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Tiny Frontiers House Starships

The document provides optional rules for starship combat and travel in Tiny Frontiers. It outlines zones of travel that represent different distances, from immediate to beyond distant. It describes how starships have unique damage tracks like fuel and overclock instead of hit points. Crew positions are modeled after character traits and allow actions in combat like firing weapons or repairing systems. The rules aim to abstract starship gameplay while integrating character abilities.

Uploaded by

Paul Schaefer
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
302 views29 pages

Tiny Frontiers House Starships

The document provides optional rules for starship combat and travel in Tiny Frontiers. It outlines zones of travel that represent different distances, from immediate to beyond distant. It describes how starships have unique damage tracks like fuel and overclock instead of hit points. Crew positions are modeled after character traits and allow actions in combat like firing weapons or repairing systems. The rules aim to abstract starship gameplay while integrating character abilities.

Uploaded by

Paul Schaefer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ALT- OPTIONAL

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,

1
so the what counts as a distance may vary, according to
the GM’s narrative.
starship rules

With hyperdrive jumps


Cinematic Spacefaring:
and subspace lanes for
Use the zone abstractions
travel, Explorers can move
to label the journey as
to any location within the
Immediate, Close, Near,
range of their starship’s
Far, Distant, and Beyond
Life Support capabilities
Distant.
without any penalty.
At the end of any Beyond that, it’s assumed
spacefaring journey, they resupply at intervals,
check to see how well like hospitable planets or
the starship sustained the waystations as part of the
narrative. The GM may
In this case, Depletion allow for downtime scenes
causes -1d3 Structure during travel or simply
(that can be Soaked) shift the focus of the story
and cannot be recovered to the new location. Use
unless repaired in a proper the cinematic spacefaring
docking facility. rules where appropriate.
Pushing past the
limitations of your Life Starship Crews
Support range risks
Explorers claim crew
complications. The Captain
positions in collaboration,
(or create a crew position
depending on the set up
such as a Quartermaster)
for the adventure. The
makes a Save Test for the
position can be tied to
starship. Failure means
the Explorer’s Trade or
each crew member and
Traits, such as the Pilot
or Captain, or some other
damage for each zone that
part of the Explorer’s
has been exceeded.
backstory.
Positions are left empty
if unclaimed. An Explorer only holds one position at a
time, but the roles can be swapped around, or dropped
and added, as needed, even in the course of a mission or
encounter.
By claiming a crew position, each Explorer takes its

2
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:

Captain (positioned at the Helm):


• Command. Give one Crew position an extra Ship
action (by forgoing both of your actions.)
• Trickbag. Give Advantage, or remove Disadvantage,
to one Crew position for one Ship action.
(Bridge):
• Clear Chatter. Take this action, and you can Test 1d6
when next targeted to receive Disadvantage. If your
Test is successful, you negate the Disadvantage.
• Datascrape. As an Attack action. Can only be soaked
by the Overclock track.
• Use a Ship’s Sensors System.
: (Single-Pilot vessels or Light Crew ships of
1 to 2 Crew)
• May perform Move/Evade, Attack, and Use Systems,
etc. all from a single station, but the Ship is limited to
the number of actions of the single Explorer.
(Engineering Bay):
• Goose the Reactor. Test to allow all Systems of one
type to lose Disadvantage for one round. If they don’t
have Disadvantage, they gain Advantage.
• Systems Repair. Test to restore 2 Structure point or
restore 1 Soak.
(Auxiliary Weapons):
• Fire: As an Attack action.
• Use a Ship’s Weapons System.
Pilot (Helm):
• Thrusters. As a Move action.
• Evasive Maneuvers. As an Evade action.
• Use a Ship’s Movement System.

3
(Bridge):
starship rules

• Compensate for Momentum. Test for a Move action.


At the end of the round, automatically move +1 zone
away from an opponent.
• Match Speed. As a Move action; Test to immediately
move into a zone Immediate or Close to an opponent,
whichever is nearest.
• Use a Ship’s Movement System.
(Bridge):
• Shields. As an Evade action; lasts two rounds or until

• Tactical Maneuvers. Give the next Weapons/Gunner


attack +1 point to total damage.
• Use a Ship’s Defense System.
(Bridge):
• Scanners. As the Focus action for any subsequent
Ship action.
• Switch Consoles. Allow a Crew member to perform as
if stationed elsewhere one round.
• Use a Ship’s Sensors System.
(Engineering Bay):
• Reroute. Test, and if successful, reduce the next
damage to Structure above 1 to a total of 1
• Use a Ship’s Weapons or a Ship’s Defense System.
(Bridge):
• Fire: As an Attack action.
• Use a Ship’s Weapons System.

