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Crew Creation

Writer's picture: Johnny BerryJohnny Berry


Understanding Stats

Stats are crucial for your Crew's survival in Dystopian Sky. They influence Health Points (HP), combat performance, Resistances, and movement range. Choosing the right Stats is key to building a strong Crew. A well-rounded team ensures each Unit brings something valuable, providing flexibility to handle any challenge. With careful selection of Affiliations and backgrounds, you can create an adaptable and effective team ready for anything the universe offers!


 


Health

A Unit's Health Points represent its overall durability and ability to withstand damage during combat. Keeping your Units' HP high is essential for maintaining their effectiveness in combat.

At the start of the game, calculate a Unit's starting HP by multiplying its Agility stat by 2, then adding its Brawn stat. For example, a Unit with 12 Agility and 6 Brawn would have 30 HP.

 Each time a Unit takes damage, its HP is reduced. If a Unit's HP is reduced to 0, it is considered Downed and must immediately roll for Trauma.


 


Agility

Agility represents a Unit’s defensive capabilities, how quickly it moves, and the order in which it acts.

 A higher Agility score makes it harder for enemies to hit a Unit.

 Agility represents the target number an enemy must roll to successfully land an attack.

 Agility also determines how many inches a Unit can move on the map during its Turn.

 Agility is a factor in determining Resistance to Status Effects. A Unit's base Resistance is equal to its Agility plus its Focus. For example, 12 Agility and 3 Focus results in 15% Resistance to Status Effects.

 To determine who goes first, each player rolls a 20-sided die (D20) and adds their Captain's Agility. The player with the highest total goes first.


 


Brawn

Brawn determines a Unit’s HP and effectiveness in Melee combat.

 Brawn is added to both attack and damage rolls when using Melee weapons.

 Brawn is also a factor in determining a Unit's starting Health Points and how many Health Points a Unit gains each time it levels up.

 Finally, Brawn is used to determine how many inches a unit can push an enemy.


 


Focus

Focus represents a Unit’s accuracy and effectiveness in ranged combat.

 Focus is added to both attack and damage rolls when using Ranged weapons.

 Focus is a factor in determining Resistance to Status Effects. A Unit's base Resistance is equal to its Agility plus its Focus. For example, 12 Agility and 3 Focus results in 15% Resistance to Status Effects.

 Focus also helps determine the throwing range of Explosives.


 


Tech

Tech represents a Unit’s proficiency with advanced weapons and items.

 A higher Tech stat makes advanced Weapons, Consumables, and Skills more powerful.

 Tech weapons and items receive a boost from the Tech stat, making their effects more powerful.

 Tech also determines which weapons and items a Unit can use, as well as how many times a weapon can be upgraded.


 


Assembling Your Crew

To begin, players must first recruit a Crew. A Crew is a carefully assembled team of four unique Units, lead by a Captain, with different strengths and weaknesses, brought together to fight for survival in the Dystopian Sky universe.

 Each Crew consists of four unique Units.

 The player must designate one of the four Units as the Crew's Captain.

 The Captain begins the game at level 2 and receives all of the rewards for reaching level 2, such as Credits and SP.


 


Determining Their Stats

 Name: Give your Units distinctive and memorable nicknames. Need ideas? Check out the name generators on each Affiliation page.

 Affiliation: Select an Affiliation for your Unit. Each Affiliation offers unique starting stats and skills to add to your Roster. A Crew can include 4 Units from any combination of Affiliations.

 Health Points: A Unit's starting HP is calculated by multiplying its Agility by 2 and adding its Brawn. For example, a Unit with 12 Agility and 6 Brawn starts with 30 HP.

 Resistance: A Unit's base Resistance is calculated by multiplying its Agility by 2 and adding its Focus. For example, a Unit with 12 Agility and 6 Focus starts with 30% Resistance. That means it has a 30% base chance to Resist any incoming Status Effect.

 Level: All Captains start the game at Level 2, while all support Crew begin at Level 1.


 


Choose a Background

Each Unit must have a unique Background. A Background allows you to further customize your Unit to your liking, while also giving you a jumping point to figure out just who they are. The list of Backgrounds can be found on pages 23 and 24.

 A Background provides narrative flavor that results in stat modifications that reflect the Unit’s strengths and weaknesses.

 Similar to abilities, no two Units in your Crew can share the same Background.

 Backgrounds can also provided bonuses to resistances.


 


Spending Skill Points

Each Unit starts with a free Bonus Skill based on their chosen Affiliation. Additionally, each Unit receives one mandatory Skill Point to customize their Skills. Players are then given five extra Skill Points to distribute among their entire Crew in any way they choose.

 Other than Bonus Skills, no two Units on a Crew can choose the same skill. This rule is designed to encourage players to create a Crew that is diverse and well-rounded.

 Skill Points obtained during Crew creation points cannot be saved, so players must spend all available Skill Points during Crew creation.


 


Arming Your Crew

Each support Unit is given 250 Credits to spend on weapons and supplies in The Armory, while the Captain begins with 500 Credits. You can return to The Armory at any time between games. The Armory can be found on pages 29-34 of the rulebook.

 Players must purchase equipment for each Unit individually. Credits are not shared between Units.

 Spend all available Credits during Crew creation, they will not be saved.

 All weapons and items have a Tech Requirement. A Unit’s Tech Skill must meet or exceed the Tech Requirement of a weapon or item in order to wield it.


 


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