John Robinson Forum output done. Updated the planner with the new captain, officer and crew job ranks, skill and talents. Updated ship components as the list was old and not up to date. Next is steam output and crew combat.
Now we can post nice templates to the forum!
Crew Name: Dart Liner Try
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Captain
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Jobs
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Commander | 11 |
Military Officer | 11 |
Zealot | 22 |
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Skills
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Blades | 6 |
Command | 29 |
Intimidate | 18 |
Pistols | 5 |
Tactics | 6 |
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Talents
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Expert Planning | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown | Military Officer | Skill Save | 1 |
Power Play | When completing steps in a Mission, increase Faction Reputation bonuses by Charisma % | 3 weeks Cooldown | Military Officer | Reputation | 1 |
Fanatical Court | Upon defeating an enemy captain during a Conflict, seize their ship through a local prize court. We must pay the court 65% of the ship's value in tithes and fees and we will lose 60 Reputation with the enemy while striking a mighty blow in the Conflict | 36 weeks Cooldown | Zealot | Victory | 15 |
Enduring Defender | When Patrolling a system, reroll all 5 cards and draw a new hand | 21 weeks Cooldown | Zealot | Patrol | 15 |
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First Officer
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Jobs
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Commander | 11 |
Pirate | 18 |
Quartermaster | 10 |
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Skills
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Command | 12 |
Gunnery | 5 |
Intimidate | 21 |
Pilot | 13 |
Ship Ops | 3 |
Tactics | 3 |
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Talents
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Aura of Command | Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission | 3 weeks Cooldown | Commander | Skill Save | 1 |
Rallying Aura | In crew combat, Buffs entire team with +10% All Damage, +10% Critical, +10% Armor for 3 Turns and Restores (10 + 0 Command) Morale | Costs 12 Initiative to use | Commander | Combat | 1 |
Barked Order | In crew combat, intimidating command causes -25% All Accuracy, -25% All Damage for 3 Turns, knocks target back 1 slot | Costs 12 Initiative to use | Commander | Combat | 5 |
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Second Officer
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Jobs
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Diplomat | 11 |
Merchant | 11 |
Military Officer | 17 |
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Skills
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Command | 17 |
Intimidate | 6 |
Negotiate | 20 |
Pistols | 7 |
Tactics | 8 |
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Talents
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Silver Tongue | Price for military Rank is discounted by 10% + Negotiate Skill | 3 weeks Cooldown | Diplomat | Discount | 1 |
Upstaged Success | Increase Contact Reputation and Influence bonuses when completing a Mission by Charisma % | 3 weeks Cooldown | Diplomat | Reputation | 5 |
Political Hooks | Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol | 3 weeks Cooldown | Diplomat | Conflict | 11 |
Garner Favor | When executing a trade at the Exchange worth over $5,000, gain Reputation up to your Negotiate Skill with the local Faction | 9 weeks Cooldown | Merchant | Reputation | 5 |
Wise Counsel | Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission | 3 weeks Cooldown | Merchant | Skill Save | 1 |
Known Trader | Discounts price for trading Permit by 10% + Negotiate Skill. Contact spends Charisma % less Reputation | 3 weeks Cooldown | Merchant | Discount | 1 |
Jettison Cargo | Dumping one randomized type of our ship's cargo into space buys time to escape a Pirate before Ship Combat starts | 3 weeks Cooldown | Merchant | Encounter | 5 |
Expert Planning | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown | Military Officer | Skill Save | 1 |
