Ship Types
- Starfighter - A single-person starship, made for dogfighting.
- Transport - A personnel shuttle, made for carrying personnel.
- Freighter - Ships primarily made for transport, but usually outfitted with some weapons, as well.
- Corvette - Small for a warship, huge in comparison to starfighters, freighters, and transports.
Ship Stats
A starship has the following properties:
- Name
- Type
- Ship Usage Die
- Shield Usage Die
- DEX Modifier - When piloting a ship, you apply the modifier as -modifier to Pilot rolls. When trying to hit a ship, the modifier makes the ship harder to hit with a +modifier to your roll.
- Gunner seats
- Total occupants. If a ship has space for 10 occupants and 3 gunner seats, there is 1 pilot + 1 operator + 3 gunners = 5 active roles and 5 passengers.
Starship Combat
Combat starts with Initiative, using the Pilot's DEX score.
Just like normal combat, Initiative is re-rolled every turn. During starship combat, it's assumed that all parties are maneuvering wildly, trying to get a bead on their opponents. Therefore, movement is generally not taking into consideration.
Piloting A Starfighter
A Starfighter is flown by a single pilot.
- The Pilot rolls initiative.
- On their turn, they can
- Perform an operator action or perform repairs
- Followed by either a Pilot or Gunner action
Ships With Multiple Roles
A larger Starship can have a maximum of one Pilot, one Operator, and one Commander. Gunner positions are limited by the ship's size.
All crew (including passengers) can perform the role of Mechanic.
A turn will generally look like this:
- Pilot rolls Initiative.
- On the ship's turn, the following order is recommended:
Ship Hit Die & Shields
A starship has a Ship Usage Die to represent its condition. The Ship Usage Die is rolled whenever the ship takes damage or is hit by a ranged attack.
The Ship Usage Die is not automatically restored to the ship's maximum when at home base; this requires repairs.
Some ships also come with deflector shields. These use a Shield Usage Die. When a ship is hit, you don't use the Ship Usage Die as long as the Shield Usage Die isn't depleted. A Shield Usage Die resets to its maximum when a fight is over.
When The Ship Usage Die Runs Out
When the Ship Usage Die runs out, the ship is Critically Damaged.
Roll a d6. Whenever it takes damage whilst being Critically Damaged, roll a d6 again, adding the number of times it has taken damage to the roll (1d6, 1d6+1, 1d6+2 etc.)
The ship remains Critically Damaged until a Mechanic can complete repairs, granting 1d4 on the Ship Usage Die.
- 1-2 | Power offline. All systems drop offline. The Pilot can make a INT (Tech) Test to kick the ship back to life.
- 2-5 | Shaken and stirred. Everyone onboard takes 1d4 damage.
- 5-6 | Major Hull breach. The ship is venting air and losing inertial stability. All Tests are at Disadvantage until the breach is sealed. Performing repairs fixes the breach.
- 7-8 | System-wide Failure. You are adrift in space with no life support or power. The ship is beyond repair.
- 9 | Core Breach. You have 1d4 turns to get off the ship before it explodes.
- 10 | Obliterated. The ship has been torn apart and everything is exploding all at once. Probably no survivors.