Only one Explorer can be at one station at a time. If


there is one Gunner and one Weapons Control, both can
use the ship’s weapons from their respective stations on
their turn, but if a third Explorer wants to switch stations/
consoles on thier turn in order to perform an Attack
action with the ship’s weapons, they cannot do so without
either the Gunner or Weapons Specialist relinquishing

4
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.

Non-Combat Crew: Some positions are equally


necessary but essentially non-combat positions.
These positions can move to a station but incur
Disadvantage when Testing to use any Ship’s
System.
Medic.
Diplomat.
Chaplain.
Groundside Trooper / Ranger.
Scientist/Researcher.
Others, perhaps a Stowaway, Journalist, etc.

5
Starship Creation
starship rules

Starships are similarly created in collaboration with all


the players.
1. Choose a chassis. Chassis are either Light Vessels,

Freighter or Scoutship (medium vessels.) If selecting light


vessels, the crew might have more than one, depending
on the number of Explorers. If selecting a Heavy vessel,
the Explorers are commissioned to operate the ship on

Starship Creation Questions*


How did the Explorers How many previous
come to possess it? Did owners did it have, or did
they buy it from a used one of the Explorers walk
starship salesman, is it
a contract ship, or were anyone of note?
they posted aboard? What on the starship is
When was the ship well-maintained, whether
built? Is it an older model out of love or out of
necessity? What is held
or is it a newer, sleeker together with spacetape
build with smooth and a prayer?
lines and advanced
technology? starship been involved
Why was the vessel in? These could be large,
originally built, and
does it continue in or small, more personal
that purpose? Was it a ones.
science vessel, a cargo What reputation
transport, a military ship? does the starship have?
*cribbed from Teens in Space This could be typical
by Renegade Games of its make/chassis or
individual to this ship.

6
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,

well as support or maintenance, as running a starship


demands all kinds of constant work. Depending on the
function of the starship, there is some degree of capacity
for non-crew passengers (travelers, researchers, military
or security escorts, etc.)

: This tells you how far the starship can


safely travel, using the cinematic spacefaring rule.

: All Scanners allow a Test to scan in


Immediate or Close range. If successful, the GM reveals
information about the target, usually about energy
signatures, life signs, topography or other surface-
level information. It might be that some information is

the GM may ask for additional Tests at Disadvantage.

7
: The starship has a number of simple
escape pods, or can detach some segment of itself, to
starship rules

accommodate the entire crew (and passengers, according


to its design.) These pods are programmed to travel to the
nearest hospitable in an Immediate to Close spacefaring
range and each uses a broadcastable emergency beacon
and a simple communications array.

: Simple plasma weapons allow an


attack Test at Immediate and Close combat range. Attacks
at Near range are made with Disadvantage and cannot be
made at Far range.

: Massive cannons aboard larger


vessels allow for attack Tests at Close, Near, and Far
range, but suffer Disadvantage at Immediate range.

: This starship contains a hitch or a hangar


for an additional vehicle of a smaller Structure/Crew size.
Heavy vessels like capital ships have a capacity to carry

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

Starship-to-Starship combat uses similar procedures as


person-to-person:
1. Determine Initiative as normal, but roll for the
whole starship (usually one Initiative roll per ship, or
groups of enemy ships.) All Explorers take their turn
when it’s their starship’s initiative. It’s the Captain’s role
to decide the order of the Explorers within the starship’s
turn.

2. Explorers receive two actions per turn as normal.


They can activate a System attached to their station, use

8
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

3. Use the starship zones for ranges. At the start of the


combat, the starship’s enemies are in Close range, unless
the GM places them otherwise according to the story.
The starship’s Move actions dictate its position in

the perspective of each starship. So, Starship One may


have enemies in its Close range, and Starship Two
may have enemies in is Close range, but they may not
necessarily be in the same close range.
Both Explorers and enemies may tighten or widen the
gap between the starship on their turn when taking
move actions. It costs one move action to go from one
zone to another. Moving from Near (2) to Immediate (0)
would require two move actions total.
Some weapons and systems may be affected by the
difference of combat zones.

4. Use the “house rules”


for Health/ Damage, where
each 5 or a 6 in an attack Test Getting “Rocked”
counts as a success and adds
If a single Attack
1 point of damage. Some
Systems allow for increased scores more than 2
damage as well. When hit points of damage
with damage, the starship’s in one turn, each
Structure is reduced by one Explorer must make
point per damage. a Save Test to avoid
1 point of damage to
themselves directly.

