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Skr-Submariner (Psiportation)

Properties

Skills: Psiportation
Actions: where M* = M*(this), hide(re-action, 1fp) chk +M*(Stealth), avoid physical hazards sv(Agility) +M*

re-action (Hide, aspect-on:Stealth). You may use your ship’s re-action, a 1 fp, and this technique, to modify your striker’s stealth roll, making your ship harder to detect.

roll (hide) = d20 + R*(Submariner) + M*(Stealth)

Skr-Avionics action spec

hide(re-action, 1fp) chk= d20 + R*(Submariner) + M*(Stealth) & sv(Agility)= d20 +M* avoid physical hazards

As long as you are hidden from any target, any attacks made by your ship on that target will be at advantage, and that target’s attacks on you will be at disadvantage.

In addition, while you are hidden, you get a saving throw on any field effects imposed on your ship as if by means of the Field-Dodge technique.

You must roll for the stealth modifier (and spend an fp) each turn to retain this benefit.

Negotiate (main-action)

This is where you are steering your striker in the ethereal to avoid corporeal hazards (including other ships). Your GM will usually set the DC, based on the difficulty of the manoeuvre. An example of something fairly difficult would be attempting a strike (requires going into the ethereal), while tumbling end-over-end into a planet. Other examples may be, avoiding another striker that is crashing into you.