Table of Contents

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:

  1. Outmaneuver pirates with lightning-fast engines?
  2. Overwhelm foes with devastating broadsides?
  3. 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

  1. Command: Direct the ship’s strategy and coordinate the crew.
  2. Engineering: Keep systems online, reroute power, and pull off miracles under fire.
  3. Comms: Manage intelligence, electronic warfare, and fleet coordination.
  4. Gunnery: Control the ship’s weapons, from broadsides to precision strikes.
  5. 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

  1. Determined by a Piloting (Bridge) or Computers (Comms) roll at the start of combat.
  2. Ships act in initiative order. When your ship’s turn arrives, the Captain decides the sequence in which departments activate.

Command Points

  1. Generated and spent each turn, fueling advanced tactics, emergency repairs, or devastating volleys.
  2. Main ways to generate command points are through Command actions or the Above and Beyond action

Movement

  1. Every ship receives a free Stride action per round.
  2. Turning: To execute a 90° turn, a ship must move at least its own length before pivoting—no sharp cuts in the void!

Escape

  1. 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