Wild Virtue by FiveThings

Type
Ship
Faction
Make & Model
G9 Rigger Light Freighter

Characteristics

4
2
0
-3

Placeholder Image

3
Threshold 25
Current 0
Threshold 15
Current 0

Defense

1
0
Fore
Aft
1
0
0
0
Port
0
0
Starboard
Hyperdrive
Primary: Class 3; Backup: None
Crew
2
Passengers
6
Sensor Range
Medium
Consumables
1 Month
Hard Points
4
Encumbrance
80
Price
55000
Rarity
5

Weapons

Linked Turret Mounted Light Laser Cannons
Firing Arc
All
Range
Short
Linked 1 (No Port Arc)
Damage
5
Critical
3
Linked Ventral Wing-mounted Light Blaster Cannons
Firing Arc
Forward
Range
Short
Linked 1
Damage
4
Critical
4
Dorsal Auto-Blasters
Firing Arc
Forward
Range
Short
Auto-fire
Damage
3
Critical
5

Attachments

Advanced Targeting Array
Base Modifiers
Upgrade (twice with mod) Gunnery checks when firing ship weapons
Hard Points
1
Modifications
Modded with second gunnery upgrade
Sniper Shot Innate Talent (ATA Mod)
Base Modifiers
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Hard Points
Modifications
True Aim Innate Talent (ATA Mod)
Base Modifiers
Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Hard Points
Modifications
Enhanced Armor
Base Modifiers
Adds one point to starship armor at the cost of reducing handling by 1 (both included in main stats).
Hard Points
2
Modifications

Special Features

Hard Points Used: 5/4 (Linked Weapon (2), Advanced Targeting Array (1), Enhanced Armor (2). Force magically let them get to 5 :)

CRITICALS:
All repaired

Cargo

ON SHIP
Light Blaster Pistol
Reload Power Pack
Gammorean Cudgel
Comlink
Toolkit
General Repair Parts (1000 credits worth)

4,500 credits (was 13750, just paid 9250 for 8000 enchanced armor, 1000 speeders rental, 150 for 3x Detonite, 100 for 4x Stimpacks)

2 Imperial Codes (from R5 in Reles)
4 Stun Grenades (from Korn)
Lightsaber hilt parts
2 Training Lightsabers
2 Concealing Robes
1 Blaster Rifle (Gwen's previous weapon)

WITH GROUP B:
1000 credits
Imperial Tracking GPS



WILDERNESS SURVIVAL KIT:
One thermal cloak (remove two setback dice due to heat or cold), a multitool or survival knife, a distress beacon, two emergency comlinks, a spool of wire, ration bars, a basic medpac, two respirators (good for water or air-free environment), a water jug with filter, a glow rod, 50 meters of high-tensile microfibre line, ten ration packs and an emergency flare gun, and improvised grappling hook

Notes

NIL BRENO'S PRICE LIST

Repairs, 500 credits per hull trauma
Replacements parts for their own repairs (In groups of 250 credits)
Auto-Blaster, Close, Dam 3, Crit 5, Auto-fire, Price 3000
Light Blaster Cannon, Close, Dam 4, Crit 4, N/A, Price 4000
Heavy Blaster Cannon, Close, Dam 5, Crit 4, N/A, Price 5000
Light Laser Cannon, Close, Dam 5, Crit 3, N/A, Price 5500
Medium Laser Cannon, Close, Dam 6, Crit 3, N/A, Price 7000
Light Tractor Beam, Close, N/A, N/A, Tractor 2, Price 6000
Electromagnetic Tow Cable Launcher, Close, N/A, N/A, Ensnare 5, Knockdown, Limited Ammo 1, Price 2000
Advanced Targeting Array (4000 credits, 1HP), upgrades ability of all gunnery checks when firing ship weapons by 1, plus additional mods possible (EOTE Core p.269).
Enhanced Armor (2000 credits times the silhouette, 2HP). Adds one point to starship armor at the cost of reducing handling by 1.
HP 1 for anything new or linking two together, 0 if replacing an existing system.

LINKED WEAPONS: No need to declare in advance. On success spend 2 advantage to trigger linked weapon with same damage as first.

AUTO-FIRE WEAPONS: Optional. Increase difficulty of the check by one purple if attempting auto-fire. On success can spend 2 advantage to trigger additional hit, multiple times.

SAMPLE MANEUVERS

(Pilot) Fly: Change position; no advantages or disadvantages to gunners.

(Pilot) Evasive Maneuvers: Change position; gunnery difficulty dice upgraded (both sides) (T)

(Pilot) Stay on Target: Gunnery ability dice upgraded (both sides)

(Gunners) Aim: Get a boost before firing a weapon (T)

Change Station: Move around the bridge or the engineering deck

SAMPLE ACTIONS

(Pilot) Gain the Advantage: Choose one enemy for piloting check based on lower speed (3 purple). If successful, put them where you want them and your gunners ignore both sides’ evasive maneuvers penalties until the end of next round.

(Bridge) Co-Pilot: Piloting check (2 purple), downgrades difficulty or boosts (hr) next pilot check if successful.

(Gunners) Fire Weapon: Gunnery Check based on similar silhouettes (2 purple), modified by current maneuvers and defense of other ship (T)

(Engineering Deck) Install HRMI: Average (2 purple) Mechanics check plus maneuver modifiers

(Engineering Deck) Damage Control: Choose system strain or hull trauma and reduce 1 per success on Mechanics Check (1 purple for <50% of threshold, 2 purple for more, 3 purple for exceeding threshold). Can reduce strain repeatedly but hull trauma just once. Can also repeatedly attempt to repair critical hits (difficulty based on critical hit severity).

Change Decks: Move from the bridge to the engineering deck or vice versa.