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Keep It Together (0 CP): Nullify a successful enemy Fire One Weapon (2 CP): A gunner fires a single ship’s

SHIP COMBAT ACTIONS hit and roll a Crisis instead. You can use this weapon of their choice.
action in Instant response to an enemy hit, but Target Systems (1 CP): A Fire One Weapon action you
Every PC can take one or more actions per ship round. you may only use it once per round. take this round may target a ship’s weapons,
PCs who are department heads can pick actions from
Support Department (0 CP): Choose a department. engine, or fittings the GM decides are vulnerable.
their department. Any PC can pick from the general One action that department takes will require 2 Such targeted attacks take -4 to hit. On a hit, do
actions. Some actions prohibit any other act that fewer Command Points. You can do this once per half damage before applying Armor. If damage
round. Most actions have a cost in Command round. gets through the system is disabled or drive is
Points.
Comms Actions degraded by 1 level. Disabled systems hit again
Usually, PCs choose to Do Your Duty or go Above and are destroyed. You may take this action more
Beyond to generate Command Points, while othersCrash Systems (2 CP): Roll an opposed Int/Program
check against a targeted ship. On a success, it than once to aim additional shots you may fire.
then spend them on actions for their department. All
unspent Command Points are lost at the round’s end. starts its next turn with a Command Point penalty General Actions
NPC ships usually have a base number of Command equal to your Program skill. All these general actions are exclusive; if you take one
Points they can spend each round and may pick actions Defeat ECM (2 CP): Roll an opposed Int/Program of these actions you can do nothing else in the round,
freely to spend them. For simplicity, NPC ships cannot against a targeted ship. On a success, any attacks either before or after you take the action.
usually generate more Command Points with this round by your ship against the target get a Above and Beyond (0 CP): Push yourself to help the ship
their actions and cannot normally take Captain hit bonus equal to twice your Program skill. or its crew. Pick an attribute and skill check and
actions. Sensor Ghost (2 CP): Succeed on a difficulty 9 Int/Pro- explain how you’re using it to help the ship. If the
Bridge Actions gram check to gain your Program as an AC bonus GM agrees, roll it against difficulty 9. On a success,
until the next turn. Usable once per round at gain your skill level in Command Points plus one.
Escape Combat (4 CP): Roll an opposed Pilot skill check
plus your ship’s Speed against the fastest most. On a failure, take -1 Command Point.
opponent’s skill check plus their ship’s Speed. Engineering Actions Deal With a Crisis (0 CP): Explain what you are doing
On a win, all enemy ships gain one point of Boost Engines (2 CP): Roll Repair versus difficulty -1. to solve a Crisis and roll the relevant skill check.
Escape. If an enemy ship gets three points, after On a success, the ship’s Speed is increased by 2 The difficulty is usually 10, plus or minus 2 de-
three uses of this maneuver, your ship gets away until the start of the ship’s next turn. pending on the situation and the effectiveness of
Damage Control (3 CP): Roll Int/Fix versus your action. On a success, the Crisis is resolved.
from that ship and is no longer in combat with it. difficulty
You may also use this action to aid another PC in
Evasive Maneuvers (2 CP): Roll Int or Dex/Pilot 7. On a success, repair a number of lost hit points
against difficulty 9 to add your Pilot skill to the resolving a Crisis, or to take one scene’s worth of
equal to your Fix skill times 2 for fighter hulls, 3 other actions around the ship.
ship’s AC until its next turn. Usable once per for frigates, 4 for cruisers, and 6 for capital-class Do Your Duty (0 CP): The ship gains 1 Command
round at most. hulls. Each attempt of this action after the first in Point. PCs who head more than one department
Pursue Target (3 CP): Opposed Int/Pilot or Dex/Pilot a fight increases its difficulty by a cumulative +1.
skill check plus Speed against the target ship’s Emergency Repairs (3 CP): Roll Int/Fix versus difficulty can act only in one of them; the rest
skill check plus Speed. On a win, you shed one automatically take this action. If invoked by a PC,
8. On a success, a disabled system is repaired, or they must name some plausible act the PC is
point of Escape rating the target ship may have a damage-degraded drive has its rating increased
on you. doing to be useful, and
by 1. Destroyed systems cannot be fixed this way. can’t do the same act two rounds in a row.
