TEXT: We're Hit!
   When your Ship takes Damage, mark of one of the options 
  below for each point of Damage your Ship suffers. When 
  your ship takes Damage and there are no options to mark 
  off, your Ship is destroyed.
  When you perform spot repairs on your ship to patch over 
  Damage, describe how you do it. If there are no immediate 
  pressures and you have plenty of time, you do it with little 
  complication. Apply Spot Repairs to one Damage option. 
  If you are in immediate danger or time is limited, roll Keep 
  Your Cool to complete the repairs, unless you have a Move 
  better suited to the job.
  When you roll your Ship Payment Move and choose to 
  get your ship patched up, your ship spends a while getting 
  all Damage repaired, and the SM will mark 1 Burn on an 
  Episode Fuse.
  *Superficial Damage
  Carbon scoring, melted plating, or scratched paint—
  Superficial Damage makes your ship look uglier, but it 
  doesn’t have any negative effects.
  *Direct Hit 
  *Spot Repairs
  Smoke and sparks pour from flickering consoles, alarms 
  bleat, the lights flicker, and the deck shudders under your 
  feet. Any roll using a Ship System is at Disadvantage.
   
  When you perform Spot Repairs on a Direct Hit, you 
  restore normal operations. Negate Disadvantage from Direct 
  Hit.
  *Hull Breach 
  *Spot Repairs
  A hole is blasted in the side of your ship. Atmosphere vents, 
  and sections of the ship are depressurized—the SM will tell 
  you which sections.
   
  When you perform Spot Repairs on a Hull Breach, you 
  restore atmosphere to the vented sections, but you are 
  dangerously low on Life Support. Any rolls that require 
  physical exertion are at Disadvantage.
  *Adrift 
   
  *Spot Repairs
  All systems are down. Power to your ship is gone. No 
  sensors, no weapons, no shields, no light, no gravity. You 
  are dead in the void and easy pickings for enemies. If you’re 
  currently in a planet’s atmosphere or gravity well, prepare 
  for a crash landing.
   
  When you perform Spot Repairs on Adrift, you manage to 
  restore power—barely. You must roll Listing in Space to get 
  back to a spaceport.
  Maintenance
  When you complete a Contract or an Episode Strain, mark 
  1 Burn in the Maintenance Fuse. When the Maintenance 
  Fuse is full, clear it and check Maintenance Past Due. 
  When you roll the Ship Payment Move and choose Pay the 
  Bills, reset the Maintenance Fuse and clear Maintenance 
  Past Due.
  *Maintenance Past Due
  While Maintenance Past Due is checked, all rolls involving 
  the Ship and its systems are at Disadvantage.
  Name:
  Look: 
  +1
  0
  -1
  -2
  -3
  Clear
  Pioneer
  Pioneer Ship Moves
  Detour
  When you must find a nearby location to divert to for supplies, repairs, or time off your ship, roll+Alien. On a 10+, 
  you’ve found safe harbor. You’re at either a resource rich planet or a cosmopolitan trade outpost. The Sm chooses 1. On a 
  7-9, you can find some resources, but your stop is eventful, the SM chooses 2. On a 6-, it’s a disaster, the SM chooses 3.
  • The locals are either hostile or suspicious of you. The Sm will tell you which. 
  • A parasite, stow-away, or unwelcome guest endangers the ship or community.
  • A crisis or conflict divides the community.
  • An anomaly or mystery is revealed, and presents an opportunity, at a cost.
  • A portion of your community is tempted to abandon the journey and settle down. 
  Unless they are convinced to continue the journey, reduce Cohesion by 1.
  • It’s going to take longer than expected to get your Drive ready for FTL. You’re going to 
  have an extended stay and delay your journey. Reduce Cohesion by 1.
  Cunning Linguist
  When you attempt to communicate or interact with an Alien entity that you do not share common language or 
  understanding of the universe with, roll+Alien. On a 10+, you find some common ground or understanding as a basis 
  for communication, both are true. On a 7-9, you find some common ground or understanding as a basis for primitive 
  understanding, choose 1.
   
