TEXT: BRIDGE   
  Roll Command:  
  ORDERS (All 0 EP) 
   
  ATTACK: Advance moves and attack rolls 
   
  EVADE: Evasive Manoeuvres and Breaking Locks 
   
  REPAIR:  All Ship  Repairs 
   
  RETREAT: Retreat moves 
  PLACE ORDER HERE 
  CURRENT 
  ORDER    
  BONUS 
  SHIP NAME 
   WEAPON 
  BONUS DMG 
  CRIT 
  RANGE 
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RANGES 
  CONTACT    
  0 CU 
  SHORT 
   
  1 CU 
  MEDIUM     
  2 CU 
  LONG 
          
  4 CU 
  EXTREME     
  8 CU 
  ENGINEERING   
  Roll Tech:  
  ACTIONS: 
   
  OVERLOAD REACTOR: Each 6 = 1 EP, 1 HP dmg (0 EP) 
   
  REPAIR: Hull, System, Critical or Module (1 EP) 
   
  OPEN AIRLOCK: After docking (1 EP) 
  Repairs require Spare Parts 
  PLACE ASSIGNED ENERGY POINTS HERE 
  INITIATIVE 
  ENERGY 
  POINTS 
  HELM  
  Roll Pilot:  
  ACTIONS (All EP = Ship Class): 
   
  POSITION: Each 6 = +1 Initiative 
   
  ADVANCE/RETREAT: Each extra 6 = +1 move 
   
  EVASIVE MANOEUVRES 
   
  RAMMING: Dmg = Ship Class 
   
  BOARDING: -2 during combat 
  MAN. 
  BONUS 
  CURRENT 
  EVASION   
  BONUS 
  SENSORS  
  Roll Data Djinn:  
  ACTIONS (All 1 EP): 
   
  TARGET LOCK 
   
  BREAK TARGET LOCK 
   
  PULSE or MEME ATTACK: EP dmg 
   
  DISAPPEAR: requires Stealth Tech 
  PLACE ASSIGNED ENERGY POINTS HERE 
  SIG  
  BONUS 
  CURRENT 
  TARGET 
  LOCK 
  GUNNERY 
  Roll R. Combat:  
  ACTIONS: 
   
  FIRE WEAPON SYSTEM (1 EP) 
   
  LAUNCH TORPEDO/DEPLOY MINE (0 EP) 
   
  DEFENSIVE FIRE (1 EP) 
  PLACE ASSIGNED ENERGY POINTS HERE 
   
  SHIP 
  CLASS 
  ARMOUR 
  CURRENT 
  HULL POINTS 
  SPEED 
  DISABLED MODULES 
   
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Ship Mat [v2].pdf