in failure.
A reflip is granted to an experimenter if he or she has:1. A Medical Skill of 5 or better.2. The Life Sciences Ability.
Experimental Lab WorkBiology
Microbiological Analysis2.04
Sensitivity testing to determine whether a pathogen is sensitive or resistant to a suggested medicine is inconclusive. An expert is needed to analyze the sample.To correctly analyze the sample requires 3 non-sequential coinflips to come up HEADS. If this cannot be done within ten minutes the experiment ends in failure.
One Coinflip is granted to an experimenter if he or she has:1. A Medical Skill of 5 or better.2. The Life Sciences Ability.3. A Science Skill Of 8 or better.
Experimental Lab WorkManufacturing
Accident: Plasma Vapor Exposure2.04
There is a release of a Plasma-Vapor in the Science Lab.
Each person in the Science Section receives one damage.
Each person in the Science Lab then takes progressive potential damage.
Flip a coin:HEADS, no damage.TAILS, take one damage and flip again.
Experimental Lab WorkManufacturing
Accident: Hyperonic Field Exposure
2.04An intense Hyperonic Field fills the entire Science Lab for several seconds before safety systems can shut it down.Each person in the Science Section must flip a coin twice:#1 VisionHEADS: You see hallucinations for ten minutes. You must refer to these hallucinations constantly.TAILS: You are blind for five minutes. You can see shapes but you cannot read or properly use consoles.#2 Health
Experimental Lab WorkManufacturing
Accident: Radiation Leak2.04
There is a Radiation Leak in the Science Lab.
Each person in the Science Section receives one damage.
Each person in the Science Lab must thenFlip a coin:HEADS, no additional effect.TAILS, they have Radiation Sickness.
Robots are immune to Radiation
Experimental Lab WorkManufacturing
Accident: Laser Cutter2.04
While fabricating something for the experiment, one of a dozen lasers cuts outside the established pattern.
Either: One stored component for the Experiment is destroyed. (Randomly determine which one.)
Or: One experimenter puts themselves at risk to save the equipment. That person takes two damage. They are allowed a coin flip to avoid one damage if they have a Tactical of 3 or
Experimental Lab WorkManufacturing
Power Source Attachment2.04
Store a Power Conduit.
In order to proceed, the Fabrication Minigame must be successfully completed. If the Fabrication game is failed, then the Power Conduit is destroyed.
A second power conduit is required to get another chance at the Fabrication. If it succeeds, then the Power Conduit is stored. When the experiment ends, either in success, failure, or simply concludes
Experimental Lab WorkManufacturing
Field Modulation2.04
Store a Hyperonic Inductor, an Internal Phase Distributor or a Multiplane Hyperfield Inhibitor.
In order to proceed, the Fabrication Minigame must be successfully completed. If the Fabrication game is failed, then keep all three and proceed to the next tile.
When the experiment ends, either in success, failure, or simply concludes without result, these components are consumed and must be turned in to Central Ops.
Experimental Lab WorkManufacturing
Backup Power Source Installation2.04
In order to proceed, the Fabrication Minigame must be successfully completed. If the Fabrication game is failed, then the Power Conduit is destroyed.
A power conduit is required to get another chance at the Fabrication. If it succeeds, then the Power Conduit is stored. When the experiment ends, either in success, failure, or simply concludes without result, this component is consumed and must be
Experimental Lab WorkManufacturing
Manufacturing Shortcut2.04
In order to proceed, the Fabrication Minigame may be attempted.
If the Fabrication game is successfully completed, then select one stored component to remove from the experiment. This component is no longer needed.
If the Fabrication game is failed, or not attempted, then all stored components are required. Experimenters may turn over the next tile.
Experimental Lab WorkManufacturing
Precision Laser Cut Required2.04
Complete the Fabrication Minigame to continue to the next tile.
Only an experimenter with a Machinery of 3 may do the minigame.
If the Fabrication minigame is not successfully completed within 5 minutes, the experiment fails.
Experimental Lab WorkManufacturing
Design Schematic Consultation2.04
Complete the Fabrication Minigame to continue to the next tile.
Only an experimenter with an Engineering of 3 may do the minigame.
If the Fabrication minigame is not successfully completed within 5 minutes, the experiment fails.
Experimental Lab WorkManufacturing
Optimal Phase Contours2.04
Complete the Fabrication Minigame to continue to the next tile.
Only an experimenter with an Science of 5 may do the minigame.
If the Fabrication minigame is not successfully completed within 5 minutes, the experiment fails.
Experimental Lab WorkManufacturing
Optional Design Element2.04
If the experiment has any stored components, you may choose one to swap out for any other available ship component.
For example, you may take a hyperonic inductor which is stored in the experiment and give it to engineering in exchange for a power conduit. Engineering has their hyperonic inductor back, and the power conduit is now stored in the experiment.
Experimental Lab WorkPhysics
Engineering Model Required2.04
In order to proceed, the Engineering Model Minigame must be successfully completed. If the Engineering Model game is failed, then the experiment fails.
The experimenters may avoid the minigame by expending a reactor boost.
SET A TIMER.IF ONE OF THESE IS NOT COMPLETE IN 10 MINUTES, THE EXPERIMENT FAILS.
Experimental Lab WorkPhysics
Mathematical Model Required2.04
In order to proceed, the Mathematical Model Minigame must be successfully completed. If the Mathematical Model game is failed, then experiment fails.
The experimenters may avoid the minigame by expending a computer boost.
SET A TIMER.IF ONE OF THESE IS NOT COMPLETE IN 10 MINUTES, THE EXPERIMENT FAILS.
Experimental Lab WorkPhysics
Field Modulation Required2.04
In order to proceed, the Field Modulation Minigame must be successfully completed. If the Field Modulation game is failed, then experiment fails.
The experimenters may avoid the minigame by expending an efficiency boost.
SET A TIMER.IF ONE OF THESE IS NOT COMPLETE IN 10 MINUTES, THE EXPERIMENT FAILS.
Experimental Lab WorkPhysics
Field Modulation Required2.04
In order to proceed, the Field Modulation Minigame must be successfully completed. If the Field Modulation game is failed, then experiment fails.
The experimenters may avoid the minigame by expending a scan boost.
SET A TIMER.IF ONE OF THESE IS NOT COMPLETE IN 10 MINUTES, THE EXPERIMENT FAILS.
Experimental Lab WorkPhysics
Power Flow Diagram2.04
There is a power flow discrepancy which requires immediate correction. Failure to do so within 2 minutes will cause the failure of the procedure.To correct this error, a single experimenter must have two of the following:Science: 5, Engineering: 5, Intermix Ratios, Emergency Power, Isolate System, Intermix Theorist, or the Deactivate Ability.Or:Science: 8Or:Machinery: 8That experimenter must give a 15 second
Experimental Lab WorkPhysics
Accident: Power Overload2.04
There is an extremely dangerous overload in an unresponsive power junction.Either: A volunteer may go to the Power Junction to shut it down manually, but they may be seriously injured or killed in the process. Anyone who accompanies the repair person to the power junction will receive this damage as well.Or: The Power Junction explodes, dealing progressive potential damage to the ship. (This damage is internal and does not go through the shields.)In both cases, the person or the ship take progressive potential damage. Flip a coin:
Experimental Lab WorkPhysics
Accident: Unintended Supercharge
2.04Power Conduits throughout the ship are supercharged.
Either: You can resolve the issue by shunting the extra power into one junction and burning it out (This will sacrifice one Power Conduit, which is not currently being stored by the experiment).
Or: The energy may discharge through a random console. (Reveal the top damage card of the Ship Damage Deck at Central Ops. If it is a Console, then everyone in the
Experimental Lab WorkPhysics
Accident: Super-heated Plasma2.04
Super-heated plasma is lodged in the loading chamber of the Pulse Cannon Weapon System.To resolve this issue,Either: Fire a Pulse Cannon within 2:00 minutes, whether there is a target or not.Or: The plasma detonates, dealing 1 damage to the console and removing the top two repair cards from the repair card pocket of the console.
DISREGARD if the ship does not have a
Experimental Lab WorkPhysics
Field Instability2.04
There is a field instability which must be corrected immediately. This can be accomplished in one of the following ways:
1. Store a Trimodal Field Generator in the experiment..2. Sacrifice a Hyperonic Inductor that is not currently part of the experiment.3. Sacrifice a Reactor Boost and an Efficiency Boost.If none of the following things has been done within 10 minutes, the
Experimental Lab WorkPhysics
Modality Paradox2.04
There is a modality paradox which must be solved immediately. This can be accomplished in one of the following ways:
1. Store a Bimodal Microconduit in the experiment..2. Sacrifice two A-4 Transfer Modules that are not currently part of the experiment.3. Sacrifice a Reactor Boost and a Scan Boost.
Experimental Lab WorkPhysics
Power Source Complication2.04
In order to proceed, the Engineering Model Minigame must be successfully completed.
To address this complication, a single experimenter with all of the following must play the minigame:Engineering: 2, Machinery: 1, Science: 1
Only an experimenter with the above qualifications may play the Engineering Model Minigame.
If the game fails (or cannot be attempted) the experiment must store a G-12 Transit
Experimental Lab WorkPhysics
Phase Distribution Issue2.04
In order to proceed, the Energy Flow Diagram Minigame must be successfully completed a single experimenter with an Engineering of 4 or better.Only an experimenter with the above qualifications may play the Energy Flow Diagram Minigame.If the Minigame is not completed (or cannot be attempted) within 10 minutes, the experiment must store an Internal Phase Distributor in order to proceed to the next tile.OPTION: The experimenters may
Experimental Lab WorkTheoretical
Inordinate Power Demands2.04
In order to proceed, the Theoretical Model Minigame must be successfully completed.
If the Theoretical Model game is failed, then the experimenters must store a Reactor Boost in order to make a second (and each additional) attempt.
There is no time limit for this work.
Experimental Lab WorkTheoretical
Additional Computer Resources2.04
In order to proceed, the Theoretical Model Minigame must be successfully completed.
If the Theoretical Model game is failed, then the experimenters must expend a Computer Boost in order to make a second (and each additional) attempt.
There is no time limit for this work.
Experimental Lab WorkTheoretical
Critical Theoretical Framework2.04
In order to proceed, the Theoretical Model Minigame must be successfully completed.
If the Theoretical Model game is failed, then another experimenter may make the attempt. If that experimenter fails as well, then another experimenter may try, and so on.
Only persons with the Science Consoles Ability may attempt the minigame. Once all possible persons have tried and
Experimental Lab WorkTheoretical
Reexamination of Premises2.04
In order to proceed, the Theoretical Model Minigame must be successfully completed.
If the Theoretical Model minigame is failed, then the experimenters must expend Any Stored Component or Boost in order to make a second (and each additional) attempt.
If the Theoretical Model minigame is failed, and no stored components or boosts are available, the Experiment
Experimental Lab WorkTheoretical
Programming Error2.04
There is a programming error which requires immediate correction. Failure to do so within 2 minutes will cause the Failure of the Experiment.To correct this error, a single experimenter must have two of the following:Science: 5, Engineering: 5, Programming,or any Programming Tree Ability.Or:Science: 8Or:Engineering: 8That experimenter must give a 15 second role-playing explanation of the nature of the
Experimental Lab WorkTheoretical
Fundamental Premise2.04
In order to proceed, the Mathematical Model Minigame must be successfully completed.
If the Mathematical Model game is failed, then another experimenter may make the attempt. If that experimenter fails as well, then another experimenter may try, and so on.
