Vehicle Assets
There are three categories of vehicles: your command vehicle, support vehicles, and incidental vehicles you acquire during play. This page covers the command vehicle and support vehicle assets. Incidental vehicles are described in Your Character.
Command Vehicle: Starship
The command vehicle is your interstellar Starship. It is a default asset for your character, taken when you begin your campaign. If you are playing with others, this is a shared asset; each of you may use the Starship’s abilities while aboard the craft.
The command vehicle has an integrity meter and starts at 5 integrity. When your Starship takes a hit, make the Withstand Damage move to see what happens.
Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you Advance, you may spend experience to equip this vehicle with module assets.
Abilities:
- Your armed, multipurpose starship is suited for interstellar and atmospheric flight. It can comfortably transport several people, has space for cargo, and can carry and launch support vehicles. When you Advance, you may spend experience to equip this vehicle with module assets.
- When you Finish an Expedition (dangerous or greater) in your starship and score a hit, this journey strengthened your ties to your ship and any fellow travelers. You and your allies may mark 1 tick on your bonds legacy track.
- When you Withstand Damage, you may roll +heart. If you do, Endure Stress (-1) on a weak hit or miss.
Support Vehicle Assets
Support vehicles complement your command vehicle for planetside or short-range operations. If you are playing with others, one of you might serve as the pilot or owner of a support vehicle, but anyone on board can use its abilities as appropriate to the situation.
As with the command vehicle, your support vehicles have integrity meters. The maximum integrity varies based on the type of vehicle. When a support vehicle faces a damaging situation or environment, you must Withstand Damage to see how it fares.
Exosuit
Integrity 6
Your lumbering rig houses one pilot, is sealed against hostile environments, and is armed with fixed or held weapons.
Abilities:
- When you make a forceful, damaging, or resistant move, you may (after rolling) replace the value of your action die with the rig’s integrity; if you do, Lose Momentum (-1).
- Your exosuit is equipped with thrusters. You can maneuver in zero-g, make thrust-assisted leaps, and drop to a surface from altitude. When you burn fuel to overcome a critical obstacle (decide after rolling), you may reroll any dice. If you do, Sacrifice Resources (-1).
- When you Withstand Damage, you may reroll one challenge die.
Hoverbike
Integrity 3
Your unarmed hoverbike provides speedy planetside ground transport, and is equipped to carry up to two people and their gear.
Abilities:
- When you Undertake an Expedition (+edge), take +1 momentum on a hit. On a strong hit with a match, you also surge ahead or find a new path; mark progress.
- When you fire the bike’s afterburner and make a move to perform a risky maneuver, you may add +integrity and take +2 momentum on a strong hit. If you do, count a weak hit as a miss.
- When you make a move while maneuvering your bike and burn momentum to improve your result, roll your action die. On a 5 or 6, do not reset momentum.
Rover
Integrity 5
Your unarmed rover provides protected planetside transport.
Abilities:
- When you Undertake an Expedition or Set a Course, add +1. When you Finish an Expedition in your rover, you may reroll one challenge die.
- You may equip your rover with one module asset at no extra cost. When you Withstand Damage, the module can be broken or destroyed as with a command vehicle. If you reconfigure your rover, spend 1 experience, discard the module, and equip another with the same number of marked abilities.
- When you Face Danger or React Under Fire by taking a hit or crashing through an obstacle, you may roll +integrity. If you do, take +1 momentum on a hit.
Service Pod
Integrity 4
Your unarmed utility vehicle houses one pilot for short-range, low gravity operations.
Abilities:
- When you make a move using the pod’s manipulator arms to perform a delicate or forceful task, add +1 and take +1 momentum on a hit.
- When you Face Danger, Gain Ground, or React Under Fire by maneuvering your pod through a hazardous or obstructed area, choose an approach and roll +integrity: careful adds +2 and Loses Momentum (-1), reckless takes +1 momentum on a hit.
- When you make a move while controlling the pod and push its capabilities to the limit, you may take an automatic strong hit. If you do, Withstand Damage (-2).
Shuttle
Integrity 4
Your unarmed shuttle provides short-range transport for several people and equipment through space or atmosphere.
Abilities:
- When you travel to a location (not your command vehicle), you and your allies may take +1 momentum when you arrive.
- When you Face Danger or React Under Fire to navigate through hazardous skies, avoid obstacles, or evade an attack, add +1 and take +1 momentum on a hit.
- Your shuttle is sealed against high pressure environments, can travel underwater, and is more resistant to damage; when you Withstand Damage, add +1.
Skiff
Integrity 4
Your unarmed flatbed hover-vehicle carries several people, gear, and cargo over land or water.
Abilities:
- When you Undertake an Expedition or Set a Course, you may rely on the skiff’s simple durability and roll +integrity. If you do, take +1 momentum on a hit.
- Your skiff is armed with a turreted cannon. When you Strike or Clash by firing the cannon, roll +integrity and take +1 momentum on a hit. On a strong hit with a match, your shots cause extra destruction or create havoc; mark progress.
- Your skiff is fully stocked. When you Check Your Gear, add +1 and take +1 momentum on a hit.
Snub Fighter
Integrity 4
Your armed snub fighter carries a single pilot for space or atmospheric flight and combat.
Abilities:
- When you Enter the Fray, you may roll +integrity; if you do, take +2 momentum on a hit.
- When you Strike or Clash, add +1. On a strong hit with a match, mark progress.
- When you personally defeat a notable foe in your snub fighter, envision the victory mark you make on the fuselage. Tally your victories in this box. For every five, mark 2 ticks on your quests legacy track.
