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.
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:
The choices are yours, and the stars await.
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.
Note: Only PC-led departments can take specialized actions—otherwise, they operate on autopilot.
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.
- 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 |
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”.
- 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.
- 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 |
- 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.
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.
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 |
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 |
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. |
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. |
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 |