====== Starship Mechanics: Your Gateway to the Cosmos ====== Every starship is more than just steel and starlight—it’s a living extension of its crew, a vessel of ambition, and a weapon against the unknown. In this section, you’ll find everything you need to customize, command, and conquer the void with your own unique ship. ==== Class Options & Actions ==== From **class options** that define your vessel’s role in the galaxy—whether it’s a nimble scout, a heavily armored warship, or a versatile explorer—to the **actions and systems** that bring it to life, these mechanics are your toolkit for forging legends among the stars. Choose your ship’s **identity**, master its **capabilities**, and adapt to the challenges of the cosmos. Will you: - Outmaneuver pirates with lightning-fast engines? - Overwhelm foes with devastating broadsides? - Rely on cunning and diplomacy to navigate the treacherous politics of the final frontier? The choices are yours, and the stars await. ====== Starship Operations: Departments & Combat Flow ====== Every starship is a **living machine**, its efficiency and firepower divided across **five critical departments**. Each department can be led by a player character (PC), unlocking unique actions and tactical possibilities. If a department lacks a PC at the helm, it defaults to the **"Do Your Duty"** action—reliable, but predictable. ==== Departments & Leadership ==== - **Command:** Direct the ship’s strategy and coordinate the crew. - **Engineering:** Keep systems online, reroute power, and pull off miracles under fire. - **Comms:** Manage intelligence, electronic warfare, and fleet coordination. - **Gunnery:** Control the ship’s weapons, from broadsides to precision strikes. - **Bridge:** Navigate the void, evade threats, and execute daring maneuvers. //**Note:** Only PC-led departments can take specialized actions—otherwise, they operate on autopilot.// ==== Combat Mechanics ==== ===== Initiative ===== - Determined by a **Piloting (Bridge)** or **Computers (Comms)** roll at the start of combat. - Ships act in initiative order. When your ship’s turn arrives, the **Captain decides the sequence** in which departments activate. ===== Command Points ===== - Generated and spent each turn, fueling advanced tactics, emergency repairs, or devastating volleys. - Main ways to generate command points are through **Command** actions or the **Above and Beyond** action ===== Movement ===== - Every ship receives a **free Stride action** per round. - **Turning:** To execute a 90° turn, a ship must move at least its own length before pivoting—no sharp cuts in the void! ===== Escape ===== - **Freedom is earned:** Accumulate **3 Escape Tokens** to disengage and jump to safety. ====== Specialized Actions ====== ===== Captain ===== //**Command Skill:** Choose one (Diplomacy, Intimidation, Deception)// - **Into the Fire** (0 CP, 1/turn) Accept a **Crew Loss Crisis** to gain Command Points (CP) based on skill level: ^ Skill Level ^ CP Gained ^ | Untrained | 1 | | Trained | 2 | | Expert | 3 | | Master | 4 | | Legendary | 5 | - **Keep It Together** (Reaction, 0 CP, 1/round) **Command Skill Check** vs. attacking ship's DC: ^ Result ^ Effect ^ | Critical Success | Nullify hit | | Success | Nullify hit **and** roll a Crisis | | Failure | No effect | | Critical Failure | Roll a Crisis | - **Support Department** (0 actions, 1/turn) One action by a department costs **-2 CP** this turn. ---- ===== Comms ===== - **Crash Systems** (1 CP) **Computers Check** vs. enemy Computer DC: ^ Result ^ Effect ^ | Critical Success | Enemy starts with **-2 CP** | | Success | Enemy starts with **-1 CP** | | Failure | No effect | | Critical Failure | No effect, **Haywire Systems Crisis** | - **Defeat ECM** (2 CP) **Computers Check** vs. enemy Computer DC: ^ Result ^ Effect ^ | Critical Success | **+2 circumstance bonus** to attacks (1 round)| | Success | **+1 circumstance bonus** to attacks (1 round)| | Failure | No effect | | Critical Failure | **-1 circumstance penalty** to attacks, **Haywire Systems Crisis** | - **Sensor Ghost** (2 CP) **Computers Check** vs. enemy Computer DC: ^ Result ^ Effect ^ | Critical Success | **+2 circumstance AC** (1 round) | | Success | **+1 circumstance AC** (1 round) | | Failure | No effect | | Critical Failure | **+1 circumstance AC**, **Haywire Systems Crisis** | ---- ===== Gunnery ===== //**All Critical Failures:** Trigger **Target Decalibration Crisis**// - **Fire All Guns** (3 CP) Fire all weapons, designating targets freely. Standard rules apply (MAP, Agile, etc.). - **Fire One Weapon** (1 CP) Fire a single weapon of choice. - **Charge Weapons** (1 CP) You can increase the damage of starship weapons by using **Boost**. If the weapon has the trait,you can use it as is. Weapons that don't have the trait, gain **"Boost 1d6"**. ---- ===== Bridge ===== - **Escape Combat** (4 CP) **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride twice**. ^ Result ^ Effect ^ | Critical Success | **+2 Escape Points** | | Success | **+1 Escape Point** | | Failure | No effect | | Critical Failure | **Engine Lock Crisis** | - **Evasive Maneuvers** (2 CP) **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**. ^ Result ^ Effect ^ | Critical Success | **+2 circumstance AC** (1 round) | | Success | **+1 circumstance AC** (1 round) | | Failure | No effect | | Critical Failure | **Engine