Captain Actions Gunnery Actions
Into the Fire (0 CP): Accept a Crew Lost Crisis and gain Fire All Guns (3 CP): Gunners fire all weapons
your Lead skill plus one in Command Points. You mounted on the ship, designating targets as they
may do this at most once per round. wish.
Crises Hull Breach: The hull has been damaged in a way that is
Armor Loss: The hit melted an important patch of ship currently non-critical but is about to tear open an
armor, cracked an internal support, or exposed a important compartment or crumple on vital
sensitive system. Until resolved, the ship’s Armor systems. If not resolved by the end of the next
rating is halved, rounded down. round, the ship will take damage: 1d10 for fighter-
Cargo Loss: The hit has gored open a cargo bay, class hulls, 2d10 for frigates, 3d10 for cruisers, and
SHIP CRISES threatening to dump the hold or expose delicate 4d10 for capital hulls, all ignoring Armor.
Once per round, a ship may choose to accept a con- tents to ruinous damage. If not resolved bySystem Damage: One of the ship’s systems has been
Crisis instead of taking an enemy hit. They must the end of the next round, lose d10*10% of the cooked by the hit. The GM randomly picks a
choose to do so immediately after damage is ship’s cargo. weapon, fitting, or engine; that system is disabled
rolled, and only one player needs to request the Crew Lost: Brave crew risk their lives to keep damaged as if hit with a targeted shot, with drives suffering
Crisis to get it even if the rest of the party doesn’t systems operating. Describe the danger they face. a 1-point drive level decrease. Disabled systems hit
want it. Once the Crisis is accepted, the hit is If the Crisis is not resolved by the end of the next by this Crisis or drives reduced below drive-0 are
negated and the GM rolls on the table. round, 10% of the ship’s maximum crew are destroyed and cannot be repaired during combat.
The captain may also choose to voluntarily incapacitated, not counting any Extended Life Target De-calibration: The gunnery computers are
accept a Crisis through their Keep It Together or Support fittings. Half these crewmen are dead or hopelessly confused and cannot lock the ship’s
Into the Fire department actions. Use of these permanently disabled, and the other half return weaponry on a target until this Crisis is resolved.
actions doesn’t count against the one-voluntary- to duty in a week. Extended Med-bay fittings VIP Imperiled: Shipboard damage threatens a random
Crisis-per-round maximum. Some Crises are halve the number of dead and crippled. If the ship PC or important NPC. That victim must
continuing. They will apply a penalty to the ship has run out of NPC crew when it takes this Crisis, a immediately roll a Physical saving throw; on a
that continues until some PC successfully random PC must roll a Physical save; on a success, success, they lose half their hit points, and on a
performs a Deal with a Crisis action. they lose half their hit points, while on a failure, failure, they are mortally wounded. NPC crew can
Other Crises are acute. They inflict no they are mortally wounded. If not stabilized by make a free attempt to stabilize the downed VIP
immediate negative consequence, but if the PCs the end of the ship’s turn through some PC taking using their usual NPC skill bonus. If the NPC fails,
don’t resolve it by the end of the next combat a Deal With A Crisis action to heal them, they will and no PC takes an action to successfully
round, an unpleasant consequence will ensue. die. stabilize them by the end of the ship’s turn, they
The Crisis is then removed. Engine Lock: The ship’s engine has been jammed or die.
The same Crisis rolled more than once will control circuits have gone non-responsive. Until
stack on the ship, though hits to empty cargo resolved, no bridge actions can be taken, though
holds or dry fuel tanks may not be much of a the pilot can still perform general actions.
problem to the ship. Fuel Bleed: The ship’s fuel tanks have been holed or
Dealing With a Crisis emergency vents have been force-triggered by
Any PC can Deal with a Crisis by taking that battle damage. If not resolved by the end of the
general action and describing what they’re doing next round, the ship will jettison all fuel except
to solve the problem. They then roll an applicable the minimal amount needed for in-system
skill check against difficulty 10, possibly modified operation.
by up to plus or minus two depending on the Haywire Systems: Critical command links have been
GM’s judgment of their general plan and its damaged or disordered by the hit. Until resolved,
likelihood of being helpful. On a success, the the ship starts each round at -2 Command Points.
Crisis is resolved. All Crises are considered Multiple such Crises can stack this penalty, crip-
resolved at the end of an engagement. pling a ship until the Crises are resolved.

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