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CREW ACTIONS [CRB 322-326] | Each of a starship’s weapons can be fired only once per round.

NPC crew assumed to have ranks in appropriate skill equal to starship’s tier Fire at Will (Push): Fire any two starship weapons each at a –4 penalty.
(minimum 1). Class features/items affect crew actions only if noted. Shoot: Fire one of your starship’s weapons.
Push: Can’t do a push action if needed system is malfunctioning/wrecked. Broadside (Push): At 6th level, spend 1 Resolve Point to fire all weapons
Starship Combat Resolve: 8th and 16th level, gain 1 Resolve Point at start of mounted in one arc (including turret-mounted weapons) at a -2 penalty.
starship combat. Can exceed normal RP pool but are lost at end of combat. Each weapon can target any vessel in that arc.
Precise Targeting: At 12th level, spend 1 Resolve Point and fire a weapon. If
MINOR CREW ACTIONS [CRB 326] | the attack hits and the enemy’s shields on that quadrant are depleted before
Can do a minor crew action regardless of role. Each minor crew action can your attack, deal critical damage to a random system. If the attack would
be taken once per round and doesn’t count as your action. normally cause critical damage, the normal critical damage applies as well.
Glide (Helm Phase): Move starship up to half speed, distance between turns
increased by 2. You can add your ranks in Piloting to AC and TL this round. PILOT ACTIONS (1 Pilot per ship) [CRB 319, 324] |
Can Glide only if no other pilot actions have been taken (including glide). Fly: Move starship up to its speed and make any turns allowed by its
Snap Shot (Gunnery Phase): Fire one weapon at a –2 penalty. Can take this maneuverability. No skill check required.
action only if no other gunner actions have been taken (including snap shot). Maneuver: Make a Piloting check (DC 15 + 1-1/2 × starship tier) to reduce
distance between turns by 1 (to a minimum of 0).
CAPTAIN ACTIONS (1 Captain per ship) [CRB 322-323] | Stunt - Back Off (Push): DC 10 + 1-1/2 + starship tier. Move up to half speed
Demand (Any Phase): Grant +4 bonus to a crew member for a check. Make in the direction of the aft edge without changing facing. Can’t take any turns.
Intimidate check (DC 15 + 1-1/2 × starship tier) before check is rolled. Can On a failed check, move backward only 1 hex. Fail this check by 5 or more
grant this to a character once per combat. Can’t make demands of yourself. take –4 penalty to AC and TL until the start of the next round.
Encourage (Any Phase): +2 bonus to a crew action check. Make a DC 10 Stunt - Barrel Roll (Push): DC 10 + 1-1/2 + starship tier. Move up to half
check using same skill or DC 15 Diplomacy check. Can’t encourage yourself. speed. For gunnery phase, your port shields and weapons function as if they
Taunt (Any Phase, Push): Select an enemy ship and a combat phase. Make a were in the starboard firing arc and vice versa. Starship reverts to normal at
Bluff or Intimidate check (DC 15 + 1-1/2 × enemy starship tier). Each enemy beginning of next round. Starship must be Large or smaller. On a failed
action during selected phase takes –2 penalty for 1d4 rounds (–4 penalty for check, move half speed but don’t roll. Fail by 5 or more, starship moves half
push actions). Can only use once per combat per enemy ship. its speed, doesn’t roll, and takes a –4 penalty to AC and TL until start of the
Orders (Any Phase, Push): At 6th level, grant an additional action to one crew next round.
member. Spend 1 Resolve Point and make a check - type depends on crew Stunt - Evade (Push): DC 10 + 1-1/2 + starship tier. Move as normal, and gain
member role: Computers (science officer), Engineering (engineer), Gunnery +2 circumstance bonus to AC and TL until start of the next round. Fail and
(gunner), Piloting (pilot). DC 15 + 1-1/2 × starship tier. Crew member can’t take just move as normal. Fail by 5 or more and the starship moves as normal, but
the same action twice. Can’t give yourself orders. also takes –2 penalty to AC and TL until start of the next round.