Only persons with the Science Consoles Ability may attempt the minigame. Once all possible persons have tried and
Experimental Lab WorkTheoretical
Intriguing Theorem2.04
The data being examined shows incredible potential for those who can recognize it.If you have a natural Science of 7+, then you may remove 1 extra tile from a future experiment. (Must be used this game.)If you have a natural Engineering of 7+, then you receive 1 free Component from Central Ops.If you have a natural Medical of 7+, then you may take 1 drug card from Central Ops, or renew 1 medical ability.The above rewards apply to each person who qualifies. They may receive multiple rewards if they qualify for them.
Experimental Lab WorkTheoretical
Interesting Hypothesis2.04
In order to proceed, the Mathematical Model Minigame may be attempted.If the Mathematical Model game is successfully completed by an experimenter that possesses the Formal Sciences Ability, then he or she may select Any Stored Component Or Boost and remove it from the experiment. (It is not used-up, and returns to normal circulation.)If this is not done within ten minutes, reveal the next tile in the experiment stack. Experimenters may choose to
Experimental Lab WorkTheoreticalDuplication
2.04The Mathematical Model Minigame may be attempted, if the experimenting team decides to do it.If the Mathematical Model game is successfully completed by an experimenter that possesses the Formal Sciences Ability, then he or she may bring a copy of this tile to central Operations in order to receive a Duplicate of All Stored Components and Boosts. These duplicates do not become stored in the experiment. They are immediately released to wherever the experimenters wish to deploy them.If the Minigame is not successfully completed
Experimental Lab WorkTheoretical
Critical Irrelevancy2.04
The Mathematical Model Minigame may be attempted, if the experimenting team decides to do it.If the Mathematical Model game is successfully completed by an experimenter that possesses the Formal Sciences Ability, then he or she may release All Stored Components And Boosts from the experiment.If the Minigame is not successfully completed by qualified personnel within ten minutes, this opportunity passes,
Experimental Lab WorkTheoreticalDiscovery
2.04Choose only one option:Option 1. If you have a stored component, you may trade it to Central Ops for any five components. They are still at risk until the experiment successfully concludes. If the experiment calls for additional components or boosts, you may draw from this group to satisfy the requirement, however.Option 2. If you have a single Scientist with an adjusted Science skill of 10 or better, that Scientist may take 1 minute off the recharge of any console he or she is personally using for the remainder of the game.Option 3. Take 4 Reactor or Efficiency
Experimental Lab WorkTheoretical
Data Compiling2.04
You are waiting for Data to Compile.
You may wait any amount of time before drawing the next tile.
If all the experimenters agree, this tile may be used to conclude the experiment without result. This means that all the stored components and boosts are released. The experiment has not failed.
ANALYSIS RESULT
Course of Action2.04
Bring this card to the Referee to receive either a pre-prepared "Course of Action" card, or an informal set of instructions for a course of action that is plausible, if not guaranteed to have optimal results.
In cases where the "Course of Action" is pre-prepared, the described actions have been able to be more thoroughly tested and are therefore less likely to lead to immediate negative consequences.
ANALYSIS RESULT
Data Examined2.04
Bring this card to the Referee to receive a comprehensive explanation of scanner cards or other data that has been received.
("Here's what this means.")
ANALYSIS RESULT
Information Revealed2.04
Bring this card to a Referee to receive additional information on the current situation.
The Sci Comp AI has discovered additional connections, or the Science team has discovered a plausible avenue of investigation.
("Think about it this way.")
ANALYSIS RESULT
Theoretical Framework2.04
Bring this card to a Referee to gain an understanding of a complex or simply confusing situation. The Referee will provide one or more possible avenues of investigation, or provide confirmation of theorized possibilities.
("Here's a clue.")
INTERMIX REACTOR RESULT
Intermix Ratio Efficiency2.04
Recharge Time for the Intermix Reactor Console is now 10:00 minutes.
Place this tile on the Intermix Reactor Console.
This effect lasts for 60 minutes. When this time is up, return this tile to the Science Lab.
INTERMIX REACTOR RESULT
Dual Intermix Reaction2.04
The person using this console may raise the power reserve level by two.
Each time the power level is raised, flip a coin. If it comes up Tails, return this tile to the Science Lab immediately and the dual intermix reaction ends.
This effect lasts for 60 minutes. When this time is up, return this tile to the Science Lab.
INTERMIX REACTOR RESULT
Enhanced Distribution Reactor Power
2.04
The Operator of this console may either:
1. Raise the reactor energy reserve by one, as normal.Or2. Distribute a reactor boost to every console that can store a (or an additional) reactor boost. Consoles cannot be in System Failure.
This effect lasts for 60 minutes. When
INTERMIX REACTOR RESULT
Progressive Potential Energy Generation
2.04
Flip a coin:
HEADS, immediately raise the reactor reserve level by one, and flip again.
TAILS, the reactor reserve does not rise, and do not flip again.
Once TAILS is flipped, return this card to the Science Lab.
INVENTION RESULT
System Work-Around2.04
Designate any one console. Place this tile on that Console.This console no longer works at its current location. Take the console and move it to the Science Section. This console is now a Science Console, and can only be used in the Science Section. The damage status of this system is no longer relevant (though it should not be changed). It uses the Science Lab Console's damage status instead.A Science of 5 is required to remove this tile. When the tile is removed, return the
INVENTION RESULT
Improvised Device2.04
You have created a new hand-held device that has one of the following functions:1. It replicates ANY Ability.2. It does +1 damage in Combat. This stacks with other weapons and Combat Abilities.3. It is a personal shield that absorbs one damage from each attack.It also has one of the following drawbacks.1. Flip a coin each time it is used. If TAILS, it breaks and cannot be repaired.2. Flip a coin each time it is used. If TAILS, it deals one damage to the user.3. Flip a coin each time it is used. If TAILS, it doesn't work on that occasion. It can be tried
INVENTION RESULT
Modified Device2.04
You have modified an existing piece of standard equipment. You may use this to do one of the following:1. Calibrate a Hand Scanner to detect a specific hard-to-detect substance or force.2. Create a phase laser. The laser fires a beam which passes through force fields and armor.3. Repair one damage to any console. (This bypasses the Repair Bay.)
