You are on page 1of 19

CHARACTERISTIC MODIFIERS

Skill rolls 8+
Characteristic 0-2 3-5 6-8 9-11 12-14 15+
Characteristic rolls 6+
Modifier -2 -1 - +1 +2 +3
Perception Roll 8+
Attack rolls 8+
Difficulty DM Example: Driving a Car
Routine +2 Starting it while under stress
AIDING ANOTHER Average +0 Swerving to avoid a crash
Task leader makes skill roll. Difficult -2 Handbrake turn to throw off pursuer
Each helper makes the same Very Difficult -4 Putting the car on two wheels
roll. The Effect of a helper's Formidable -6 Jumping the car from one roof to another
result provides a bonus:
Effect Degree of Success
Successful +1 -6 or lower Exceptional Failure
Exceptional Success +2 -1 to -5 Failure
Failed -1 0 to +5 Success
Exceptional Failure -2 +6 or higher Exceptional Success

Jack-of-Trades skill allows MULTIPLE ACTIONS


an unskilled character to aid A character can try to do two or more things at once, For every
another using their JoT skill extra thing that the character is doing, he suffers a –2 DM to all skill
as a bonus, rather than the checks.
skill required by the task.
OPPOSED CHECKS
CIRCUMSTANCE If two characters are opposing each other directly in a task, then the
MODIFIERS character who obtains the highest Effect wins. For ties on opposed
Useful gear or tools (+1 or checks, the character with the highest relevant characteristic score
+2); lack of tools (-1 or -2). wins. If the characters tie on characteristic scores, they reroll.
Other factors like
sandstorm, dark, fog, heavy
rain, etc. which will impose TASK FORMAT
a negative DM up to -5. Dock with tumbling space-station. Pilot, Dexterity, 1D6 minutes, Difficult.

Stress Roll (Int) 10+ Time Frame


Fail? Stunned for 1 rd and temporarily lose 1 pt of Int 1D6 seconds
1D6 rounds
1D6 minutes
1st point of Int lost – Stunned for one round.
1D6 kiloseconds/15mins
Int reduced to Half – Make an Average (0) Int Panic check; failure
1D6 hours
means rolling on the Panic Effects table.
1D6 days
Int reduced to 0 – The player makes Difficult (-2) Int Panic check. If
1D6 weeks
successful, Int is returned to 1. If failed, roll on the Panic Effects table
1D6 months
with a +2 DM.
1D6 quarter

PANIC EFFECTS
2D6 Description
2-4 Stunned – 1D6+2 rounds
5-6 Flee – Overwhelming drive to escape the situation for 1D6+2 rounds
7-8 Stunned – 1D6+2 minutes
9 Phobia – 1D6+2 rounds, and also develop a phobia. Pick something appropriate; each time
you are exposed to it take a -2 to all Stress checks.
10 Flee – Overwhelming drive to escape the situation for 2D6 minutes
11 Stupefied – Blank, uncommunicative, unresponsive and oblivious for 1D3 days
12 Psychotic Break – Reality has no meaning, the character turns illogically on his comrades by
sabotaging equipment and hampering any chance of escape or survival, even if it means the
character’s own death. Lasts until cured.
COMBAT RANGE BANDS AUTOMATIC FIRE
Range Distance to Target Rate of Fire Number of
Personal Touching, less than 1.5m Chances to Hit
Close 1.5 to 3 m 1 shot x 1 attack
Short (Pistol, Thrown) 3 to 15 m 4-round burst x 2 attacks
Medium (Assault, Shotgun) 15 to 50 m 10-round burst x 3 attacks
Long (Rifle, Rocket ) 51 m to 250 m
Very Long 251 m to 500 m Unreliability: On a ‘double-2’ roll, check
for a jam or misfire, 7- on 2D6.
Distant 501 metres+