Moving Speech (Any Phase): At 12th level, during one phase spend 1 Resolve Stunt - Flip and Burn (Push): DC 15 + 1-1/2 + starship tier. Move forward up
Point and make a Diplomacy check (DC 15 + 1-1/2 × starship tier). For rest of to half speed (without turning) and rotate 180 degrees at the end of the
the phase, crew can roll twice and take the better (crew actions only). movement. Fail and starship moves forward half speed but doesn’t rotate.
Stunt - Flyby (Push): DC 15 + 1-1/2 + starship tier. Move as normal, and can
ENGINEER ACTIONS [CRB 323-324] | move through 1 hex occupied by an enemy starship without provoking a free
Unless otherwise noted, each action can be taken once per round, no matter attack. During the following gunnery phase, you can select one arc of your
how many engineers are on a starship. starship’s weapons to fire at the enemy vessel as if the vessel were in close
Divert: Make an Engineering check (DC 10 + 1-1/2 × starship tier) and pick range (treat range as 1 hex), against any quadrant of the enemy starship. Fail
one system to divert power to. Engines: speed increases by 2 this round | this check and starship still moves as described above, but follow the normal
Science equipment: science officers get +2 bonus to crew actions this round rules for attacking based on your final position, and the movement provokes
| Weapons: all 1's on damage die become 2’s this round | Shields: restore a free attack from that starship as normal.
Shield Points equal to 5% of the PCU rating (up to the shields’ max value) Stunt - Slide (Push): DC 10 + 1-1/2 + starship tier. Starship moves up to its
Hold It Together: Engineering check (DC 15 + 1-1/2 × starship tier). Treat speed in the direction of either the forward-port or forward-starboard edge
critical damage condition for one system as two steps less severe for this without changing facing. Fail this check and ship moves forward up to half its
round. Check not modified by penalties from critical damage. speed and can’t make any turns.
Patch: Reduce effects of a critical damage condition (DCs below). Actions Stunt - Turn in Place (Push): Ship does not move but instead can turn to face
required can be reduced by 1 (to a minimum of 1) by increasing DC by 5. any direction. If ship maneuverability is clumsy, take a –4 penalty to AC and
Severity of critical damage is unchanged, but treated as one step less TL until start of the next round, if poor, take –2 penalty. If maneuverability is
severe until: end of the combat, 1 hour has passed, or system takes critical average or better take no penalty. No skill check required.
damage again (which removes patch and applies new severity). Can be done Full Power (Push): With at least 6 ranks in Piloting, spend 1 Resolve Point to
more than once per round. Check not modified by critical damage. move up to 1-1/2 times its speed. Add 2 to distance between turns.
CRITICAL DAMAGE PATCH Audacious Gambit: With at least 12 ranks in Piloting, spend 1 Resolve Point
Glitching: (1 action) DC 10 + 1-1/2 × starship tier and make a Piloting check (DC 20 + 1-1/2 × starship tier). Move starship up
Malfunctioning: (2 actions) DC 15 + 1-1/2 × starship tier to its speed, treating distance between turns as 2 lower (minimum 0). Can fly
Wrecked: (3 actions) DC 20 + 1-1/2 × starship tier through occupied hexes without provoking free attacks. At end of movement,
Overpower (Push): With at least 6 ranks in Engineering, spend 1 Resolve rotate to face any direction. Fail the check, you instead move as if you had
Point and make an Engineering check (DC 15 + 1-1/2 × starship tier). taken the fly action (still lose the Resolve Point).
Functions as the Divert action, but can send extra power to any three
systems. This action and the divert action can’t be taken in the same round.
Quick Fix: With at least 12 ranks in Engineering, spend 1 Resolve Point and
make an Engineering check (DC 20 + 1-1/2 × starship tier). Remove critical
damage conditions from a system for 1 hour.