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Third Officer
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Jobs
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Combat Medic | 11 |
Doctor | 17 |
Engineer | 11 |
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Skills
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Command | 5 |
Doctor | 26 |
Electronics | 6 |
Pistols | 6 |
Repair | 11 |
Tactics | 4 |
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Talents
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Cleansing Purge | In crew combat, Removes all Debuffs; Restores (10 + 0 Doctor) HP and Morale | Costs 10 Initiative to use | Combat Medic | Combat | 1 |
Bio-Poison Grenade | In crew combat, Grenade Attack hits 2 targets with 31-50 Dmg and Cripples with -2 Initiative, +14 Bio-Poison Damage, -25% Parry, -25% Dodge, -10 Bio-Poison Resist for 3 Turns | Costs 16 Initiative to use | Combat Medic | Combat | 5 |
Field Surgery | In crew combat, Removes all Debuffs; Heals (20 HP + 0 Doctor) HP | Costs 6 Initiative to use | Doctor | Combat | 1 |
Life Saver | Saves a life during ship combat, blockade, spying, patrol or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components | 9 weeks Cooldown | Doctor | Life Save | 5 |
Voice of Reason | A ship's crew loves a good doctor, and a calm voice of reason can calm angry minds. The mutiny ends and Morale of entire crew is increased by 10 + Doctor skill | 26 weeks Cooldown | Doctor | Mutiny | 8 |
Attentive Overhaul | Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel | 3 weeks Cooldown | Engineer | Skill Save | 1 |
Stormhunter | Careful study of readings and conditions allows Engineer to guide the ship through Radiation Storms (quadrant) and Ion Storms (system) while granting additional Experience reward | 6 weeks Cooldown | Engineer | Storm | 8 |
Boarder's Demolition | After a successful Boarding, rig an explosion which leaves the enemy ship vulnerable to continued attack; -15% Defense, -15% Shield, -15% Armor for next 4 Turns | 9 weeks Cooldown | Engineer | Boarding | 5 |
Unforeseen Discovery | While Exploring a Wild Zone, replace a risk card with a Experience bonus card | | Engineer | Explore | 11 |
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Fourth Officer
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Jobs
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Bounty Hunter | 11 |
Exo-Scout | 11 |
Soldier | 17 |
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Skills
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Evasion | 12 |
Explore | 11 |
Intimidate | 9 |
Rifles | 26 |
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Talents
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Blood Game | In Ship Combat, allows a boarding attempt at any range during Mission-driven battles as the hunter tracks their prey | 6 weeks Cooldown | Bounty Hunter | Ship Combat | 1 |
Steadfast Aim | In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Accuracy, +25% Ranged Damage, +20% Armor Piercing for 2 Turns | Costs Weapon's Initiative to use (No Valid Weapon) | Bounty Hunter | Combat | 1 |
Frag Grenade | In crew combat, Grenade Attack hits 2 targets with 31-60 Dmg and Cripples with -2 Initiative, +20 Bleeding, -30% Deflection, -20% Armor for 3 Turns | Costs 16 Initiative to use | Bounty Hunter | Combat | 11 |
Red Badge | When completing steps in a Mission and bearing an Edict of the sponsoring Faction, your fearsome prestige reduces your Reputation loss by up to Intimidate Skill | 3 weeks Cooldown | Bounty Hunter | Reputation | 5 |
Aggressive Advance | In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +2 Initiative, +25% Ranged Accuracy, +25% Armor Piercing, +25% To Resist Debuffs for 3 Turns | Costs Weapon's Initiative to use (No Valid Weapon) | Exo-Scout | Combat | 1 |
Resolute Hunter | While Exploring a Wild Zone, replace a risk card with an Artifacts reward card | 3 weeks Cooldown | Exo-Scout | Explore | 11 |
Plas-Charge Slugs | In crew combat, Crippling Rifle Attack with +20 Plasma, +10% Armor Piercing; successful hit causes -25% Armor, -16 Plasma Shielding for 3 Turns, knocks target back 1 slot | Costs Weapon's Initiative to use (No Valid Weapon) | Exo-Scout | Combat | 11 |