INVENTION RESULT
Robot Modification2.04
Modify a robot in one of the following ways:1. The robot's AI is reprogrammed with protected autonomy, and cannot receive a mental compulsion from any source.2. The robot receives 2 temporary health.3. A defunct robot's personality can be safely extracted and placed in a new robot body.4. The robot's AI is reprogrammed to remove its autonomy. Designate one to three personnel. The robot must obey them as a mental compulsion.5. One of the robot's abilities is removed and replaced with a different one. The robot must meet the pre-reqs for the new Ability.All effects last for the rest of the game, or
LASER TURRET RESULT
Improved Energy Cycling2.04
Recharge Time for the Laser Turret Console is now 3:00 minutes. This effect lasts for 30 minutes.
Place this tile on the Laser Turret Console. Return this tile to the Science Lab at the expiration of 30 minutes.
LASER TURRET RESULT
Improved Focus2.04
+1 Damage to each shot from each laser turret.+1 LS Range to each shot from each laser turret.
This effect lasts for 30 minutes.
Place this tile on the Laser Turret Console. Return this tile to the Science Lab at the expiration of 30 minutes.
LASER TURRET RESULT
Improved Focus2.04
+1 Damage to each shot from each laser turret.+1 LS Range to each shot from each laser turret.
This effect lasts for 30 minutes.
Place this tile on the Laser Turret Console. Return this tile to the Science Lab at the expiration of 30 minutes.
LASER TURRET RESULT
Phased Laser2.04
Lasers are now phased.
This means that each shot from each laser turret now passes through shields and armor as though it weren't there.
This effect lasts for 30 minutes.
Place this tile on the Laser Turret Console. Return this tile to the Science Lab at the expiration of 30 minutes.
MEDICAL BAY RESULT
Pharmacological Factory2.04
Create 5 drug doses if there is a Pharmacologist Ability that is present in the Experiment. If there is a second Pharmacologist Ability, add 3 more doses. If there are third and successive Pharmacologist Abilities, add 1 drug dose for each of them.
MEDICAL BAY RESULT
Bio-Stasis2.04
You may place one to five deceased, critically injured or terminally ill persons in cryostasis. You cannot continue to treat them thereafter, but their condition will not deteriorate, and there may be a chance that Republic technology can bring them back at an advanced facility on Earth.
Stasis lasts as long as the Medical Bay is not in System Failure.
MEDICAL BAY RESULT
Technological Adaptation2.04
Select any one Medical Device. This device, plus the Medical Bay will restore 1 health to 1 specific patient every three minutes for fifteen minutes. The device must be used on the patient each time in order for this effect to occur.
The device works on one, specific patient only.
MEDICAL BAY RESULT
Serum2.04
You have produced a serum which will treat the symptoms of a disease or serious injury. It is not a cure, but in situations where the symptoms are deadly, this serum will slow the advance of a disease or syndrome until a permanent solution can be found.
Five doses of this serum have been produced. Additional doses can produced by the Pharmacologist Ability.
PARTICLE CANNON RESULT
Improved Energy Cycling2.04
Recharge Time for the Particle Cannon Console is now 30:00 minutes. This effect lasts for 60 minutes.
Place this tile on the Particle Cannon Console.
PARTICLE CANNON RESULT
Improved Particle Acceleration2.04
Each shot does an additional three points of damage, and the range is increased by three light seconds as well. This effect lasts for 30 minutes.
Place this tile on the Particle Cannon Console.
PARTICLE CANNON RESULT
Free Energy Build-Up2.04
This card provides a single shot from a the Particle Cannon at greatly enhanced power.The console operator may use any number of reactor boosts to boost the damage and range of a particle cannon shot. The first Boost adds 1 to damage, the second adds two, the third and subsequent boosts add three damage each. If total damage to the struck target exceeds ten, then one-third of the damage, rounded down, is dealt to all targets in the same LS.
PARTICLE CANNON RESULT
Cyclotronic Supercharge2.04
A reactor boost may be used to reduce the recharge time on the Particle Cannon by 10:00 minutes. This may be done while the Particle Cannon is recharging. Stop the running timer, subtract ten minutes, and reset the timer to run down the remaining time.
This effect lasts for 60 minutes.
Place this tile on the Particle Cannon Console.
PULSE CANNON RESULT
Improved Energy Cycling2.04
Recharge Time for the Pulse Cannon Console is now 3:00 minutes. This effect lasts for 30 minutes.
Place this tile on the Pulse Cannon Console. Return this tile to the Science Lab at the expiration of 30 minutes.
PULSE CANNON RESULT
Plasma Mass Acceleration2.04
Each shot does an additional point of damage. This bonus extends the maximum range of the Pulse Cannon as well, so that the Cannons do 1 damage at 5 Light Seconds, 2 damage at 4 Light Seconds, etc. This effect lasts for 30 minutes.
Place this tile on the Pulse Cannon Console. Return this tile to the Science Lab at the expiration of 30 minutes.
PULSE CANNON RESULT
Free Energy Build-Up2.04
This card provides a single shot from a single Plasma Cannon (Console Operator's choice) at greatly enhanced power.The console operator may use any number of reactor boosts to boost the damage and range of a pulse cannon shot. The first Boost adds 1 to damage, the second adds two, the third and subsequent boosts add three damage each. If total damage to the struck target exceeds ten, then one-third of
PULSE CANNON RESULT
Efficient Plasma Processing2.04
Recharge Time for the Pulse Cannon Console is now 1:00 Minute faster.
