Tiny Frontiers House Starships
Tiny Frontiers House Starships
starship rules
starship rules
These rules expand upon the Appendix Starship Rules in
Tiny Frontiers: Revised. When in doubt or contradiction,
the original rules take precedent.
The Explorers own their starship (or effectively own it,
if they are working on behalf of a larger organization.)
Starships are treated like characters, in the sense that:
• Starship creation is modeled on Explorer creation,
with “Chassis” chosen in place of Heritage, “Systems”
chosen in place of Traits.
• Starship combat is modeled on Explorer combat,
but with special Zones and Health/Damage rules.
“Structure” is used in place of Hit Points, and
starships have four unique Soak tracks that can take
damage instead of Structure: Fuel, Heat, Hull, and
Overclock.
Zones in Space
Zone rules are used in two ways, one for combat and one
when making spacefaring journeys. In both cases, there
zones in total: Immediate (0), Close (1), Near (2), Far (3),
Distant (4) and Beyond Distant (5+)
Using zones in starship combat is similar to their use in
Explorer combat (see Starship Combat, below.)
As for spacefaring journeys, they are abstracted to a
grander scale. From this perspective, Immediate zones
describe movement in and around a single planetary
orbit. Traveling between two to three planets can scale
up to either a Close or Near journey, while remaining
generally within the same solar system. Crossing the
solar system is Far, and moving between systems or
across the galaxy is Distant. Travel that spans galaxies is
Beyond Distant and usually out of reach of small to mid-
sized starships. Of course, every solar system is different,
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so the what counts as a distance may vary, according to
the GM’s narrative.
starship rules
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combat positions.)
When at their station, an Explorer can use the following
starship rules
cards and keep beside the character info sheet to easily
swap around as needed:
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(Bridge):
starship rules
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their position.
Actions performed at a station do not automaticially
starship rules
incur Advantage nor Disadvantage, and an Explorer may
Test normally when claiming a crew position at the start
of the adventure. Switching positions may or may not
incur Disadvantage according to the situation; check with
the GM. Advantages can be earned through certain Traits
or Trades/Family Backgrounds, which are either claimed
during Explorer creation or gained during character
advancement.
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Starship Creation
starship rules
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behalf of a large organization or government. The GM
collaborates in this choice.
starship rules
2. Choose Systems. Each chassis comes with starting
Systems, described below. Next, starting with the Captain
and moving clockwise around the table, each player
chooses an additional optional System up to the limit of
the chassis. Players are free to choose from any System
category, but it’s common to choose from the category
associated with their position. (See the list of custom
Systems at the end of these rules.)
3. Fill in the details. The Captain names the ship, with
input from the rest of the crew. Moving clockwise, each
player chooses a question to answer from the Questions
List, on the previous page. Note that players are free to
choose questions in any order, and some questions can
be repeated. Not all questions need to be answered.
Starting Systems
: The starship has space for quarters, facilities, and
provisions for the necessary crew. Generally, Light vessels
can house a crew between 1 to 10, with Medium vessels
anywhere from 10 - 50, and Heavy vessels having 50, 100,
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: The starship has a number of simple
escape pods, or can detach some segment of itself, to
starship rules
Starship Combat
The GM announces when starship combat begins. The
Explorers take their battle positions before initiative is
rolled, although if the starship is caught unaware or is
surprised, only a few Explorers (or none!) might be at
their station before initiative. If so, these Explorers must
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general actions.
starship rules
Note that some actions are restricted to particular
stations, such as the Pilot at the Helm, restricting control
of starship movement to this station. Explorers can
use an action to move (or switch consoles) to another
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Damage, Structure, and Soak
starship rules
condition:
A full Fuel track means the fuel has nearly been
depleted. Movement Systems are inoperable, although
the starship can make simple Move actions.
A full Heat track means the heat has reached
still operable.
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Special Maneuvers: Formation Rules
starship rules
formation.
One ship must be declared the Lead, and all other ships
are Wing (and usually numbered sequentially.)
To begin a formation, all Wing ships must succeed
a piloting Test, forgoing all other Ship actions in order
to move behind the Lead. On the Lead’s subsequent
turn, any action performed by a Crew position in the
Lead ship can be immediately repeated as a free action
by Crew in the Wing ships, Testing with Disadvantage.