AREA FIRE DMs MOVE


2m/rd if attacking
Weaponry Bonus to Pool
9m/rd if jogging (can dodge and make perception rolls)
Single shot - 18m/rd if sprinting (no defence, no perception rolls)
4 round burst +1D6
10 round burst +2D6
20 round burst +3D6
GUNFIRE 8+
Grenade +2D6
Advantage Modifier
Anti-Tank Weapon +3D6
Target in Weapon’s Range Band 0
Tank cannon +4D6
Target 1 band beyond Range Band -2
Airstrike/ Artillery See Fire Support, in
Target 2 bands beyond Range Band -4
the next section
Point Blank (3m or less) +2
Every success adds 1D6 to pool, add add-
optional DMS for table. Half the total of dice if Aiming for one round +1
enemy entrenched. Aiming for one round with Scope +2
Propelled Grenade with burst effect +1
Explosions Shotgun-Short Range (4D6 damage) +1
Diff (-2) Dex roll to avoid damage if in -Medium Range (2D6 damage) 0
the radius of an explosion. DMs: going -Long Range (1D6 damage) 0
prone (+1), ducking behind hard cover Target Moving, Dodging, Rushing -1
(+2) or occupying a trench or bunker Target in Cover, Partial -3
(+4). Diving for cover means being prone Frenzy Fire -2
and losing next action. Firing into Hand-to-hand Combat -2
Autofire 4 rd burst x2
Autofire 10 rd burst x3
MELEE CBT 8+ Firer’s Str is lower than gun’s Recoil -1
+ skill (Brawling or Blade)
+1 Strength or Dexterity DM
+ Dex DM if animal or exomorph GRAPPLE
- defender parry (Brawling/Blade Combat) Brawling 8+
-1 if not fighting at weapon’s range # Continue pinning the victim with no other effects.
# Disarm his opponent. If he succeeds by 6+ he can
take the weapon away; otherwise ends up on floor.
ORDER OF COMBAT # Drag his opponent up to three meters.
1st: Melee Combat # Escape the grapple and move away.
2nd: Aimed Fire # Inflict damage equal to 2 + the Effect.
3rd: Area Fire # Knock his opponent prone.
4th: Non-Combat Actions # Throw opponent up to three metres for 1D6+2 damage.

Injury Type Effect


Wounded Cut/bruised, but unaffected
Injured Stunned for 1 round, but still fighting. A hit location may be
(End 0) temporarily disabled.
Seriously Wounded Unconscious, roll Av End each minute to wake. Roll Av End each hour,
(Two characteristics at 0) failure means 1pt dmg. Lose 1 pt each hour if hourly Av End failed.
Requires surgery.
Dead (All at 0) Dead is dead.
Each hex = 1 parsec
#1 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:

#2 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:

#3 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:

#4 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:

#5 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:

#6 Name: Subtype:
Wt: kg Str: Dex: End: Int: Armour:
No. Appearing: Speed: Skills:
Weapons: Terrain:
Attack: Flee: Locomotion (W/F/S/A):
Notes:
SPECIFICATIONS
Type dTon Armour Hull/Struc Cost ($)
/
Max.Speed (kph) Range Agility Cargo Crew/Passengers
(km) (kg)

ARMAMENT
Weapon Damage RoF Range Ammo

Notes:

SPECIFICATIONS
Type dTon Armour Hull/Struc Cost ($)
/
Max.Speed Range Agility Cargo Crew/Passengers
(kph) (km) (kg)

ARMAMENT
Weapon Damage RoF Range Ammo

Notes:
SPECIFICATIONS
Type dTon Armour Hull/Struc Cost ($)
/
Max.Speed Endurance Agility Str Dex Int Edu
(kph) (hours)

ARMAMENT
Weapon Damage RoF Range Ammo

CPU
Fittings:
Software:
Notes:

SPECIFICATIONS
Type dTon Armour Hull/Struc Cost ($)
/
Max.Speed Endurance Agility Str Dex Int Edu
(kph) (hours)

ARMAMENT
Weapon Damage RoF Range Ammo

CPU
Fittings:
Software:
Notes:
Miami Office / 65-D45-25
Employee Name: Age: SKILLS
Career: Position:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -

Miami Office / 65-D45-25


Employee Name: Age: SKILLS
Career: Position:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -

Miami Office / 65-D45-25


Employee Name: Age: SKILLS
Career: Position:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -
HROM QUANTICO / VidFone 22-134-26
Marine Name: Age: SKILLS
Rank: Current Role:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -

HROM QUANTICO / VidFone 22-134-26


Marine Name: Age: SKILLS
Rank: Current Role:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -

HROM QUANTICO / VidFone 22-134-26


Marine Name: Age: SKILLS
Rank: Current Role:
Psych Evaluation:
Origins:
Appearance:
Professional Relationships
Inventory
Str
Dex
End
Int
Edu
Soc
- OFFICIAL REMARKS ON REVERSE -
COLONIAL Assessment Form 12/JKA/738010-F ESCA

COLONY INSTABILITY SCORE


0 1 2 3 4 5 6 7 8 9 10 11

YEARLY PROFITS X or √
FY Q1 Q2 Q3 Q4
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
CERTIFICATE OF FLIGHT 12-45-CL

SHIP NAME ICO Reg.


SHIP CLASS CARGO CAP.
OWNER HOMEPORT
FUEL CAP. TONNAGE
CREW No. PASSENGERS
BURN 24 23 22 21 20 19 18 17 16 15 14 13
COUNT 12 11 10 9 8 7 6 5 4 3 2 1
REPAIRS HULL
REQUIRED
STRUCTURE

CAPTAIN

PILOT

NAVIGATOR

SENSOR OPERATOR

CHIEF ENGINEER

ASST. ENGINEER

MEDIC

SIGNATURE
ICO 55300-208 FBLMD-0173-
DATE X FOURTH SERIES ICO-67X
SHEET
SHIP’S LOG 15-40-CL

SHIP NAME FLIGHT [from/to] MISSION BURNS


ICO Reg. DEADLINE [days] DAYS REMAIN
CONTRACT
PRE-FLIGHT
FLIGHT OUT
FLIGHT IN/LANDING
OFF-DUTY

ICO 55360-208 FBLMD-250-X ICO-68X


THIRD SERIES
COLONIAL Assessment Form 02/JDF/828010-B ESCA

TARGET WORLD SPONSOR AVAILABLE FUNDING

HEX LOCATION STARPORT SIZE ATMOS HYDRO POP GOV LAW TRADE CODES

POPULATION COMMS
TYPE Tons Cost
HABITAT TYPE
POWER REQ.
HABITAT TONNAGE
HABITAT COST

INFRASTRUCTURE
POWER PLANTS
TYPE Tons Output Cost Distribution
(kW) Road Type
Road Cost
Utilities Cost
ACCESS & SECURITY
Add-On Tons Cost
WATER SUPPLY
TYPE Tons People Cost

LIFE SUPPORT PLANT


TYPE Tons People Cost

STARPORT
TYPE:
FACILITIES:

FOOD SUPPLY
TYPE Size Sq.m) Cost Food Units People Supported/day

1 of 2
CUSTOM LANDING PAD FACILITIES
Facility Tonnage Cost

PUBLIC AREA FACILITIES


Facility Tonnage

Total Tonnage = Cost = (Total Tonnage x Hab Type)

VEHICLES & ROBOTS


Vehicle Cost Vehicle Cost

COLONY NOTES & INFORMATION

2 of 2
PERSONNEL Form 01/FGW/600932-D
OFFICIAL USE ONLY
Returned PSSS Date

Name ICO UNIVERSAL PERSONALITY PROFILE


STR DEX END INT EDU SOC

Job Title Training & Skills ICO Lvl

Rank

Terms/Age
/
Nationality

Videofone No.

Attach Photo

Personal Details

Work History
al
List of Current
Belongings

Current Balance: ($):

“Hire for Attitude” Signature:


“Train for Skill” [Stay within the box]

ICO 67300-231 FPLLD -0056-X SECOND SERIES

You might also like