- Hull Points (HP) = Hull Stat + Ship Class (Raven 10; Falcon 20; Albatross 30; Phoenix 40; Space Station 50+) If a ship’s HP reaches zero, all ship’s systems are considered disabled and a Core Explosion may occur (see below). A ship which takes additional damage equal to its Hull Bonus + Ship Class bonus is destroyed.
- Initiative = d20 + THR: determines your rank in the initiative order
- Weapon Attack = d20 + NET + ARM: is used to fire weapons.
- Evasive Maneuver = d20 + THR: is used to avoid conventional weapons, rockets or missiles are guided weapons and must be shot down with point defense (see below). Avoid damage by meeting or beating the Weapon Attack.
- Point Defense = d20 + NET + ARM: allows you to use a weapon to shoot down missiles and rockets before they impact. Avoid damage by meeting or beating the Weapon Attack.
- Repair System = d20 + INT + TEC (DC 15): is used to jury rig a disabled system, such as one disabled via a Disruptor, a Critical Hit or a Critical Miss. Destroyed systems cannot be repaired.
- Hide in Plain Sight = d20 + NET + STE: is used to pretend to be a different vessel or object or use a cloaking device. Powering down all systems (including Thrust) and hiding among other derelict ships or debris grants a +10 bonus to this check. Simply powering down all system grants a +5 by itself.
- Stealth Approach = d20 + THR + STE: is used to sneak up on a target in space. You get a bonus by hiding behind another object between you and your target or by placing your vessel between your target and a high radiation/high thermal target like a Sun or near a magnetic pole of a planet where energy discharges are common (usually between +2 and +10). Note that scanning an object gives it a +10 bonus against your Stealth Approach.
- Scan Object = d20 + NET + SEN: is used to detect objects in space. Passive sensors do not count as an Action — they automatically pick up nearby objects, their size, vector and velocity. Active sensors must be directed at an object to use Analyze Object (see below) to gain further details. Note that actively scanning an object gives it a +10 bonus against your Stealth Approach.
- Analyze Object = d20 + NET + COM: is used to determine details on an object scanned. DC 10 reveals the object’s type/class, DC 15 reveals any weapons or defensive systems, DC 20 reveals its current crew compliment, DC 25 reveals its configuration and all other devices, DC 30 reveals its Stats and Systems.
Each ship can do one thing each turn: move, attack, activate a device, use a system, do a maneuver, actively scan an object, etc. Defensive rolls do not require an action.
A natural 20 on the die automatically succeeds as well as an additional effect (see table below). A natural 1 on the die is an automatic failure and disables that system.
|36-50||Max damage to ship, half damage to crew (STR or DEX + PHY DC 15 to negate)|
|51-55||Max damage, gravity disabled (Repair System checks DC +5)|
|56-60||Max damage, cannot take Action next round|
|66-70||Defensive System disabled|
|91-95||Destroyed defensive system|
- Coast: The act of accelerating and letting inertia carry you to your destination without expending additional thrust to decelerate. A successful INT + TEC piloting check (DC 10) is required to avoid obstacles in open space, but asteroids fields or debris can increase this DC by +5 or +10 or more. To adjust course, a successful DEX + TEC can be made versus the target vessel’s NET + SEN to subtly change course. Dramatic changes are impossible to achieve subtly.
- Grab: A ship equipped with Grappling Arms can close with an opponent and attempt to forcibly dock. This requires an opposed Evasive Maneuver, if the attacker is successful, they have docked with the opponent’s vessel. A successful Hacking Attack allows them to board, alternatively they can blow the hatch if they have a Gadget or Grenade. A Tractor Beam prevents a starship from using an Evasive Maneuver, which makes this all the easier.
- Hacking Attack/Defense = d20 + NET+ COM: A successful Hacking Attack allows you to override an opponent’s docking port or access their Transportal (if they have one). A torpedo teleported to an opponent’s vessel does max damage, bypassing Armor.
- Ramming Attack/Defense = d20 + THR: The rammer does half damage to itself and full damage to its opponent based on its size (Raven 1d10; Falcon 2d10; Albatross 3d10; Phoenix 4d10).
When a ship’s Power Core reaches zero points, it is dead in space. There is a 10% chance (1 on a d10) that Core containment is lost and a Core Breach occurs, which means a Core Explosion is immanent. The crew will have 1d20+5 rounds to escape via Escape Pods or some other means. Backup Systems can allow a reroll of a Core Breach, or add an additional 1d6 rounds to escape. A Core Explosion completely destroys a ship and does 1d100 damage for a 1 kilometer radius per Power Core.
Characters Versus Starships
Starships win all ties. Character scale damage should be divided by 10 (rounded down) when applied to starships. Starships multiply their damage by 10 when applied to character scale.
In combat, charging your Jump Drive takes 3 rounds. In that time, all hardpoints must be retracted in preparation for the Jump. As a result, the vessel may not fire any weapons or deploy any craft or probes. In addition, all vessels with functional Sensors will be able to detect the coming graviton singularity. If your Jump Drive is disabled during that time, the countdown resets.
Jump Drives cannot operate in an atmosphere, because the wormhole would draw in the surrounding gases throwing the vessel into the singularity’s edge and shear it apart. Likewise, Jump Drives cannot function near large celestial bodies such as asteroids or space stations and a vessel must move outside the influence of its gravity field to operate.
Repairing Your Ship
Hull Points and Armor Points can be repaired by expending a Part or Credit per AP or HP repaired. Destroyed systems must be replaced at a cost of 1 Part or Credit per Slot it takes.