Space Jam Team Creation

Page history last edited by Michael 5 mos ago

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Space jam abilities and promotions

 

Ok, here’s how this works. You each have 10 points to spend on equipment, weapons and skills. Your limitations: you only have 2 hands (unless you buy servo-arms). You need to have either the Crewman or Trooper training, and any training listed under either of them requires them. Trained skills are 2 points each, except Crewman and Trooper at 1 point each. The pilot, marine, and captain each get to choose 1 special order, no one else does. Choose wisely, they are one use only, and you don’t get another one anytime soon. Grenades and demolitions equipment are one use only, but are easy to get later. You are allowed to perform almost any single action even without training, but you get serious penalties for doing so without the appropriate training. Every person may take one Special Ability. Again, these are hard to come by, so choose wisely.

 

Ship related training

 

  • Crewman: systems proficiency (removes penalties for operating shipboard systems)
  • Pilot: allows speed up, slow down, and turn abilities
  • Hotshot pilot: allows piloting special actions
  • Speed demon: ignores stacking of negative modifiers for speed
  • Sensor tech: allows use of sensors
  • Scientist: allows science checks
  • Linguist: allows comprehension of foreign languages and accents
  • Diplomat: allows you to sweet talk others
  • Hacker: allows you to hack foreign computer systems (requires scientist)
  • Engineer: allows you to pump engines or reactors for extra power
  • Navigator: allows you to phase more successfully than the untrained
  • Ship’s Gunner: proficiency in using ship’s weapons
  • Missile technician: allows you to launch missiles more effectively
  • Damage controller: allows you to control damage
  • Doctor: allows advanced medical treatments

 

Combat related training

 

  • Trooper: small-arms proficiency (removes penalties for using weapons and other combat supplies)
  • Heavy weapons guy: heavy weapons proficiency
  • Shocktrooper: get a free shoot action in a turn
  • Armor specialist: allows you to use vehicles and armor suits
  • Combat medic: proficiency in first aid
  • Commando: gives you a free alert 1 at the end of each turn
  • Sharpshooter: allows re-rolls in ranged combat
  • Martial artist: re-rolls in melee combat
  • Hopper: jump over objects with no reduction in movement speed
  • Quick-draw: draw a light weapon with no roll
  • Grenadier: proficiency in tossing grenades
  • Demolitions: proficiency in high explosives
  • Drone tech: allows use and repair of drones

 

Special Abilities - pick one; later these are available by special means only.

 

  • Patient: may prepare multiple times

  • Tough: takes an extra wound to kill

  • Fast: moves at one extra speed

  • Strong: may carry objects without penalty

  • Mercenary: receives extra payment for completed missions

  • Famous: receives promotions easier

  • Salvager: at the end of a completed mission, you may take any one piece of gear free; even it is claimed by the UEF.

  • Linguist: has the gift of understanding foreign languages

 

Special commands - available only to pilot, captain, or marine characters (officers), used once only.

 

  • Double time: move twice in one action

  • Volley fire: shoot twice in one action

  • Charge!!!: move and attack in melee in one action

  • Aim for the head: all ranged attacks on enemies do 2 points of damage this turn.

  • Maximum power: all energy weapons and power axes do double damage, but wound the user on a 1, and become unusable. The plasma cannon, however, explodes.

  • Full clip: all ballistic weapons get double the dice, and then run out of ammo.

  • Fire all batteries: all penalties for remotely firing ship’s guns are ignored, gunners get +1 to fire.

  • Incoming fire: pilots may try to evade enemy fire. Hotshot pilots get +1 to evade.

  • Must… hit… button!: ignore any penalties given by out of control rating.

  • Excuse me, I’m trying to work!: attack an adjacent enemy and perform a ship-related action at once.

  • Nerd power: all science, sensor, and communication rolls this turn get +1

 

 

The Ship

 

Now it gets fun. All of you as a team have 10 points to spend on a ship. You may not take any Advanced Modules initially; see here for ship building and alteration.

 

The ship starts with the following items for free:   2 life support bays, a helm, an engine, and a phase drive (don't lose it, you won't get another!).

 

NPC Crew

 

And finally, crew for hire: you can take as many as you can pay for (by the way, they will accept payment at the end of a mission…)

 

  • Alex chandler, demolitions expert (3 points/ mission)

  • UEF Cyber Human Assault Soldier (CHAS) 3 pts/mission

  • UEF cargo droid (2 pts/mission)

  • Chris Lawrence, navy gunnery specialist (3 pts/ mission)

  • Jeff Helenberg, nerdboy extraordinaire (4 pts/mission)

  • Griff Simmons, veteran marine ( 5 pts/ mission)

 

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