(Example: Red 1, 2, and 3 all make piloting Tests to
move into formation behind Red Leader. Next, when
Red Leader’s Gunner makes an Attack action against
a Heavy Cruiser, Red 1, 2, and 3 can each make an
immediate Attack action at Disadvantage to the same
target.)
As long as they remain in formation, all Wing
ships can continue to perform free actions after the
Lead’s, in addition to their Crew performing actions
on their turn as normal. The exception is the Pilot of
each Wing ship, who must forgo the actions on their
turn in order to make a piloting Test to maintain the
formation.
The formation can be broken at any time by the
Lead ship ordering it to be so, by a Wing ship taking a
separate Move or Evade action or failing to maintain,
or by taking damage to Fuel. The GM may also
introduce complications that need to be compensated
by Testing or risk breaking formation.
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Enemy Starships
starship rules
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Other Vehicles
starship rules
“Starships” refers to all vessels meant for transport
through space. Other vehicles for air, land, and sea
transport follow similar rules but do not have Systems or
use crew positions in the same manner. These vehicles
only have two Soak tracks: Fuel and Hull.
Use the following as guidelines:
• : 5 Structure
• : 6 Structure
• : 8 Structure
• : 10 Structure
• : 12 Structure
Each vehicle gets a free System from the list below.
Reduce Structure by 1 or 2 to add another 1 or 2 Systems,
for a maximum of 3 Traits.
• : Operates underwater.
• : Increase Structure by 2.
• : Test to allow an Evade action that
lasts a full round/until its next turn.
•
with Heavy Ranged.
•
move without taking an Action once per turn. A Test
is required to move over uneven terrain.
•
with Light Ranged.
• : Any turn in which it moves, it also
counts as having taken an Evade Action.
• : Large for its size; can hold extra troops,
cargo, or equipment.
• : Rides atop animal or spider legs. When it
takes a single Move Action, it can move two times.
• : Custom vehicle Systems can adapt ships’
Systems or even Explorers’ Traits/Crew Positions
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Fighters
Fighters are known for their lithe, mobile, and agile
ships
Starting Systems
Fighters Attributes Single-Pilot or Light
Structure: 6 Crew (1 - 2)
Custom Systems: Life Support
5 maximum (Close journeys)
Fighters also start Basic Scanners
with Hi-Speed Light Ships Weapons
Thrusters Systems
Hi-Speed Thrusters:
Make a Piloting Test
and take two Move
actions. Any attack
Disadvantage until
your Pilot’s next non-
Move action.
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Yachts
A Yacht generally describes any light starship used
systems
primarily for recreational purposes. Most Yachts are
similar in size to light freighters, though some premium
cruise liners can be as large as small capital ships. They
tend to be fairly expensive vessels, with highly luxurious
accommodations. Yet, as they tend to be relatively fast
ships, some yachts are employed by smugglers and
and
privateers, although this impacts their cargo capacity
compared to dedicated freighters..
ships
For enemy Yachts, treat them as Low to Medium Threats.
Starting Systems
Light Crew
Life Support
(Near journeys) Yacht Attributes
Basic Scanners Structure: 6
Light Ships Weapons Custom Systems:
Escape Pods 5 maximum
Yachts also start
with Hydroponics
Lab
Hydroponics Lab:
Make your Save Test
with Advantage if
you exceed your Life
Support range.
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Scoutships
A scout ship is any Starship initially employed in
ships
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Freighters
A freighter, or cargo ship, is a kind of spacecraft
systems
primarily used for hauling or transport. Light freighters
usually hold their own in combat against other starcraft,
but larger vessels, such as bulk freighters, tend to be less
capable, having larger size and minimal armament.
Enemy Freighters are often Medium to High threats, and
serious Freighters often use Fodder-level escorts when
and
navigating more dangerous regions of the galaxy.
ships
Starting Systems
Light to Medium Crew
Life Support
(Far journeys)
Basic Scanners Fighters Attributes
Light Ships Weapons Structure: 8
Escape Pods Custom Systems:
6 maximum
Freighters also start
with Massive Fuel
Tank Systems
Massive Fuel
Tanks:
(Passive bonus)
Permanently
increase your Fuel
Soak track by 2.
