Cargo
**Inspiring Rhetoric Improved (Leadership [dd])** *(Presence 5, Leadership 4, BPEA-Cascader, Symbol of Command, Command 2, XO Assist, Influence [Control: Skill], Force Rating 2, Leadership Embellishment, Kill With Kindness 1 [Remove 1 :black:], Commanding Presence 1 [Remove 1 :black:])* Take the Inspiring Rhetoric action. For each :Success:, 1 ally within close range recovers 1 strain and gains :blue: on all skill checks for a number of rounds equal to ranks in Leadership (4). Spend :Advantage: to cause 1 affected ally to recover 1 additional strain. Affected targets add :blue: to Discipline checks for the next 24 hours. !roll [pppppffbbbbdd][a]
**Fire Discipline (Leadership [ddd])** *(Presence 5, Leadership 4, BPEA-Cascader, Symbol of Command, Command 2, XO Assist, Influence [Control: Skill], Force Rating 2, Leadership Embellishment, Kill With Kindness 1 [Remove 1 :black:], Commanding Presence 1 [Remove 1 :black:])* Take the Fire Discipline action. If successful, the next crewmember firing aboard the ship can add :blue: to his check. Each additional :Success: :Success: grants this to an additional crewmember. She can spend :Advantage: :Advantage: :Advantage: to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage. Affected targets add :blue: to Discipline checks for the next 24 hours. !roll [pppppffbbbddd][a]
**Co-Pilot (Pilot Space [dd])** *(Agility 2, Piloting Space Group 2, Inspiring Rhetoric)* Take the Co-Pilot action. Each success downgrades the difficulty of the pilot's next piloting check by 1. !roll [pabdd]
**Plot Course (Astrogation [dd])** *(Intellect 2, Astrogation Group 2, Inspiring Rhetoric)* Take the Plot Course action, :Success: cancels :black: from piloting checks. !roll [pabdd]
**Pilot** *(Agility 2, Piloting Space Group 2, Inspiring Rhetoric)* !roll [pab]
**Damage Control (SYSTEM STRAIN)** *(Intellect 3, Mechanics Group 4, Inspiring Rhetoric, Second Team Boost)* !roll [pppbb]
**Damage Control (HULL TRAUMA)** *(Intellect 3, Mechanics Group 4, Inspiring Rhetoric, Second Team Boost)* !roll [pppbb]
**DP20 - 8 Turret Mounted Light Twin Turbolaser** *(Agility 3, Gunnery Group 4 x2, Inspiring Rhetoric, Fire Discipline, Firing Arc Gunner Assist, Damage 9, Crit 3, Breach 2, Slow Firing 1, Linked 1)* !roll [pppbbbb]
**DP20 - 6 Retractable Turret Mounted Quad Laser Cannons** *(Agility 3, Gunnery Group 3 x2, Inspiring Rhetoric, Fire Discipline, Firing Arc Gunner Assist, Damage 5, Crit 3, Accurate 1, Linked 3)* !roll [ppabbbb]
**DP20 - 6 Retractable Turret Mounted Quad Laser Cannons - Blanket Barrage** *(Agility 3, Gunnery Group 6, Inspiring Rhetoric, Damage 5, Crit 3, Accurate 1, Linked 3)* Upgrade incoming combat checks, :Advantage~1: :Advantage~1: for extra upgrades. When a sil 1-4 ship attacks this ship, 2 :Threat: cause the attacker to take an automatic hit for half damage. 1 :Despair: causes the attacker to take an automatic hit for full damage. !roll [pppaabbbdd]
**DP20 - 2 Concussion Missile Launchers** *(Agility 3, Gunnery Group 2, Inspiring Rhetoric, Fire Discipline, Damage 6, Crit 3, Breach 4, Blast 4, Guided 3)* !roll [paabbb]
Notes
Commanding Officer - Presence 5, Leadership 4/Command 2, Cascader, Symbol of Command, Influence Force Power [pppppffbbb]
Command Crew (XO)
- Presence 3, Intellect 2, Leadership [aaa], Warfare [aa]
- Fire Discipline (Leadership [ddd]), Scan the Enemy (Computers [dd])
Bridge Crew (Pilot, Co-Pilot, Navigator, Comm Operator)
- Agility 2, Intellect 2, Piloting Space [pa], Computers [pa], Astrogation [pa]
- Plot Course (Astrogation [dd]), Co-Pilot (Piloting [dd]), Piot (Piloting)
Boost Shields (Mechanics [ddd]), Scan the Enemy (Computers [ddd]),
Slice Enemy Systems (Computers [ddd]), Spoof Missiles (Computers [dd]),
Jamming (Computers [dd]), Jump to Hyperspace (Astrogation)
Gunnery Crew (8 turbolasers, 6 quad lasers, 2 concussion missiles p/s)
- Agility 3, Group Size varies per weapon, [ppp], [ppa], [paa]
Technical Crew (2x 4 engineers)
