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Stinger

Small hull · spelljamming vessel
14AC
4Speed
+3Sensor
13Save
01 Roll position
Both pilots roll d20 + ship Speed. The winner acts first and unlocks positional weapons and gambits.
02 Crew act
The winning ship's whole crew goes, then the other's. Within your crew there's no initiative — act in any order.
03 End round
Round bonuses expire. Penalties, damage, and forfeits carry into the next contest.
Round 1
Standby
Enemy condition — as the GM describes it
The GM tracks their real hull — mark here what your crew can see. If their sails get shredded, lower Enemy speed too.
Damage dealt 0
Hull
60/60
Systemstap to edit
No initiative inside the ship — stations act in whatever order helps. Table convention: pilot declares first, then around the table.
Log
Cargo hold