9
Damage, Structure, and Soak
starship rules

Instead of reducing the Structure when taking damage, a


starship can absorb all damage from one attack by ticking
a box on a Soak track: Fuel, Heat, Hull, or Overclock.

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

Light Ship’s Weapons (Basic) are still operational.


A full Hull track indicates a minor rupture has

the starship can make simple Evade actions.


A full Overclock track means the computer
systems have been pushed to their limit. Sensors

still operable.

If the starship’s Structure is reduced to zero, follow the


same procedures for rolling Save Tests as with character
death. Stabilizing with a Save Test means the starship is
helpless in the ether as if it is an unconscious character.
The crew and passengers have basic life support but little
else. Failing a “last chance” Save Test means even that
is compromised. Everyone
on board has a number of
These alt-optional rules hours equal to the starship’s
do not use Fuel as an original Structure before the
accounting system, as
fuel has moved to a Soak over.
track under the Structure/ Recover Structure and Soak
damage rules. Systems through repairs. Repairing
previously requiring a for one hour can recover one
Fuel cost now require a point of Structure. Repairs
successful Test instead. for Soak tracks are more

10
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.

laborious; it can take eight hours to recover one tic of a


Soak without a proper facility. Even in a proper spaceport
or other station, it can take as few as two hours per Soak
or as much as 16 hours in total for everything, depending
on the facilities and extent of damage. Of course,
negotiations are always possible in a pinch, but working
quickly might require extra payment for upkeep, parts,
personnel, etc.

11
Enemy Starships
starship rules

Use the Enemy chart of the core rulebook to determine


the Structure of enemy starships according to their threat
level. Low-level enemies do not use Soak tracks, but some
Medium and all High-level enemies and above do.
In combat, enemy starships (but not the individual NPCs
aboard them) take initiative and turns like normal, and
each starship uses standard actions (Move, Attack, Evade,
Focus, or Use Systems).
The size of the starship may result in an additional
number of actions for the enemy per turn. Enemy Medium
vessels get two additional actions, and Heavy vessels
get four. (Light vessels take the two actions, as normal.)
This represents a larger crew taking actions against the
Explorers. The GM can adjust these numbers according
to the threat level, but the maximum number of actions
can never exceed twice the number of Explorers.
Enemy starships also have access to these Traits:
: Medium and Heavy-sized crews
can forfeit 1 (or 2) of their extra actions to receive +1
(or +2) damage to its attack, but this must be decided
before the attack Test is made. As always, no damage
result can total more than +4 in a single action.
: Like the Group trait but for starships, a Fleet
is a number of enemies treated as a single Threat
Level enemy (for purposes of initiative and number of
actions) until its Structure is reduced to zero. At this
point the threat becomes two of the same enemy Threat
Level but without the Fleet attribute. Used with Low or
Fodder level Threats only.
Mass Combat: Used only with one enemy in combat,
it represents how the “enemy” is not just one creature
or vehicle, but a horde or an armada. Test 2d6 at the end
of its turn. If successful, it takes another action. Repeat
up to the number of Explorers (or Starships) in the
combat or until the Mass Combat Trait fails, whichever

12
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

13
Fighters
Fighters are known for their lithe, mobile, and agile
ships

chassis. Also known as Striker-class ships, they tend to


be exceptionally quick and serve as nimble attackers,
perhaps as part of a squadron or other formation. They
are often supported by droids that aid their pilots via
and

navigation and system links. This allows for speed of


systems

as Fighters tend to be less sturdy than the larger, more


armored Starships.
For Enemy Fighters, treat them as Low to Medium

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.

14
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.

15
Scoutships
A scout ship is any Starship initially employed in
ships

exploration or reconnoitering. They have become the all-


purpose Starship, designed for everyday and all-situation
usage. They tend to be moderately tough and have a good
and

dramatically cheaper to produce than other types of


Starship, so you see a lot more of them. They tend to be a
systems

little on the small side but are the most versatile.


Enemy Scoutships are usually Medium to High threats,
but those owned by high-level opponents can reach
Heroic threat levels.
Starting Systems
Light to Medium Crew
Scoutship Attributes Life Support
(Near journeys)
Structure: 8
Basic Scanners
Custom Systems:
7 maximum Light Ships Weapons
Scoutships also start
with Adaptable Build
Adaptable Build: Gain
1 extra system when
building its chassis,

16
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.

17
Couriers
ships

for speed and cargo, couriers range in size from small


messenger craft to troop transports. Most courier ships
are built according to their utility, with not much attention
paid to the interior facilities, resulting in uncomfortable
and

conditions for pilots and passengers. That said, some


courier-class ships have been specialized for medical
systems

transport and related search-and-rescue operations.