- Intellect 3, Mechanics [pppb]
- Damage Control (Mechanics), Slice Enemy Systems (Computers [ddd],
Boost Shields (Mechanics [ddd])
Starship Initiative
- Maggie *(Presence 5, Cool 3)*
!init pc [pppaa]
- Gunners *(Presence 2, Group 4)*
!init pc [ppp]
- Bridge/Technical *(Presence 2, Group 1)*
!init pc [aa]
Command Actions - Maggie
**Inspiring Rhetoric Improved (Leadership [dd])** *(Presence 5, Leadership 4, BPEA-Cascader, Symbol of Command, Command 2, XO Assist, Influence [Control: Skill], Force Rating 2, Leadership Embellishment, Kill With Kindness 1 [Remove 1 :black:], Commanding Presence 1 [Remove 1 :black:])* Take the Inspiring Rhetoric action. For each :Success:, 1 ally within close range recovers 1 strain and gains :blue: on all skill checks for a number of rounds equal to ranks in Leadership (4). Spend :Advantage: to cause 1 affected ally to recover 1 additional strain. Affected targets add :blue: to Discipline checks for the next 24 hours. !roll [pppppffbbbbdd][a]
**Fire Discipline (Leadership [ddd])** *(Presence 5, Leadership 4, BPEA-Cascader, Symbol of Command, Command 2, XO Assist, Influence [Control: Skill], Force Rating 2, Leadership Embellishment, Kill With Kindness 1 [Remove 1 :black:], Commanding Presence 1 [Remove 1 :black:])* Take the Fire Discipline action. If successful, the next crewmember firing aboard the ship can add :blue: to his check. Each additional :Success: :Success: grants this to an additional crewmember. She can spend :Advantage: :Advantage: :Advantage: to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage. Affected targets add :blue: to Discipline checks for the next 24 hours. !roll [pppppffbbbddd][a]
Bridge Actions
**Co-Pilot (Pilot Space [dd])** *(Agility 2, Piloting Space Group 2, Inspiring Rhetoric)* Take the Co-Pilot action. Each success downgrades the difficulty of the pilot's next piloting check by 1. !roll [padd]
**Plot Course (Astrogation [dd])** *(Intellect 2, Astrogation Group 2, Inspiring Rhetoric)* Take the Plot Course action, :Success: cancels :Setback: from piloting checks. !roll [padd]
**Jamming (Computers [dd])** *(Intellect 2, Computers Group 2, Inspiring Rhetoric)* :Success: Target must make Computers [dd] check to use the comm system. Each additional :Success: :Success: increases targets computers check difficulty by one. :Advantage: adds additional targets. !roll [pabdd]
**Scan the Enemy (Perception/Computers [ddd])** *(Intellect 2, Computers Group 2, Inspiring Rhetoric)* :Success: Learn target's weapons, mods, system strain, and hull trauma thresholds. :Advantage: :Advantage: Learn current system strain and hull trauma. !roll [pabddd]
**Slice Enemy Systems (Computers [ddd])** *(Intellect 2, Computers Group 2, Inspiring Rhetoric)* :success: -1 defense in one zone on target. :Advantage: :Advantage: +1 strain to target. :Triumph: Disable target weapon system for 1 round. !roll [pabddd]
**Spoof Missiles (Computers [dd])** *(Intellect 2, Computers Group 2, Inspiring Rhetoric)* If successful, any attacks against the crewmember's ship using weapons with the Guided quality upgrade their difficulty by 1 (plus an additional upgrade for each :Advantage: :Advantage: ) until the start of the crewmember's next turn. !roll [pabdd]
Technical Actions
**Slice Enemy Systems (Computers [ddd])** *(Intellect 3, Mechanics Group 4, Inspiring Rhetoric, Second Team Boost)* :success: -1 defense in one zone on target. :Advantage: :Advantage: +1 strain to target. :Triumph: Disable target weapon system for 1 round. !roll [pppbbddd]
**Boost Shields (Mechanics Hard [ddd])** *(Intellect 3, Mechanics Group 4, Inspiring Rhetoric, Second Team Boost)* On a successful check, the vehicle suffers 1 strain and increases the defense of one zone by one until the beginning of the technical crew's next turn. Additional :Success: increase the duration by one round each. !roll [pppbbddd]
**Damage Control (Mechanics)** *(Intellect 3, Mechanics Group 4, Inspiring Rhetoric, Second Team Boost)* !roll [pppbb]