FATE - Beyond Flight
FATE - Beyond Flight
-BEYOND FLIGHT-
A spaceship combat supplement for FATE CORETM
BEYOND FLIGHT
-
by Salvetti Mattia
2022
This work is based on Fate Core System and Fate Accelerated Edition
(found at http://www.faterpg.com/), products of Evil Hat Productions, LLC,
developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy
Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred
Hicks, and Rob Donoghue, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/)
The Fate Core font is © Evil Hat Productions, LLC and is used with
permission. The Four Actions icons were designed by Jeremy Keller.
Contents:
1: The Basics
1.1: Introduction
1.2: The Bronze Rule
1.3: Skills, Aspects and Stunts
1.4: Shields and Firewalls
1.5: Consequences and Hull Failure
1.6: NPCs & Pcs on a Ship
2: Roles on a Spaceship
2.1: Overview: the roles
2.2: The Captain
2.3: The Engineer
2.4: The Gunner
2.5: The Pilot
2.6: The Scientist
3: Spaceship Skills and Stunts
3.1: Skills in general
3.2: Cargo (resources)
3.3: Crew (provoke)
3.4: Engines (Drive)
3.5: Factory (Crafts)
3.6: Hardware
3.7: Mass (Drive)
3.8: Sensors (Notice)
3.9: Stealth (Stealth)
3.10: Systems (lore)
3.11: U.I.
3.12: Weapons (Shoot)
4: Example Ships
4.1: The Sloop (Tier 2)
4.2: The Doberman (Tier 3)
4.3: The Vandal (Tier 3)
4.4: The Constantine (Tier 4)
4.5: The Dutchman (Tier 4)
4.6: The Supremacy (Tier 5)
4.7: Simplified enemy ships
5: Step by step combat
6: More Stunts
7: Rules cheat sheet
1 - The Basics 1.2 – The Bronze Rule
1
1.3 – Skills, Aspects and Stunts It’s suggested to let players start
with a tier 2 or 3 ship, meaning a
Like all characters, ships possess ship whose highest skill is either 2
skills, aspects and stunts, but they or 3, depending on the party’s
have no fate points and can’t gain wealth and fame.
them. The characters will be
responsible for the expenditure of 1.4 – Shields and Firewalls
fate points instead.
Ships can absorb stress in two
Each ship has at minimum two ways: physical stress is absorbed
aspects and one stunt. The ship’s through the Shields stress track,
first aspect is its core aspect and it while “security” stress is absorbed
defines the most important, visible through the Firewall stress track.
or otherwise remarkable feature of The latter includes hacking
the ship, be it a special weapon or a attempts, EMP pulses and other
legend surrounding its name. similar electronic sources of
danger.
Additional aspects and stunts
become available depending on the Both tracks start out with two
ship’s skills, more specifically the available boxes (1 and 2). Additional
hardware skill, which will be stress boxes can become available
discussed later. by increasing the Mass skill
(shields) and the Systems skill
Ships follow a skill pyramid (firewall), detailed later in this
identical to that of a character, with document.
the exception that a ship’s highest
skill usually ranges from 1 to 5. Ship 1.5 – Consequences and Hull Failure
sizes can vary, from small personal
pods (with a +1 to its highest and Ships can suffer consequences like
only skill) to massive high-tech a character would. These range
frigates, whose highest skill stands from a minor hull breach to a
at +4 or more. This distinction lets malfunctioning weapon array, to the
us split ships into different tiers, extremes of a total ship
which represent their overall decompression. Ship consequences
effectiveness. behave identically to character
consequences, reducing incoming
In general, the GM determines when stress by 2, 4 or 6. Ships can be
and if the players can get their repaired through the Resources
hands on a more powerful ship, or skill while the ship is docked, or the
upgrade their vessel to its next tier. Crafts skill.
2
If a ships takes stress that it can’t 1.6 – NPCs and PCs on a ship
absorb, it’s defeated. Depending on
how (and the intentions of the The role of player characters (PCs)
victor), the ship and its crew can and non-player characters (NPCs)
face dire consequences. on a ship is radically different. Only
player characters can be eligible
A ship defeated and thus boarded for a crew role (such as captain,
by a Crew attack (explained in gunner or scientist). PCs also take
chapter 3) is left almost intact. If responsibility for most skill checks
the ship belongs to your players, regarding the ship.
you may decide to switch scene
from space combat to a more Keep in mind the following, since it
classic guns-blazing conflict aboard constitutes the core of these rules:
the boarded ship.
Ships cannot act on their own –
A ship defeated by a Guns attack PCs must spend their action to use
suffers considerable damage and one of the skills available to the
undergoes rapid decompression, ship. When they do so, they use the
which often damages or kills the lowest among the ship’s skill rating
crew. If your player’s ship faces this and their own skill rating.
fate, consider switching from space
combat to a contest, in which the For instance, if a character has a
characters must find and put on Shoot skill of +3 and the ship has a
their spacesuits as fast as possible Weapons skill of +2, the +2 will be
as the oxygen level quickly used, since it’s lower. Skills that
plummets. must be used paired together will
be written as “Ship/Character” from
A ship defeated by a Systems attack now on (for example Engines/Drive
has been hacked and is now a brick or Factory/Craft).
floating in space. The ship suffers
little to no real damage, but it Exceptions arise when the U.I. (user
becomes unresponsive. This is interface) skill is taken into
usually followed by a coup-de- account, but those will be explained
grace dealt with either Guns or in the relevant section of this
Crew, in which case refer to the document. Finally, if a stunt grants
above two scenarios. a bonus to a skill, the bonus is
added to the final roll, not to the
ship’s skill value.
3
2 – Roles on a Spaceship 2.2 – The Captain (one per ship)
4
2.3 – The Engineer (any number) 2.4 – The Gunner (any number)
5
2.5 – The Pilot (one per ship) 2.6 – The Scientist (any number)
A good pilot is vital for any ship and, Scientists are responsible for the
in general, should be the character ship’s instruments and electronic
with the highest Drive skill. Pilots devices. