Navigation

  Space Tyrants
  Fluff
  Rules
    - Abilities
    - Crew
    - Warbands
       - Galactic Coalition
       - Rebels
       - X'illiac Conglomerate
       - The Old Republic
       - Ravagers
       - Trade Federation
       - Kingdoms of Durenthar
       - Elluvian Commonwealth
       - Sydon
       - Orukan Empire



  All Content 
  © 2009 Level Eleven Studios
Rules‎ > ‎

Crew

All ships have a crew, but only a very few will be given titles, and it is these few that we speak of when we talk about a ship's crew in Space Tyrants.  You may purchase crew members with credits, and each one has one or more special effects which apply to the ship it is on.  Unlike captains, crew always stay with the ship for which they were purchased and do not gain XP.


Ace Pilot - (All ahead full) Once per turn, allows the ship to trade 1 turn for +1 move, or vice versa.  May not be used by ships with perfect maneuverability.
Engineer - (Brace for impact) Whenever the ship is critically hit, after the other player rolls on the critical hit table, you may roll a d10.  On 6+, you may choose to force the other player to reroll on the critical hit chart.
Gunnery Chief - (Fire at Will) Once per turn, may add +1 to hit or +1 to damage to a single attack
Science Officer - (Let's Try Science) Once per turn, choose two hexes which are not occupied by other ships, planets, suns, or black holes.  You may treat those hexes as if they were open space.

  Sign in   Recent Site Activity   Terms   Report Abuse   Print page  |  Powered by Google Sites