(Count this timer efficiency first, before Ensign efficiency or other bonuses.)
SHIELD GENERATOR RESULT
Improved Energy Cycling2.04
Recharge Time for the Shield Generator Console is now 3:00 minutes. This effect lasts for 30 minutes.
Place this tile on the Shield Generator Console. Return this tile to the Science Lab at the expiration of 30 minutes.
SHIELD GENERATOR RESULT
Multiphase Barrier2.04
This shield enhancement has a chance of maintaining shield strength when the shields take damage.
After damage has been resolved, flip a coin. If it comes up HEADS, do not lower the shields by one as normal. If it comes up TAILS, however, the shield enhancement does not work for that instance of damage.
Keep this card at the Shield Generator Console. Return this card to the Science
SHIELD GENERATOR RESULT
Comprehensive Remodulation2.04
Place this tile on the Shield Generator Console.
The operator of the Shield Generator console may turn this tile in to the Science Lab in order to raise both Deflector and Warp Shields to full strength.
Keep this card at the Shield Generator Console. This enhancement does not have a duration, and may be turned-in for the shield boost at any time.
SHIELD GENERATOR RESULT
Dark Matter Halo2.04
The operator of the shield generator console may use this enhancement to
prevent all damage from any one source. The Warp and Deflector Shields
are not lowered.
Only one instance (a 5 second duration) of the damage is prevented. Subsequent instances of the same damage type are unaffected once this enhancement has
been expended.
Return this card to the
Resources and Effects Cards
WeakRecovery Card
You are weak.You lose 1 Health if you:
Use a Combat Card. Participate in a Repair Job, or other manual labor. Participate in vigorous physical activity, such as running or jumping.
You may discard one Recovery Card every five minutes. (When you do, turn
SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card. Use Tactical, Engineering, Science or Medical Abilities. (Console Abilities excepted.)
You may discard one Recovery Card every five minutes. (When you do, turn it in to the Medical Bay.)
PainRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-3 to Combat. -3 to Machinery. -3 to Psi. You may not use Gambits.
You may discard one Recovery Card every five minutes. (When you do, turn it in to the Medical Bay.)
Slightly Weak
Recovery CardYou are weak.You lose 1 Health if you:
Use a Combat Card. Participate in vigorous physical activity, such as running or jumping.
You may discard one
Slightly SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card.
You may discard one Recovery Card every five minutes. (When you do, turn it in to the Medical Bay.)
Minor AcheRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-1 to Combat. -1 to Machinery. -1 to Psi.
You may discard one Recovery Card every five minutes. (When you do, turn it in to the Medical Bay.)
Very WeakRecovery Card
You are weak.You lose 1 Health if you:
Leave Sick Bay. (Or the immediate area where you are convalescing.) Use a Combat Card. Participate in any physical activity at all.(You may use non-Console Abilities as long as they require no activity more strenuous than sitting up.)You may discard one Recovery Card every five
Very SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card. Use Tactical, Engineering, Science or Medical Abilities. (Console Abilities excepted.) Walk unassisted. You must have a walker, a robot, or two human-equivalents to assist you.You may discard one Recovery Card every five minutes. (When you do, turn
AgonyRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-5 to Combat. -5 to Machinery. -5 to Psi. You may not use Gambits. You may not use Personality Abilities.
You may discard one Recovery Card every five minutes. (When you do, turn it in to the Medical Bay.)
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Recovery Card
Slightly Weak
Recovery CardYou are weak.You lose 1 Health if you:
Use a Combat Card. Participate in vigorous physical activity, such as running or jumping.
You may discard one
Slightly SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card.
You may discard one Recovery Card every ten minutes. (When you do, turn it in to the Medical Bay.)
Minor AcheRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-1 to Combat. -1 to Machinery. -1 to Psi.
You may discard one Recovery Card every ten minutes. (When you do, turn it in to the Medical Bay.)
WeakRecovery Card
You are weak.You lose 1 Health if you:
Use a Combat Card. Participate in a Repair Job, or other manual labor. Participate in vigorous physical activity, such as running or jumping.
You may discard one Recovery Card every ten minutes. (When you do, turn
SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card. Use Tactical, Engineering, Science or Medical Abilities. (Console Abilities excepted.)
You may discard one Recovery Card every ten minutes. (When you do, turn it in to the Medical Bay.)
PainRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-3 to Combat. -3 to Machinery. -3 to Psi. You may not use Gambits.
You may discard one Recovery Card every ten minutes. (When you do, turn it in to the Medical Bay.)
Very WeakRecovery Card
You are weak.You lose 1 Health if you:
Leave Sick Bay. (Or the immediate area where you are convalescing.) Use a Combat Card. Participate in any physical activity at all.(You may use non-Console Abilities as long as they require no activity more strenuous than sitting up.)You may discard one Recovery Card every ten
Very SickRecovery Card
You feel sick.Because you are disoriented and dizzy you cannot:
Use a Combat Card. Use Tactical, Engineering, Science or Medical Abilities. (Console Abilities excepted.) Walk unassisted. You must have a walker, a robot, or two human-equivalents to assist you.You may discard one Recovery Card every ten minutes. (When you do, turn
AgonyRecovery Card
You are in pain.Because of this, you suffer the following penalties:
-5 to Combat. -5 to Machinery. -5 to Psi. You may not use Gambits. You may not use Personality Abilities.
You may discard one Recovery Card every ten minutes. (When you do, turn it in to the Medical Bay.)
Wound Card Wound Card Wound Card
Wound Card Wound Card Wound Card
Wound Card Wound Card Wound Card
DeafenedWound Card
Your injury affects your hearing. You may not be totally deaf, but the impairment is severe. You cannot use, or have used on you, any Leadership, Counseling or Personality Abilities. (Or any other Ability that requires communication to function.) Use only one Ability per 5 minutes.
