Squadron (IB)
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Starfox's Blades in the Dark hack |
Squadron crews are fighter wings and strike flights—mercenary or militia pilots who fly intercepts, escorts, strikes, and SAR from hangars, carriers, and hab pads. Every sortie tests nerve, timing, and formation discipline; victory brings honor, contracts, and Credit.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Hot stick: Each PC may add +1 action rating to Helm, Mark, or Rig (up to a max rating of 3).
- Bogeymen: Treat each Wanted Level as if it were an Investment Crew Upgrade.
- Contract: When you advance your Tier, it costs half the usual Credit. Who is your patron/contract authority, and why do they back you?
- Formation: On a group action, multiple 6s from different rolls count as a critical success.
- Stormrider: When you’re at war (−3 Faction status), PCs gain +1d to vice/devotion rolls and still get two downtime actions instead of one.
- Warbird: Gain +1d to resistance rolls while on or protecting a vehicle.
- Wingmen: All of your cohorts gain the Rovers type for free (if they’re already Rovers, add another type).
- Additional Playbook: Select another crew playbook. From now on, you can choose its Upgrades and Special Abilities. You gain immediate access only to the Crew XP track.
Crew XP
At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):
- Execute a successful interception, escort, strike, or smash-and-grab in support of a flight plan.
- Contend with challenges above your current station.
- Bolster your crew’s reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Starting Upgrades Cohort (Rovers), Independent Rovers, 2 of choice.
Squadron Only Upgrades ☐ Flight Webbing — add 2 Load to each PC. ☐ Squadron Colors — identifiable kit; +1 apparent lifestyle. ☐ Barracks — Your Thug cohorts gain +1 Scale. ☐ Cover Identities — +1d Engagement on Social and Stealth plans. ☐ Drillmasters — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Elite Auxiliaries — Your Rover and Skulk cohorts gain Elite quality. ☐ Exercise Field — Your Thug cohorts gain Elite quality. ☐ Headquarters — Your base where plans are made and spoils are secured. ☐ Infirmary — +2d to healing treatment rolls. ☐ Prestige Contracts — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Profiteering — +2 Credit payoff on scores that involve fighting for pay. ☐ Quartermaster — +2 Credit payoff on scores that involve looting. ☐ Right of Arms — Killing does not increase Heat. ☐ Sanctum — Reduce Heat by 2 per score. ☐ Supply Chain — +1d Engagement on Assault and Transport plans. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)
Base: ☐,☐ Life support, ☐,☐ Independence, ☐,☐ Maneuver, ☐,☐ Hidden, ☐,☐ Secure.
Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.
Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Workshop, ☐,☐ Hangar, ☐,☐ Prison.
Vehicles: ☐,☐ Shuttles (needs hangar), ☐,☐ Fighters (needs hangar), ☐,☐ Runabouts.
Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.
Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.
Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort
Cohorts
Each cohort needs this data.
Name:
☐ Gang or ☐ Expert.
Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.
Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.
Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.