The Crimson Fang by Reuster

Type
Ship
Faction
Corellian Engineering Corporation
Make & Model
CEC Freighter, YT-2400

Characteristics

4
3
0
0

Placeholder Image

4
Threshold 25
Current 0
Threshold 18
Current 0

Defense

1
1
Fore
Aft
1
1
0
0
Port
0
0
Starboard
Hyperdrive
Primary: Class 2, Backup: Class 12
Crew
One pilot, one co-pilot/engineer
Passengers
6
Sensor Range
Short
Consumables
Two month
Hard Points
5
Encumbrance
140
Price
130,000 credits
Rarity
5

Weapons

Dorsal Medium Twin Laser Turret
Firing Arc
All
Range
Short
Linked 1
Damage
6
Critical
3
Ventral Medium Twin Laser Turret
Firing Arc
All
Range
Short
Linked 1
Damage
6
Critical
3

Special Features


Cargo

Notes

PILOTING
Fly/Drive your ship.
Accelerate / Decelerate ‐ speed up or slow down the ship
Speed by 1. A faster ship Speed gets you:
• Opens up options, such as Evasive Maneuvers
• Move faster during a Chase Scene.
• Fly out of star system faster.
• Harder check when flying through hazards.

Punch It – Ship takes 3 System Strain, but immediately accelerates to maximum Speed.

Evasive Maneuvers (min. Speed 3) – Upgrade attacks against you, but also upgrade the difficulty of attacks you make.

Stay On Target (min. Speed 3) – Upgrade your ship’s attacks, but enemies upgrade their attacks against your ship.

ENGINEERING
Angle Deflector Shields – transfer Shields from Fore to Aft and vice versa. This should not be done if the enemy starship has “Gained the Advantage”.

Boost Shields – Hard 3P Mechanics check. If successful, ship takes 1 System Strain and increases 1 shield zone by 1 until the start of your next turn, plus an additional round per additional success.

Manual Repairs – Once per encounter, Hard 3P Mechanics or Athletics check to repair 1 Hull Trauma.

Damage Control – Hard 3P Mechanics check to repair 1 system strain.
• Hull damage 12 or less – Easy 1P
• Hull damage 13 to 24 – Average 2P
• Hull damage 25 or greater – Hard 3P

NAVIGATION
Plot Course – Average 2P Astrogation or Hard 3P Pilot or Hard 3P Perception check. Reduce the penalty for flying through navigational hazards by 1P per Success.
Copilot – Average 2P Piloting check. Downgrade the difficulty of the Pilot’s next Piloting check by 1 per success.

COMMUNICATIONS & SCIENCE
Jamming – Average 2P Computers check. If successful, one enemy ship must make an Average 2P Computers check to use their communications systems. Increase the Difficulty for every additional 2 success and increase the number of ships affected by every Advantage.

Fire Discipline – Hard 3P Leadership or Discipline check. If successful, the next Crew Member to fire one of the ship’s weapons gains 1B. Each additional 2 Success affects one more Crew Member. Additional 3 Advantage allows ship’s weapons to deal an additional 1 Strain on a hit, until the beginning of the next round.

Scan the Enemy – Hard 3P Perception check. If successful, learn the base stats of the enemy vehicle. Can spend Advantage to learn current Hull Damage and System Strain suffered.

Slice Enemy Systems – Hard 3P Computers check. If successful, reduce the defense of one shield zone on an enemy vehicle by 1 for 1 round per Success. Spend Triumph to disable weapons systems for 1 Round. Spend 2 Advantage to inflict 1 System Strain.

Spoof Missiles – Average 2P Computers check or Hard 3P Vigilance check. If successful, the difficulty of attacks against ship by Guided weapons increases by 1, plus an additional upgrade per additional 2 Success, until beginning of next turn.