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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.
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