Know Thy Enemy | In crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Dodge, -40% Armor, -16 Plasma Shielding for 3 Turns | Costs Weapon's Initiative to use (No Valid Weapon) | Exo-Scout | Combat | 8 |
Steady Mobility | In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Damage, +25% Armor Piercing, +25% Dodge, +25% To Resist Debuffs for 3 Turns | Costs Weapon's Initiative to use (No Valid Weapon) | Exo-Scout | Combat | 1 |
Suppressing Fire | In crew combat, Crippling Rifle Attack with +25% Ranged Accuracy; successful hit causes -25% All Accuracy for 2 Turns, knocks target back 1 slot | Costs Weapon's Initiative to use (No Valid Weapon) | Soldier | Combat | 1 |
Fearsome Charge | In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +25% All Damage, +25% Critical for 3 Turns | Costs Weapon's Initiative to use (No Valid Weapon) | Soldier | Combat | 11 |
Concussion Grenade | In crew combat, Grenade Attack hits 2 targets with 20-30 Morale Dmg and Cripples with causes 50% Stun, -4 Initiative for 3 Turns | Costs 16 Initiative to use | Soldier | Combat | 8 |
Full Auto | In crew combat, Rifle Attack hits 2 targets with +15% Ranged Damage, +10% Armor Piercing, +25% Critical. Successful attack Debuffs yourself with -25% Ranged Accuracy, -25% All Damage, -10% Dodge for 2 Turns | Costs 2X Weapon's Initiative to use (No Valid Weapon) | Soldier | Combat | 8 |
Covering Fire | In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes 25% Stun for 2 Turns, retreats 1 slot | Costs Weapon's Initiative to use (No Valid Weapon) | Soldier | Combat | 5 |
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Crew Manifest
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Job Num Rank
Job | Num | Rank |
Commander | 2 | 32 |
Crew Dog | 2 | 32 |
Diplomat | 1 | 32 |
Doctor | 1 | 32 |
Electronics Tech | 2 | 32 |
Engineer | 1 | 32 |
Explorer | 1 | 32 |
Gunner | 1 | 32 |
Hyperwarp Navigator | 3 | 32 |
Mechanic | 2 | 32 |
Military Officer | 2 | 32 |
Pilot | 3 | 32 |
Pirate | 2 | 32 |
Soldier | 1 | 32 |
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Ship Readout
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Ship | Dart Liner |
Price | $327.0k |
Engine | M3400 Void Engine-Traveler |
Current Mass | 3375 |
Max Mass | 3400 |
Total Slots | 17 |
Large | 2 |
Mid | 3 |
Small | 12 |
Hull | 950 |
Armour | 13 |
Shield | 17 |
Max Officers | 5 |
Max Crew | 24 |
Cargo | 45 |
Speed | 29 |
Agility | 24 |
Fuel Cost | 2 |
Fuel Tank | 115 |
Fuel Range | 57 |
Jump Cost | 11 |
Pilot | 45 |
Navigation | 18 |
Ship Ops | 36 |
Electronics | 23 |
Gunnery | 14 |
Tier | 2 |
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Ship Components
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Large Components
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Cargo Hold 4 |
M3400 Void Engine-Traveler |
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Medium Components
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Barracks 3 |
M3400 Hyperwarp |
Prison Cellblock |
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Small Components
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Lionheart Cannon |
Lionheart Cannon |
Pilot Assist Module 4 |
Pilot Assist Module 4 |
Pilot Assist Module 4 |
Pilot Assist Module 4 |
Pilot Assist Module 4 |
Reinforced Officer Cabin |
Reinforced Officer Cabin |
Scout Bridge 4 |
Sensor Array 4 |
Sensor Array 4 |
Name | Type | Range | Damage | Radiation | Void | AP | Accuracy | Critical Chance | Cripple Chance | Level |
Lionheart Cannon | Autocannon | 1-2 | 90 | 0 | 0 | 1 | 10 | 15 | 40 | 7 |
Lionheart Cannon | Autocannon | 1-2 | 90 | 0 | 0 | 1 | 10 | 15 | 40 | 7 |
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Dice Pools
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Ship Combat Dice (Standard Dice counted as 1/2 Strong Dice)
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Type | Dice |
Long Accuracy | 125 |
Short Accuracy | 147 |
Long Evasion | 165 |
Short Evasion | 160 |
Long Range Change | 198 |
Short Range Change | 220 |
Escape | 225 |
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Crew Dice
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Skill | Crew | Ship | Percent |
Electronics | 94 | 23 | 408.7 |
Gunnery | 86 | 14 | 614.29 |
Navigation | 81 | 18 | 450 |
Pilot | 123 | 45 | 273.33 |
Ship Ops | 106 | 36 | 294.44 |
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