Every time you restore one health, by any means, you
Motor ControlWound Card
Whether due to searing pain, toxic chemicals or radiation you have no motor control. Your hands shake uncontrollably. You cannot use Machinery, Medical or Combat Abilities. You may only use 1 Console per five minutes. Abilities which affect mental compulsions have a 50% chance to affect this.Every time you restore one
BreakWound Card
You have broken bones, from some accidental or combat trauma. Select a limb. That limb cannot be used at all. You must cradle that limb and protect it at all times. Anytime you use an Ability, flip a coin. If TAILs, it fails, and may not be retried for 5 minutes.
Every time you restore one
BlindedWound Card
Your injury affects your vision. You may not be totally blind, but the impairment is severe. Your combat cards have a 50% chance of failing completely. If they fail, the target of your attack may select a new target. You may not use Console Abilities. Use only one Ability per 5 minutes.
Every time you restore one health, by any means, you
BleedingWound Card
You are bleeding from one large open gash, or from multiple smaller cuts. Either way, you're losing blood.
Lose 1 additional Health every 15 minutes. (Lose the first point 15 min from now.)
Every time you restore one health, by any means, you may discard 1 Wound card of
Superficial WoundWound Card
Actually, it's not that bad. It stings, sure, but you can walk this off.
Regain 1 Health in 15 minutes. (Lose the first point 15 min from now.)
Every time you restore one health, by any means, you may discard 1 Wound card of
LimpWound Card
Your injury is slowing you down. Your leg may not be completely crippled, but it hurts bad enough to be. You cannot use Abilities to escape Combat. You may only move between ship sections once per 5 minutes. (Once you arrive somewhere, you cannot leave for 5 minutes.)
Every time you restore one health, by any means, you may discard 1 Wound card of
Crippled Arm
Wound CardOne arm (pick one) is injured and unusable. Hold that arm against your body at all times. You cannot use Abilities to escape Combat. You may only move between ship sections once per 5 minutes. (Once you arrive somewhere, you cannot leave for 5 minutes.)
Every time you restore one
Chest WoundWound Card
Something has punctured your chest or you have breathed something deadly directly into your lungs. You feel as though you aren't getting oxygen. In 5 minutes, you become unconscious. Lose 1 additional Health every 10 minutes. (Lose the first point 10 min from now.)Every time you restore one health, by any means, you
METHYLTONINPsychostimulant 2.04
DIRECTIONS +1 Damage next combat round. Gain 3 Gambits. Effects Last 1 hour.
WARNINGS Lose 1 Health at the end of 1 Hour.SIDE EFFECTS Distracted: -3 Science and Engineering for 1 hour. Impatient: Cannot use Science Abilities for 1 hour. Pumped: Cannot use Personality Abilities for 1
OREXINALNootropic 2.04
DIRECTIONS + 3 to Science and Engineering. Gain a Due Caution Card. Effects Last 1 hour.
WARNINGS Receive a -3 to Science and Engineering at the end of 1 Hour. This penalty lasts for 2 Hours. Cannot defend against or remove mental compulsions with Abilities.SIDE EFFECTS Obsessed: Select three
ANTIRADASE MRadiation Treatment 2.04
DIRECTIONS Discard any Radiation Sickness or Radiation Poisoning Cards you have been given. Immunity to Radiation for 5 minutes.
WARNINGS Flip a coin. If TAILS, lose one Health immediately.SIDE EFFECTS Lethargic: Lose all but 1 combat card for 1 hour. Confused: Cannot spend Gambits for 1 hour.
HYPERTYROSINEPsychotropic 2.04
DIRECTIONS Discard/Cancel one Mental Compulsion.
WARNINGS Speak freely about background for 30 minutes. Flip a coin when using Abilities. If TAILS, the Ability doesn't work and can't be retried for 5 minutes. This effect lasts for 30 minutes.
SIDE EFFECTS Intoxicated: Cannot use Personality or Machinery
HYPOLIBRIAXHyperspace Sickness 2.04
DIRECTIONS Discard one Hyperspace Sickness Card.
WARNINGS Two minutes after taking it, flip a coin. If TAILS, blackout (you appear awake but are unresponsive and cannot use Abilities) for 3 minutes.
SIDE EFFECTS Nauseated: Use only one Ability per five minutes. This effect lasts for 30 minutes.
METHYLTASE RxPsychostimulant 2.04
DIRECTIONS Renew all Tactical, Combat and Piloting Abilities.
WARNINGS Five minutes after taking it, flip a coin. If TAILS, lose 1 Health. Ten minutes after taking it, flip a coin. If TAILS, blackout (you appear awake but are unresponsive and cannot use Abilities) for 3 minutes.SIDE EFFECTS Suggestible: Cannot defend
MAXICORP PANACEA™
Biocatalytic Agent 2.04
DIRECTIONS Restore 1 lost Health. (Health returns at the end of 3 minutes.)
WARNINGS Five minutes after taking it, flip a coin. If TAILS, lose 1 Health. Ten minutes after taking it flip a coin. If TAILS, lose 1 Health.
SIDE EFFECTS
ERGOLINE TPsychotropic 2.04
DIRECTIONS Suspend one Mental Compulsion for 1 Hour. Fifteen minutes after taking it renew all Abilities. (2nd use in the same 24 hour period renews all Abilities except one. 3rd use; all but two, etc.)
WARNINGS Upon taking, all one-use Abilities are Spent.SIDE EFFECTS Paranoid: Cannot be the subject of helpful Abilities for 1 Hour. Nauseated: Use only one
REGENIFACIENTBiocatalytic Agent 2.04
DIRECTIONS Return to one Health. (Must have been reduced to zero Health within fifteen minutes.)