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Couriers
ships
Starting Systems
Light to Medium Crew
Life Support
Courier Attributes (Distant journeys)
Structure: 8 Basic Scanners
Custom Systems: Escape Pods
5 maximum
Capital Ships also
start with Early
Warning Detection
Early Warning
Detection: Make a
Test. Success means
your opponents’ Move
and Attack actions
against you are at
Disadvantage for 1
full round or until their
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Frigate Gunships
Frigate Gunships are a specialized class of vessel used
systems
by military or pseudo-military forces, usually equipped
with heavy armament and mainly used for offensive
operations and/or troop transport. A few have been
commandeered, salvaged, or otherwise privatized,
for both legitimate and unsavory purposes. Even so,
and
unlikely able to command one, let alone own one.
Enemy Gunships are likely High or Heroic threats,
ships
to be sure, and can be encountered individually or in
formation.
Starting Systems
Medium to Heavy
Crew
Gunship Attributes
Structure: 10
Life Support
(Distant journeys) Custom Systems:
6 maximum
Basic Scanners
Frigate Gunships
Heavy Ships Weapons
also start with Main
Escape Pods Cannon Systems
Main Cannon:
Make an Attack
Test. If successful,
do minimum 2
on an immobile
target, this attack
has Advantage.
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Consular Ships
Consular-class ships are so named as they typically are
ships
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Capital Ships
Capital-class ships are large starships designed for deep-
systems
space warfare. Boasting numerous heavy weapons and
shields, capital ships have crews that number in the
hundreds, if not the thousands. In their vast hangar
and
but are unlikely able to own one outright.
Treat enemy Capital Ships as Solo Threats. Truly epic
ships
Capital Ship Starting Systems
Attributes Heavy Crew
Structure: 12 Life Support
Custom Systems: (Beyond Distant
9 maximum journeys)
Capital Ships also Basic Scanners
start with Long- Heavy Ships Weapons
Range Scanners Escape Pods
Long-Range Docking Bays
Scanners: (Passive
Bonus) Allows Basic
Scanners to reach
Far zones. When
performing searches
or scanning actions
below Far range,
Test with Advantage.
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SYSTEMS LISTS
Basic Systems
ships
Depletion points.
2. : There are techno- organic
systems threaded throughout the Starship. Make a Test at
Disadvantage. If you succeed, repair 2 points of Structure
damage to the ship. This cannot be used to restore Soak.
3. : This Starship is built to carry an additional
vessel. Gain the use of an additional vessel with a max
Structure of -4 of the host Starship and 2 Systems. (Enemy
Capital ships or similar already use multiple smaller
vessels.) If unprepared, it takes a 1d3 turns for the vessel
to enter a combat.
4. : (Light Crew ships only) Choose three
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7. : On-board greenhouse with
sustainable technology. Make your Save Test with
Advantage if you exceed your Life Support range.
8. :
systems
Heritages. All Healing actions performed in the Med Bay
help to heal 2 extra Hit Points, or 1 extra Soak.
9. :
material and is a living, non-sentient creature controlled
by the Crew. Systems cannot be affected by actions that
and
can only be repaired by making medical healing Tests.
10. : You have access to codes or
ships
Actions using the ship’s identity or reputation (similar to
Bureaucratic or Deceiver Traits) provides its crew with
Advantage. (Passive Bonus)
11. : A small vehicle able to drive on planets’
surfaces. Scaled to the size of the host Starship: Seats
Crew up to 1/2 of its Structure plus a hold capacity for
light cargo. (Upgrade for more Crew and/or medium/
heavy cargo.)
12. : This Starship is built to be a mobile
Gain two additional custom
systems that must be Sensors systems, but you can only
have 1 custom Weapons System. (Passive Bonus)
13.
the Starship a personality and cognitive abilities. Allows
the Starship to use 2 mental Traits as if a non-player
character. One of these Traits may allow it to act as if in
a Crew position.
14. : Anyone searching for hidden
objects in the holds Test at Disadvantage. Each hold can
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Defense Systems
1. : Permanently increase your Hull soak
ships
Bonus)
3. : Test to become cloaked. Any action (except
systems
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Movement Systems
1. :
systems
that allow you to aid your allies. If it is not your turn and
an ally would take damage, make a Piloting Test. You
move adjacent to that ally, and the damage is applied to
you as though you’d been hit by the attack.