SCIENCE OFFICER ACTIONS [CRB 324-325] |


GUNNER ACTIONS (1 Gunner per weapon system) [CRB 324] |

| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |
Balance: DC 10 + 1-1/2 starship tier. Shift Shield Points from one quadrant to Short 5 hexes
another (must leave at least 10% of total current SP in each quadrant). Or
Medium 10 hexes
take all remaining SP and evenly distribute to all four quadrants (excess
goes to forward quadrant). Long 20 hexes
Scan: DC 5 + 1-1/2 x enemy starship tier + Enemy Countermeasures. Scan Starship weapons and Sensors take a cumulative –2 penalty for each range
enemy with your sensors. Make a Computers check, applying modifiers from increment between it and the target.
your sensors. Can attempt this untrained. If successful learn the first
A tracking weapon takes a range penalty only on the first gunnery check,
unknown piece of information on list below. For every 5 which you exceed the
when the target is first acquired. A starship weapon can fire at a target up to
check, learn another piece of information, continuing down this list.
10 range increments away.
1. Basic Information: Crew complement, ship classification, size, speed,
maneuverability. CRITICAL DAMAGE [CRB 321] |
2. Defenses: AC, TL, total/current HP and Shields in each quadrant, and
D% SYSTEM ACTIONS AFFECTED
core PCU value.
1-10 Life support All captain actions
3. Weapon: Information about one weapon, including its firing arc and the
damage it deals. Start with weapon that uses the most PCU and 11-30 Sensors All science officer actions
continue until all the weapons are revealed. All gunner actions in randomly determined arc
31-60 Weapons array
4. Load: Information about how the starship’s expansion bays are (turret counts as being in all arcs)
allocated and any cargo the starship might be carrying. 61-80 Engines All pilot actions
5. Other: Any remaining ship statistics. All engineer actions except hold it together and
Target System (Push): DC 5 + 1-1/2 x enemy starship tier + Enemy 81-100 Power core patch; Malfunctioning or Wrecked power core
Countermeasures. Use sensors to target a specific system on an enemy affects other crew members’ actions
starship. Make a Computers check, applying modifiers from your sensors
Glitching: -2 penalty
and choose one system (core, engines, life support, sensors, or weapons).
The next attack made by your starship that hits the enemy ship scores a Malfunctioning: -4 penalty and can’t take any push actions. If power core is
critical hit on a 19 or 20. If attack deals critical damage, it affects the chosen malfunctioning, all crew actions not involving the power core take a -2
system. Any further critical damage is determine as normal. Can target only penalty (stacks with penalties from critical damage to other systems).
one system on an enemy starship at a time but can concurrently target Wrecked: Checks automatically fail. Can still take minor actions. If power
systems on multiple starships. core is wrecked, all crew actions not involving power core take a -4 penalty
Lock On (Push): With at least 6 ranks in Computers, spend 1 Resolve Point (stacks with penalties from critical damage to other systems).
and make a Computers check (DC 5 + 1-1/2 x enemy starship tier + Enemy Notes:
Countermeasures). Give your starship’s gunners +2 bonus against target for
● "Hold it Together" and "Patch" are never affected by system status
the rest of the round. Can be taken only once per round.
● If the Core has the Wrecked condition and takes critical damage again,
Improve Countermeasures: With at least 12 ranks in Computers, spend 1 no critical damage conditions are applied to the ship. Instead a random
Resolve Point and make a Computers check (DC 5 + 1-1/2 x enemy starship crew member takes an amount of Hit Point damage equal to the Hull
tier + Enemy Countermeasures). Target starship rolls twice and takes the Point damage dealt by the attack (DC 20 Reflex save for half damage).
lower for gunnery checks this round (tracking weapons included). Do not increase damage for starship weapons against humanoid targets.

STARSHIP SPEED AND MANEUVERABILITY [CRB 319] | SPACE TRAVEL [CRB 290-291] |
SPEED PILOTING CHECK MODIFIER STANDARD NAVIGATION AND ASTROGATION
4 or less +2 ACTION TIME
6 +1 Start Thrusters 1 minute/size category
8-10 - Travel Point-to-Point on a Planet 1d4 Hours
12 -1 Go into Orbit or Land from Orbit 1d2 Hours
14 or more -2 Reach Satellite 1d8 Hours
Travel In-System 1d6+2 Days
DISTANCE BETWEEN PILOTING CHECK
MANEUVERABILITY Travel Between Systems -
TURNS MODIFIER
Clumsy 4 -2 DRIFT NAVIGATION
Poor 3 -1 ACTION TIME
Average 2 0 Travel In-System 1d6 Days / Drift Rating
Good 1 +1 Travel to Absalom Station 1d6 Days / Drift Rating
Perfect 0* +2 Travel to Near Space 3d6 Days / Drift Rating
*Max 2 turns per hex moved
Travel to the Vast 5d6 Days / Drift Rating
STARSHIP SENSORS [CRB 300-301] | Travel beyond the Rim Unknown
Sensors can discern information about a target up to five times the sensors’
range, but take a –2 penalty for each range increment beyond the first.
Outside of combat sensors can scan a planet the starship is orbiting. Make a
Computers check applying the sensors’ modifier to learn basic information
about the planet’s composition and atmosphere. The DC is usually 15, but
can be altered at the GM’s discretion to account for mitigating factors.
You can use sensors to make Perception checks to examine surrounding
area as if they were standing outside the starship, using their own senses (ie
darkvision), but add the sensors’ modifier as a circumstance bonus.
STARSHIP SENSOR/WEAPON RANGE [CRB 303] |
RANGE HEXES

| COLOR KEY || AFFLICTIONS || COMBAT || DAMAGE || MAGIC || MOVEMENT || SKILLS || STARSHIP || OTHER |

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