WARNINGS Five minutes after taking it flip a coin. If TAILS, lose 1 Health. Ten minutes after taking it flip a coin. If TAILS, lose 1 Health. Fifteen minutes after taking it flip a coin. If TAILS, lose 1 Health.
ANTIRADASE MRadiation Treatment 2.04
INDICATIONSUse to treat radiation sickness. Excessive doses may be toxic. Observe patient carefully.
OREXINALNootropic 2.04
INDICATIONSUse to enhance ability to focus on specific tasks. Multiple doses may cause hallucination.
METHYLTONINPsychostimulant 2.04
INDICATIONSUse to supplement the combat abilities of military personnel. Multiple doses of Methyltonin may result in sudden cardiac death.
METHYLTASE RxPsychostimulant 2.04
INDICATIONSUse to supplement the combat abilities of military personnel. May cause nausea and suggestibility.
HYPOLIBRIAXHyperspace Sickness 2.04
INDICATIONSUse to treat hyperspace sickness. May cause nausea and fainting.
HYPERTYROSINEPsychotropic 2.04
INDICATIONSUse to counter panic and rage stemming from mind control or combat stress. Patient may feel intoxicated and/or impaired.
REGENIFACIENTBiocatalytic Agent 2.04
INDICATIONSUse to perform post mortem resuscitation. Monitor patients closely for systemic collapse 15 minutes after revival.Important Note: No patient can
ERGOLINE TPsychotropic 2.04
INDICATIONSUse to supplement the combat abilities of military personnel, and counter mental compulsions. May cause nausea and paranoia.
MAXICORP PANACEA™
Biocatalytic Agent 2.04
INDICATIONSUse to provide massive immunological boost and universal stimulant. Monitor
ENDOGRAN XCytomech 2.04
DIRECTIONS Prevents the next instance of progressive damage or continuing effect. Halves the rate at which a disease or condition worsens / progresses.
WARNINGS Five minutes after taking it, flip a coin. If TAILS, lose 1 Health.
SIDE EFFECTS Weak: Cannot use Combat Abilities for 15 minutes.
URFAXINEPC sedative 2.04
DIRECTIONS Gain a Mental Compulsion to be Compliant. (Do not engage in combat. Do as told if it isn't contrary to fundamental beliefs.)
WARNINGS If taken within 15 minutes of any other drug, lose 1 Health.
SIDE EFFECTS Weak: Cannot use Combat Abilities for 15 minutes. Delirium: Patient is
METANEPHRINEStimulant 2.04
DIRECTIONS +1 Health for 15 minutes. Cancel (dodge) the next 1 point of damage dealt in Combat. Effects last 15 minutes.
WARNINGS At the end of 15 minutes, lose 1 Health.
SIDE EFFECTS Nauseated: Use only one Ability per five minutes. This effect lasts for 30 minutes.
ADRENALAXStimulant 2.04
DIRECTIONS Lucidity. Gain 1 Gambit. Alertness. Renew 1 Ability.
WARNINGS Five minutes after taking it, flip a coin. If TAILS, lose 1 Health.SIDE EFFECTS Aggressive: Initiate combat as a mental compulsion if threatened. Lasts 30 minutes. Inattentive: Silently count to ten before starting a new conversation or acknowledging a new person.
LYMPHOMAXBiocatalytic Agent 2.04
DIRECTIONS Cancel the next 1 point of damage received that isn't from Combat. Effects last 30 minutes.
WARNINGS flip a coin. If TAILS, Dizzy and unable to use Abilities for 3 minutes.SIDE EFFECTS Disorientation: Move to another location and ask 5 questions before doing anything else. Nauseated: Use only one
STABILIVAXMaxiCorp vasopressor 2.04
DIRECTIONS Death timer is reset to 10 minutes from the time the drug is taken.
WARNINGS flip a coin. If TAILS, Dizzy and unable to use any Abilities for 3 minutes.
SIDE EFFECTS Severe Pain: -3 all skills. Weak: Cannot use Combat Abilities for 15 minutes.
METATOXToxin 2.04
DIRECTIONS Lose 1 Health. Lose 3 Gambits.
WARNINGS One minute after taking it, flip a coin. If TAILS, lose 1 Health. Repeat five times (for 5 minutes).
SIDE EFFECTS Organ Disintegration: Any Medical Ability used on this patient has a 50% chance to fail completely. (Which counts as a use.)
NEUROTRIZEPINENPC sedative 2.04
DIRECTIONS Patient falls unconscious for 30 or 60 minutes.
WARNINGS Flip a coin: if TAILS, double the period of unconsciousness.
SIDE EFFECTS Weak: Cannot use Combat Abilities for 15 minutes after waking.
SEPTAZOCINEEuphoriant 2.04
DIRECTIONS Instant relief of all pain. Lasts 15 minutes.
WARNINGS Flip a coin. If TAILS, Hallucinate that events from the last scenario (or the last hour) are happening again.
SIDE EFFECTS Necrosis: Five minutes after taking it, flip a coin. If TAILS, lose 1 Health.
METANEPHRINEStimulant 2.04
INDICATIONSPowerful Stimulant.Aids reflexes, but weakens with nausea
URFAXINEPC sedative 2.04
INDICATIONSSedative.Renders patient docile.Avoid interactions with other drugs.
ENDOGRAN XCytomech 2.04
INDICATIONSMedical Nanites bolster the immune system.May cause weakness, or pain.
STABILIVAXMaxiCorp vasopressor 2.04
INDICATIONSSlows metabolism.Prolongs life after traumatic injury.
LYMPHOMAXBiocatalytic Agent 2.04
INDICATIONSBoosts immune system to cope with various stressors.May cause dizziness, disorientation and nausea.
ADRENALAXStimulant 2.04
INDICATIONSUse to enhance lucidity and alertness.Side effects include aggressiveness and lack of focus.