Enemy Couriers are often Low to Medium threats,
although they may be the precursor to something larger.

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

18
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.

19
Consular Ships
Consular-class ships are so named as they typically are
ships

designed for systems of defense or research, they can

weapons and offensive capabilities.


and

Enemy Consular ships or Escorts are usually encountered


as Medium or High threats.
systems

Starting Systems Consular Ship


Medium to Heavy Attributes
Crew Structure: 10
Life Support Custom Systems:
(Far journeys) 5 maximum
Basic Scanners Consular ships also
Light Ships start with Titanium
Weapons Shield Systems
Escape Pods Titanium Shield:
(Passive Bonus) Any
weapons’ Attack
action deals 2 less
damage and may
reduce to zero.
(Passive Bonus)

20
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

spacecraft. As with all starships with Heavy Crew,

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.

21
SYSTEMS LISTS

Basic Systems
ships

1. : Test to restore Depletion on


and

weapons and armor as if you have the Engineering Trait.


If you have the Engineering Trait, your successes restore 2
systems

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

performed by the droid hooked up to this socket. A droid

were stationed at the respective positions. If the droid is

socket as a free bonus action on his/her turn.


5. : Place a willing or unconscious
character inside, preserving its life functions exactly as
they are until they are removed. After removal, it takes
one hour for that character to return to the state in which
it was entered. Must upgrade or purchase additional
systems to have additional chambers.
6. :
holding two Crew members. Allows Structure repair
without need of drydock or maintenance bays.
When in use, may treat other ships as if adjacent, such
as for Sensors systems actions. EVA Craft cannot enter
planets’ atmospheres.

22
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

15. : This Starship is built to be a mobile


. Gain a two additional custom systems
that must be Weapons systems, but you can only have 1
custom Defense System. (Passive Bonus)

23
Defense Systems
1. : Permanently increase your Hull soak
ships

track capacity by 2. (Passive Bonus)


2. : After a hit, disable one system to
ignore its damage; the disabled system can no longer be
used until the Starship has a chance to repair. (Passive
and

Bonus)
3. : Test to become cloaked. Any action (except
systems

Sensors’ systems) to interact with you has Disadvantage.


If you are cloaked and attack, your attack gains Advantage
and you become uncloaked.
4. : Shields designed to hold up

Starship. Test to activate. Reduce the total damage


taken after all rolls by 1; minimum damage = 1. Effects
last until your next turn.
5. :
When
performing Evade actions, you Test with 2d6. (Passive
Bonus)
6. : Massively sturdy and dense
metals make up your Starship’s chassis. Permanently
increase your Starship’s Structure by 2. (Passive Bonus)
7. : Robots that assist in repair tasks.
Restore 4 Structure, or restore 2 Soak, to either your
Starship or an adjacent Starship. Takes 1d3 rounds.
8. : Systems keeping your engines at a
You may Test
before a Move action is made. If successful, all Sensors
actions against you have Disadvantage. Until you attack
or move normally, you remain stealthy.
9. : It don’t look pretty, but that massive

works. Any weapons’ Attack action deals 2 less damage


and may reduce to zero. (Passive Bonus. This counts as
two Systems.)

24
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.

25
Sensors Systems
1. A.I. Mapping:
ships

intelligence with the sensor array to assist maneuvers.


Make a Sensors Test. If successful, remove any Dis-
advantage imposed on either your Movement Systems,
Sensors Systems, or Weapon Systems as a result of
and

an enemy’s actions until your next turn. This does not


prevent subsequent Disadvantage imposition.
systems

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

5. : A sophisticated sensor array that


disrupts enemy communications. Make a Test with
Disadvantage. If you succeed, you may choose one System
and your target may not use it until your next turn.
6. : Sensitive scanners that can
Allows
Basic Scanners to reach Far zones. When performing
searches or scanning actions below Far range, Test with
Advantage. (Passive Bonus)
7. : This action can be either be
Perform a Ship
System action as if stationed at a Crew position.
8. :
back-ups.

26
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.

27
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

9. : Upgraded Light Ships


Weapons. Starship weapons that can attack Far and
Distant zones without penalty. Some larger chassis have
this as a starting System. (Passive Bonus)
and

10. Main Cannon: A reliable long-range weapon is


Make an Attack
systems

an immobile target, this attack has Advantage.


11. Plasma Cannons: Make two
Attack Tests, the second one at Disadvantage. Each attack
does normal damage. If both attacks are successful, the
Disadvantaged attack adds +2 damage.
12. :
seeking missiles. Make 6 Attack Tests at Disadvantage. If
at least 4 Tests succeed, deal 1 extra Damage as well.

28
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)

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