Lock Crisis** | - **Pursue Target** (3 CP) **Piloting Check** vs. enemy Piloting DC (±1 per 5ft speed difference). **Stride once**. ^ Result ^ Effect ^ | Critical Success | **-2 enemy Escape Points** | | Success | **-1 enemy Escape Point** | | Failure | No effect | | Critical Failure | **Engine Lock Crisis** | - **Maneuver** (1 CP) **Stride once**. ---- ===== Engineering ===== - **Boost Engines** (2 CP) **Crafting/Engineering Lore Check** vs. ship hull DC (-2 for Lore): ^ Result ^ Effect ^ | Critical Success | **+15 ft speed** (1 round) | | Success | **+10 ft speed** (1 round) | | Failure | No effect | | Critical Failure | **-10 ft speed**, **Fuel Bleed Crisis** | - **Damage Control** (3 CP) Repair action. DC increases by +1 for each repeat use in combat. ^ Result ^ Effect ^ | Critical Failure | **Hull Breach Crisis** | - **Emergency Repairs** (3 CP) **Crafting/Engineering Lore Check** vs. ship hull DC (-2 for Lore): ^ Result ^ Effect ^ | Critical Success | Repair **2 broken systems** | | Success | Repair **1 broken system** | | Failure | No effect | | Critical Failure | **Hull Breach Crisis** | ---- ===== Generic Actions ===== - **Above and Beyond** (0 CP) Push yourself to help. Pick a skill, explain your action, and roll vs. standard DC. ^ Result ^ Effect ^ | Critical Success | As Success and **+1 circumstance bonus** to next department roll | | Success | Gain CP: **U/T/E/M/L = 1/2/3/4/5** | | Failure | No effect | | Critical Failure | **-1 CP** | - **Deal with a Crisis** (0 CP) Explain your action, roll relevant check vs. standard DC (±2 GM adjustment). //Alternatively, spend 10 minutes of ship-wide actions.// - **Do Your Duty** (0 CP) **+1 CP** for the ship. //PCs must describe their contribution and cannot repeat the same action consecutively.// ====== Archetypes ====== ==== Starship Operator Dedication ==== A trained crewmember with foundational skills in ship operations. The **"Ready and Able"** action helps streamline early actions, reducing strain on the ship’s resources. Gain training in one of the **Starship Operation Skills**: Diplomacy, Deception, Intimidation, Crafting, Piloting, or Computers. Gain the **"Ready and Able"** action:\\ **Trigger:** You take the first department action during an encounter.\\ **Effect:** The CP cost of the action is reduced by 1. At level 4 you will select one of the 5 main branches of Starship Operation and gain feats according to your specialization. ---- ==== Starship Engineer ==== **Level 4**\\ Focused on protective systems, this role reinforces the ship’s defenses. **"Polarize Hull"** temporarily strengthens the vessel against specific threats, mitigating incoming damage. **Polarize Hull** (2 CP) **Crafting/Engineering Lore Check** vs. standard DC for ship hull (-2 for Lore skill). //Each additional **Polarize Hull** action in a fight after the 1st one has increased DCs by 1.// ^ Result ^ Effect ^ | Critical Success | Pick **two damage types**, gain resistance equal to your level against the next attack targeting the ship. | | Success | Pick a **damage type**, gain resistance equal to your level against the next attack targeting the ship. | | Failure | No effect | | Critical Failure | **Hull Breach Crisis** | ---- ==== Starship Commander ==== **Level 4**\\ A steady hand at coordination, ensuring the crew operates efficiently. **"Steady as She Goes"** provides a reliable boost to command points, helping maintain control during critical moments. **Steady as She Goes** At the start of the turn, roll a **Command Skill Check** vs. a standard DC of your level. ^ Result ^ Effect ^ | Critical Success | **+2 CP** | | Success | **+1 CP** | | Failure | No effect | | Critical Failure | **-1 CP** | ---- ==== Starship Comms Officer ==== **Level 4**\\ Specialized in disrupting enemy communications, creating small but meaningful advantages. **"Echo Protocol"** introduces minor delays or confusion in opposing operations. **Echo Protocol** Roll a **Computers Skill Check** vs. a Computers DC of the enemy. ^ Result ^ Effect ^ | Critical Success | Next enemy roll takes **-2 circumstance penalty**. | | Success | Next enemy roll takes **-1 circumstance penalty**. | | Failure | No effect. | | Critical Failure | Next allied roll takes **-1 circumstance penalty**. | ---- ==== Starship Pilot ==== **Level 4**\\ Skilled in precise maneuvering, capable of executing tight turns under pressure. **"Flip and Burn"** allows for quick repositioning, though pushing too hard risks mechanical stress. **Flip and Burn** (1 CP) **Piloting Check** vs. standard DC for ship hull. ^ Result ^ Effect ^ | Critical Success | Move **full Speed**, then turn any direction. | | Success | Move **half Speed**, then turn any direction. | | Failure | Move **half Speed**, and the ship takes **1d6 damage**. | | Critical Failure | Move **half Speed**, ship becomes **Clumsy 1**, and **Engine Lock Crisis**. | ---- ==== Starship Gunner ==== **Level 4**\\ A precision-focused action for disabling key enemy systems. **"Target Systems"** allows careful strikes against vulnerable components, potentially crippling weapons, engines, or other critical fittings. **Target Systems** (1 CP) Attack a vulnerable system (weapons/engine/fittings). **-4 to hit**, half damage before hardness. ^ Result ^ Effect ^ | Hit | System **broken** (half functionality for engines) | | Hit Again | System **destroyed** | ----