Ship Combat Actions
Every PC can take one or more Actions per ship round Comms Actions
Department head PCs can pick 1 Department Action
Crash Systems Roll opposed INT/Program check vs
per ship round
a targeted ship. On success, the target loses one
NPC ships can either fire all weapons in a round or action on its next turn.
fire only one weapon and take one action relevant to
their immediate needs. Defeat ECM Roll opposed INT/Program vs a targeted
ship. On success, any attacks this round by your ship
Captain Actions against the target get 2x your Program skill hit
Focus actions can be taken as normal actions bonus
(Star Captain: 1 extra focus action per round) Only once per target per round
Keep It Together (focus) Nullify a successful enemy
hit and roll a Crisis instead. You can use this action in Sensor Ghost Roll INT or DEX/Pilot vs DC 9 to gain
Instant response to an enemy hit your Program as an AC bonus until the next turn
Once per round at most Once per round at most
Into the Fire (focus) Accept a Crew Lost Crisis and Gunnery Actions
gain an additional action Fire All Guns Gunners fire all weapons mounted on
Support Department Choose a department. That the ship, designating targets as they wish
department can do an additional action this round. Once per round at most
Bridge Actions Fire One Weapon A gunner fires a single weapon
Escape Combat Roll opposed INT or DEX/Pilot Six times per round at most
check plus your ship’s Speed vs fastest opponent’s
check plus their ship’s Speed. On win, all enemy Target Systems A [Fire One Weapon] Action you take
ships gain one point of Escape. If an enemy ship gets this round may target a ship’s weapons, engine, or
three points, after three uses of this maneuver, your fittings the GM decides are vulnerable. Such targeted
ship gets away from that ship and is no longer in attacks take -4 to hit. On a hit, do half damage before
combat with it applying Armor. If damage gets through the system is
disabled or the drive is degraded by 1 level. Disabled
Evasive Maneuvers Roll INT or DEX/Pilot vs DC 9 to systems hit again are destroyed.
add your Pilot skill to ship’s AC until its next turn
General Actions
Pursue Target Roll opposed INT or DEX/Pilot check All these general actions are exclusive; if you take one
plus Speed vs the target ship’s skill check plus of these actions you can do nothing else in the round,
Speed. On a win, you shed one point of Escape rating either before or after you take the action
the target ship may have on your
Above and Beyond Push yourself to help the ship or
Engineering Actions its crew. Pick an Attribute and Skill Check and
Boost Engines Roll INT/Fix vs DC 8. On success, explain how you’re using it to help the ship. If the GM
ship’s Speed is increased by 2 until start of its next turn agrees, roll vs DC 9. On success, gain one extra
action in the department you are helping. On a failure,
Damage Control Roll INT/Fix vs DC 7. On success, lose all actions this round.
repair a number of lost hit points equal to your Fix
skill 2x for fighter hulls, 3 for frigates, 4 for cruisers, Deal With a Crisis Explain what you are doing to
and 6 for capital-class hulls. solve a Crisis and roll the relevant skill check vs DC
Each attempt of this action after the first in a fight 10 ± 2 depending on the situation and effectiveness of
increases its difficulty by a cumulative +1 your action. On success, the Crisis is resolved. You
may use this action to aid another PC in resolving a
Emergency Repairs Roll INT/Fix vs DC 8. On Crisis, or to take one scene’s worth of other actions
success, a disabled system is repaired or a around the ship
damage-degraded drive has its rating increased by 1.
Destroyed systems cannot be fixed this way