SEPTAZOCINEEuphoriant 2.04
INDICATIONSRelieves pain.May cause hallucinations and/or necrosis.
NEUROTRIZEPINENPC sedative 2.04
INDICATIONSSedative.Renders patient unconscious.Variable period of effect.
METATOXToxin 2.04
INDICATIONSLethal toxin.Subject will experience extreme anxiety. Organ failure and death will follow.
Praezorian TrooperTactical: 2Combat: 5
Health: 2
Plasma Gun: 3 damage.If lost, switch toRepulsor: 2 damage.
Battle Carapace: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Soaks first 3 damage.
Elite Assault TroopersTactical: 2Combat: 5
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Combat Armor: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Security ForcesTactical: 1Combat: 3
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Praezorian TrooperTactical: 2Combat: 5
Health: 2
Plasma Gun: 3 damage.If lost, switch toRepulsor: 2 damage.
Battle Carapace: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Soaks first 3 damage.
Elite Assault TroopersTactical: 2Combat: 5
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Combat Armor: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Security ForcesTactical: 1Combat: 3
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Praezorian TrooperTactical: 2Combat: 5
Health: 2
Plasma Gun: 3 damage.If lost, switch toRepulsor: 2 damage.
Battle Carapace: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Soaks first 3 damage.
Elite Assault TroopersTactical: 2Combat: 5
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Combat Armor: Stops 1 damage per attacker, per round of combat. Prevents stun and subdual.
Security ForcesTactical: 1Combat: 3
Health: 2
Laser Rifle: 2 damage.If lost, switch toLaser Pistol: 1 damage.
Armored BodyBasic Combat Ability
Damage: 0.Stops 1 Damage from each
Attack.Stacks with melee.Stacks with Guns.
This Ability is always presented when the bearer receives damage from any
source.
Damage prevention only functions in combat, against
combat Abilities.
Weapons TrainingBasic Combat Ability
Damage: 1.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Pre-Reqs: None1 CP
Security ProceduresBasic Combat Ability
Damage: 1.Stops 1 Damage from
Defender only.Stacks with melee.Stacks with guns.
Pre-Reqs: None1 CP
PummelAdvanced Combat Ability
Damage: 1 and flip a coin. If HEADS, deal 1 damage to an
additional target and flip again. (Once all targets have been hit once stop flipping.)Stops 1 Damage from one
Attacker.Stacks with melee.
Does not Stack with guns.
Usable against unarmored, non-robotic combatants.
Pre-Reqs: Toughness
Combat ExperienceBasic Combat Ability
Damage: 0.Stops 0 or 1 Damage. (Flip a
coin.)Stacks with melee.Stacks with Guns.
Pre-Reqs: None
Subdue UnarmoredAdvanced Combat Ability
Damage: 0.Stops 1 Damage from
Defender only.Stacks with melee.
Does not stack with guns.
Target is immobilized and removed from combat. You
are removed from Combat as well.
Usable when Target is unarmed and unarmored.
Pre-Reqs: Security ProceduresArmored CombatExpert Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with Combat Armor.
The user may select any one combat ability and use it
against an armored target.
Usable when wearing armored.
Pre-Reqs: 3 Adv. Weapons Tr. Abilities.
Fight HardAdvanced Combat Ability
Damage: 1.Stops 1 Damage.
Stacks with melee.Stacks with Guns.
Fight Hard costs 1 Gambit to use.
Pre-Reqs: Combat Experience
DisarmAdvanced Combat Ability
Damage: 0.Stops 1 Damage from
Defender only.Stacks with melee.
Does not stack with guns.
Target must either drop their weapon (Heads), or give it to
you (Tails).
Usable when weapon is not attached to a robot or combat
suit.
Pre-Reqs: Security Procedures
Weapons TrainingBasic Combat Ability
Damage: 1.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Pre-Reqs: None1 CP
CounterAdvanced Combat Ability
Damage: 0.Stops 0 Damage.
Stacks with melee.Does not stack with Guns.
Counter costs 1 Gambit to use.
Stops 1 Combat Ability card from taking effect. The Ability card counts as having been
"used".
If a Counter is Countered, the original Ability functions
normally.
Fire from CoverAdvanced Combat Ability
Damage: 0.Stops 1 Damage from each
Attacker.Does not stack with melee.
Stacks with pistols and rifles.
Usable when there is cover available.
Pre-Reqs: Security ProceduresBarrage Fire
Advanced Combat Ability
Damage: 0. Deals damage for the weapon to three separate
targets.Stops 0 Damage.
Does not stack with melee.Stacks with Guns.
Each target may opt to cancel all damage and flip a coin. If it
comes up TAILS, takes no action this round (only if the Defender has an action left). Or take no action next round (only if the Defender has no
action left this round).
DuckAdvanced Combat Ability
Damage: 0.Stops 3 Damage from a single
Attacker.Stacks with melee.
Does not Stack with Guns.
Flip a coin. If HEADS, stops 1 damage for 1 other character.
Usable whenever the affected characters have freedom of
movement.
Pre-Reqs: Combat Experience1 CP
ToughnessBasic Combat Ability
Damage: 1.Stops 1 Damage from any
Attacker.Stacks with melee.
Does not Stack with guns.
Pre-Reqs: NoneTracking
Advanced Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with guns.
Cancels the "Stop Damage" portion of the Defender's
Combat Ability.(Does not affect combat
armor.)
GrenadeAdvanced Combat Ability
Damage: 0.Stops 0 Damage.
Does not stack with melee.Stacks with grenade only.
The user may select one other combatant to not be affected by the grenade.
Usable when throwing a grenade.
Pre-Reqs: Weapons Training
Combat TrainingBasic Combat Ability
Damage: 0.Stops 1 Damage from any
Attacker.Stacks with melee.Stacks with Guns.
Pre-Reqs: None