Coriolis Ship Matv2.pdf.pdf

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BRIDGE
ORDERS (All 0 EP)
Roll Command:
INITIATIVE
SHIP NAME
SHIP
CLASS
SENSORS
ACTIONS (All 1 EP):
Roll Data Djinn:
SIG
BONUS
ATTACK: Advance moves and attack rolls
EVADE: Evasive Manoeuvres and Breaking Locks
REPAIR: All Ship Repairs
RETREAT: Retreat moves
RANGES
CONTACT
0 CU
1 CU
2 CU
4 CU
8 CU
TARGET LOCK
BREAK TARGET LOCK
PULSE or MEME ATTACK: EP dmg
DISAPPEAR: requires Stealth Tech
PLACE ORDER HERE
CURRENT
ORDER
BONUS
SHORT
MEDIUM
LONG
EXTREME
PLACE ASSIGNED ENERGY POINTS HERE
CURRENT
TARGET
LOCK
ENGINEERING
ACTIONS:
Roll Tech:
ENERGY
POINTS
GUNNERY
DISABLED MODULES
ACTIONS:
Roll R. Combat:
ARMOUR
OVERLOAD REACTOR: Each 6 = 1 EP, 1 HP dmg (0 EP)
REPAIR: Hull, System, Critical or Module (1 EP)
OPEN AIRLOCK: After docking (1 EP)
FIRE WEAPON SYSTEM (1 EP)
LAUNCH TORPEDO/DEPLOY MINE (0 EP)
DEFENSIVE FIRE (1 EP)
Repairs require Spare Parts
PLACE ASSIGNED ENERGY POINTS HERE
CURRENT
HULL POINTS
PLACE ASSIGNED ENERGY POINTS HERE
HELM
Roll Pilot:
SPEED
MAN.
BONUS
WEAPON
BONUS DMG
CRIT
RANGE
NOTES
ACTIONS (All EP = Ship Class):
POSITION: Each 6 = +1 Initiative
ADVANCE/RETREAT: Each extra 6 = +1 move
EVASIVE MANOEUVRES
RAMMING: Dmg = Ship Class
BOARDING: -2 during combat
CURRENT
EVASION
BONUS
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