  • They communicate a simple concept to you.
  • You communicate a simple concept to them.
  Ship Payment - For the Community
  When your Crew returns with much needed resources or has neutralized a danger to your colony ship, roll+Faith.
  On a 12+, you have secured a lot for your colony, choose 4.
  On a 10-11, you have done well, choose 3.
  On a 7-9, there is a little extra, choose 2.
  On a 6-, You have secured barely enough for the next leg of your journey. Choose 1, or choose 2 and the SM will advance 
  a Strain that endangers your Community or introduce a danger.
  • Your community has a festival to celebrate the replenishment. Increase Cohesion by 1.
  • You are able to refit and service the ship. Reset the Maintenance Fuse.
  • You get the Ship patched up. Remove all Damage from the Ship.
  • You use surplus supplies to add an Upgrade to your Ship.
  • You have constructed a new Vehicle, roll Test Drive.
  • There’s enough surplus for some revelry for your team, each crew member rolls on Hey Big Spender.
  After you’ve made your selections and resolved any follow-up moves, the Journey continues, and another danger or 
  opportunity is just around the corner.
  Listing in Space
  When you try to limp to the nearest space port while Spot Repairs is checked on Adrift, roll+Maintenance Fuse. On a 
  10+, you make it, hungry, cold and tired. On a 7-9, you make it, but the journey takes its toll, each Crew Member suffers 2 
  Stress. On a 6-, you’re stuck. You either are marooned on a barely habitable planet or trigger a distress beacon and await 
  rescue or capture.
  Cohesion:
  Faith:
  When the Cohesion clock is full, reset it and increase Faith 
  by +1, to a maximum Faith of +3. 
  When you fail to solve a problem the community faces, or 
  when the community is splintered or divided by a problem, 
  reduce Cohesion by 1. 
  If Cohesion is at 0, and you must decrease it, reduce Faith 
  by 1 instead, to a minimum of -3. If you must reduce Faith 
  and Faith is already at -3, your community abandons the 
  journey or is consumed in a civil war.
  Impulse Drive Pioneer Page 1
  
  Pioneer Ship Upgrades & Modules:
  Your ship starts with 2 Upgrade points to buy your starting Modules and may have up to a maximum of 6 Modules installed.
   
  When you buy an Upgrade for your ship, check an Upgrade box. When all Upgrade boxes for a Module are filled, that Module is installed in your ship.
   
  If you are at the maximum number of Modules and gain a new Module, you must remove an existing Module and replace it with the new one. You don’t get a 
  discount on the new module if you trade in your old junk.
  ***Redundant Systems  
  Damage: ***
  3 Upgrades
  Redundant systems and backups make your ship more hardy and reliable. 
  Your ship may take 3 extra hits of superficial damage. Additionally, you have 
  Advantage when making repairs in a fraught situation or when you roll Listing in 
  Space. 
  *Infirmary
  1 Upgrade
  Your Infirmary treats many injuries, maladies, and diseases for your crew and 
  community. Care in the Infirmary is counted as Treatment in regards to healing 
  Harm. Time and effort in an Infirmary may also help treat more complex 
  maladies. If you do not have a medically inclined Intellect, create an NPC to run 
  the Infirmary.
  *Attached Transport Shuttle
  1 Upgrade, 2 Hits, +Spacious, +Armored, +Spacefaring, -Ponderous
  A basic model shuttle that attaches to the outer hull of your ship. The shuttle 
  doesn’t have any weapons or defenses of its own, but it’s perfect for getting 
  some passengers from one place to another.
  *Hydroponic Garden
  1 Upgrade
  A basic model shuttle that attaches to the outer hull of your ship. The shuttle 
  doesn’t have any weapons or defenses of its own, but it’s perfect for getting 
  some passengers from one place to another.
  *Onboard Market
  1 Upgrade
  Your Ship has a market where the Community may trade goods and services 
  with each other during time in FTL, and with others when docked with a station 
  or in orbit around a settlement. 
  When you invite members of a well stocked civilized alien outpost or 
  community into your Market to trade, roll For The Community.
  *Shielding  
   
   
  *Discharged
  1 Upgrade, Discharge
  When you activate your Shielding, Discharge Shielding and ignore 1 instance of 
  Damage dealt to your Ship.
  *Lasers   
   
