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Colony Ship

Cedric Shock edited this page May 10, 2022 · 1 revision

Colony Ship

Self Sufficient

The colony ship produces enough basic supplies for its own needs

Doomsday Device

When you deploy a doomsday device roll (with no bonus? with tactics?) On a 7-9 you escape the coming destruction. On a 10+ your allies escape with you. On a miss you cannot escape the device, but you may disable it to avoid destruction.

A doomsday device has never been non-destructively replicated before. (make sure it's always possible to lose the ship)

Doomsday device

Destroys everything near a planet or in a solar system. With warning allies can synchronize their escapes. Roll + aproach. 7-9 escape with complications, 10+ escape.

Industrial Replicators

When you *replicate something that's never been replicated before roll + Operations

On a 10+ it's copied perfectly.

On a 7-9 it's replicated, but it's flawed in some manner. The GM will reveal how when it matters.

On a miss something goes terribly wrong. The GM will tell you what.

Terraforming

When you spend a season terraforming a planet choose 1:

  • The planet's atmosphere is not fatal
  • The planet produces food
  • The planet has potable water
  • The planet's least extreme uninhabitable region is now inhabitable (due to temperature)
  • The planet is protected from the interplanetary environment (radiation, gravity, etc)

Extra away teams

You may dispatch any number of away teams, but only have enough shuttles to support operations in the same system as the colony ship.

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