2. : Redundant power systems can
be drawn upon to resist damage. Make a Piloting Test
and
with Disadvantage when marking a Fuel soak box. If
successful, you ignore the next time damage is dealt. The
ships
effect can only be used once per battle.
3. : Make a Piloting Test. If successful,
the next Sensors’ system action is made with Advantage.
4. :
Make a Piloting Test, and then move.
If successful, you may use a free bonus action with a
Weapons System (Tested with Disadvantage) at the end
of the move.
5. :
higher speeds! Make a Piloting Test and take two Move
actions. The Ship counts as having taken the Evade action
until your next non-Move action.
6. : Permanently increase your
Starship’s Fuel soak track capacity by 2. (Passive Bonus)
7. : A high-yield reactor that packs
a punch. Deal 2 damage to every enemy in the encounter
and 1 damage to your Starship and every friendly. Using
this action disables this system for the rest of the mission.
8. : Make a Piloting Test. If the starship
only performs Move actions, you can take an Evade
Action against any Weapon or Sensors System against the
Ship until your next turn.
9. : Make a Piloting Test. If successful,
choose one: The next Attack action yields 1 additional
damage, or the next Attack action is made without
Disadvantage.
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Sensors Systems
1. A.I. Mapping:
ships
2. : A high-resolution electrical
scanning system, allowing the Starship to intelligently
reroute power. Permanently increase your Overclock
soak track capacity by 2. (Passive Bonus)
3. : A hardlight disguise, allowing
you to disguise your Starship as another Starship, up to
twice as large. Make a Test. If you succeed, the Ship’s next
Attack Test gains Advantage.
4. : Broad range scanners allow
you to anticipate your opponents’ moves. Make a Test.
Success means your opponents’ Move and Attack actions
and/or Systems that target the Ship are at Disadvantage
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system roll. Can only be used once per Ship’s round.
9. : Perform an Attack Test with
Disadvantage from your station to deal 2 damage total.
If you miss, your action ends. If the attack hits, make an
systems
extra Attack with Disadvantage with the same conditions,
up to 3 Attack Tests total.
Weapons Systems
and
1. : Dramatically unreliable, hard-
hitting missiles. Make an Attack Test. If you succeed, you
ships
deal 1d6 damage to a target. Cost = 1 Structure.
2. :
designed to pierce armor and puncture plating. Make three
Attack Tests with Disadvantage. Each successful test deals
1 damage. This damage cannot be reduced (or Soaked).
3. : Perform 2
Attack Tests against the same Target as the same action.
Can only be used with basic Light or Heavy ships weapons.
4. : If the Ship takes no other actions this
turn, you may make an Attack Test with Disadvantage.
If you succeed, deal 6 damage. Cannot be used with any
Focus action or used again for 1d3 rounds.
5. :
can hit what they throw at you. Make a Test. If successful,
your opponent’s Attacks are at Disadvantage until your
next turn.
6. :
Make an
Attack Test that deals 3 damage, minimum. The other Ship
actions during its turn cannot be with Weapons systems.
7. : Bombs that disrupt electronics. Make an
Attack Test against a target with electronics. If you succeed,
choose one system category, and your target cannot use
it until your next turn. Cannot be used in consecutive
rounds.
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8. : A unique weapon, that relies on
gravity manipulation to deal damage. Make 2 Attack Tests
at Disadvantage. Each deals +1 damage. If both hit, you
may move the target one zone.
ships
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Starship info
STARSHIP NAME:
STARTING SYSTEMS:
Crew:
Chassis Model: Light Medium Heavy
Owner (or Former Owner): Life Support for Journeys:
Description: Close Near Far
Age, Purpose, and/or Distinguishing Features: Distant Beyond Distant
Basic Ships’ Weapons:
Light Heavy
Scanners:
Basic Long-Range
Escape Pods
Docking Bays
CUSTOM SYSTEMS:
Type: (B)asic, (D)efense, (M)ovement, (S)ensors, or (W)eapons
Notes: Type:
STRUCTURE: CONDITIONS:
Fill in all the boxes beyond your Check an empty box instead of taking damage.
maximum Structure. Check the Maxxing out a Condition negates its related System.
empty boxes when taking damage.
Fuel (Movement Systems)
Heat (Weapons Systems)
Hull (Defense Systems)
Overclock (Sensors Systems)