   
  *Discharged
  1 Upgrade, 1 Damage, Broadside, Engaged, Cannonading, Discharge
  Their versatility, low cost, and accuracy in vacuum make cohesive beam weapons 
  like Lasers the most common and reliable ship-to-ship weapons in production.
  *Missiles
  1 Upgrade, 2 Damage, Broadside, Engaged
  Missiles are self-propelled projectiles with explosive payloads. Their relatively 
  slow speeds only make them effective within 20 kilometres, but their explosive 
  capacity makes them dangerous in close range.
  *Plasma Cannon  
   
  *Discharged
  1 Upgrade, 3 Damage, Engaged
  Plasma cannons fire boiling balls of superheated gas at high speeds. The volatility 
  of the plasma makes it impossible to use at Broadside range, but a devastating 
  weapon at Engaged range.
  ***Railgun
  3 Upgrades, 4 Damage, Engaged, Cannonading, Penetrating
  Railguns propel small, high density slugs at extremely high velocity for devastat-
  ing effect.
  *The Custodian
  1 Upgrade
  Your Colony Ship has a custodian AI tasked with nurturing, protecting, and 
  training your Crew and Community. Choose between 1 and 2 personality traits 
  for the Custodian:
  Polite, Servile, Authoritative, Distracted, Eccentric, Irreverent, Militaristic, 
  Hopeful, Religious, Cold, Boastful, Long Winded.
  When you go to The Custodian with a problem that endangers the community 
  and they advise on a solution, take Advantage going forward when you act on 
  their advice.
  Bays & Crew
  You start with a Vehicle Bay and Community, and may spend Upgrades to 
  purchase a Squadron Bay or Barracks . Bay and Crew upgrades don’t count 
  towards your number of Modules.
  Vehicle Bay:
  Your vehicle Bay starts with 1 of the following Vehicles, and you may store 
  Vehicles you gain later in your Vehicle Bay. You may have more than 1 of each 
  Vehicle type.
  • Speeder, Passenger Vehicle, Military Vehicle, Shuttle.
  ***Squadron Bay:
  Your Squadron Bay has a suite of 8 Fighters and/or Armatures. Describe them. 
  The Squadron Bay also includes a squad of pilots for your attack vehicles. Give 
  a few notable members a name, and if one of the players’ characters isn’t the 
  Squadron leader, create a leader NPC.
  • Pilots: Disciplined, Trained, Brash, 10 Health, 1 Harm.
  Community:
  Your community is a group of pioneers destined for a very far off colony world 
  many decades or hundreds of years away. Your community is generational, 
  and your Crew has close ties to it. Name notable NPCs and leaders of your 
  Community.
  *Barracks:
  You have a barracks with a squad of well trained soldiers, describe them. 
  Soldiers can be directed to provide support, attack a location or hold a location. 
  Name a few notable members of the Squad. If a PC is not the Squad’s leader, 
  name the Leader.
  • Soldiers: Disciplined, Trained, Cold, 30 Health, 2 Harm.
  Impulse Drive Pioneer Page 2
  
  Impulse Drive Pioneer Page 3
  The Pioneer
  A long journey to a new home.
  Making your Pioneer
  You are crew members and civilians on a massive colony ship. Because of its 
  size, your ship is very slow compared to smaller vessels, and so your large 
  community is generational, children being trained to maintain and pilot the 
  ship, and for their children’s children to build and establish their Colony. Will 
  you maintain your Faith in a promised land you will never see? Or will you 
  settle somewhere closer, or abandon your journey and drift apart? Or will you 
  die somewhere between the stars?
  Name:
  Decide on a name together. Make it evocative and pronounceable.
  Look:
  Choose up to 5:
  Old, Rusty, Disheveled, Worn, Patchwork, Cramped, Leaky, Grimy, Expansive, 
  Crowded, Cavernous, Spartan, Exposed conduits, Makeshift accommodations, 
  A large communal space
  Cohesion & Faith:
  Your journey is a long one, and you may not live to see the Promised Land at 
  the end. Your crew and the community must maintain Faith in the Promised 
  Land waiting for you, and that you and your people will survive the Journey. 
  There are many challenges ahead that may force you to take a detour, or 
  threaten the Community’s Cohesion. The siren call of a closer home with an 
  existing alien civilization may tempt your people from their path.
  You start with Faith +1 and Cohesion 0.
  Upgrades & Modules:
  Your ship starts with 2 Upgrade points to spend on Modules.
  Bays & Crew:
  You start with a Vehicle Bay and Community. You may purchase a Squadron 
  Bay and Barracks later for the requisite amount of Upgrades. Bay and Crew 
  upgrades don’t count towards your number of Modules.
  Draw your Ship:
  If you want you can draw a cool picture of your ship, or its basic layout. List 
  a few interesting or important locations on your ship where the crew often 
  interacts.
  New Advanced Moves
  These Moves may be taken by PCs instead of taking a Move from their 
  Archetype playbook.
  *Redshirts
  You have a group of 15 to 20 followers. Give 2 or 3 of them names, the rest are 
  expendable nameless nobodies.
  Choose your style of followers:
  • Ship’s Crew: crew, disciplined, trained
  • Violent Gang: gang, warmongers, criminal
  • Close Family or Clan: society, friendly, savvy
  • Religious Cult: society, religious, secretive
  *Navigatrix
  When you plot a course for an interstellar journey, you have Advantage on 
  the Drives interstellar travel Move.
  *Convincing Argument
  When you present a reasonable or intelligent argument on a topic you are 
  an expert in to convince someone of a particular fact or course of action, 
  roll+Calculating.
  If they are an NPC:
  On a 10+, they are convinced, and will act accordingly.
  On a 7-9, it will require some evidence or proof of your claims to convince 
  them.
  On a 6-, they can’t be convinced, until faced with the consequences of their 
  stubbornness.
  If they are a PC:
  On a 10+, both. On a 7-9, choose 1:
  If they believe you, and act on it, they mark XP.
  They have to Keep Their Cool to ignore your argument, at Disadvantage.
  Initial Stakes
  The premise for the Pioneer Ship is that you all live on a giant colony ship 
  partway through its generations-long journey
  Use the following questions to establish the initial stakes for your game.
  • How long has your ship been traveling the void?
  • How long until your ship reaches its destination?
  • Why did your ancestors leave their home world?
  • What allies has your colonists made? What concessions 
  and bargains have they had to make?
  • What hostile civilization has your ship had a run-in with during its journey?
  • What scarcities does your ship suffer?
  • What common knowledge has become myth over the years?
  Interesting & Important People
  This is a list of folks that may be found on the ship either as the PCs, or as 
  interesting NPCs for them to interact with.
  • An overworked mechanic. Where are they stealing resources 
  from to fix vital systems? (Suitable for an Intellect PC)
  • A leader of a small community. Who is challenging 
  them for leadership? (Suitable for a Mystic PC)
  • A shifty layabout with shady connections. Whose secrets are 
  they using for blackmail? (Suitable for a Scoundrel PC)
  • A historian with access to the old archives. What secrets 
  must they never divulge? (Suitable for an Intellect PC)
  • A security droid that has achieved awareness over 
  the long trip. (Suitable for a Hound PC)
  • An alien local to the current sector of space, new to the ship.
  • A soldier from a lost generation, recently awakened 
  from cryo-sleep. (Suitable for a Warhorse PC)
  • A mutant with latent powers. (Suitable for a Tempest PC)
  • An adventurous youth tired of feeling confined.
  • A brutal warrior, descendant of those who abandoned 
  their Faith. (Suitable for a Warhorse PC)
  Thematic Locations
  Some locations that may be important or set a good backdrop for your 
  characters.
  • Damaged and dismantled corridors - hanging cables, flickering lights.
  • A cryo-sleep reliquary, filled with coffin-like cryo pods and silent as the grave.
  • A cargo bay re-purposed as a garden.
  • The Bridge, a bustling hive of activity.
  • The reservoir, a huge lake-sized tank of water with rumors 
  of something swimming in its unlit depths.
  • The Star dock, filled with half-disassembled ships.
  • The power core, filled with a soft hum.
  • The Observation Deck, overlooking an impossible vista.
  • The sensor bay, an array of readouts and displays 
  filled with unintelligible data.
  • A rowdy bar, formerly the officers’ lounge.
  • A park with a glass ceiling looking out on space.
  
SOURCE: textdata/thevault/Impulse Drive (PbtA)/Playbook/Impulse Drive - The Pioneer - Bonus Ship Playbook.pdf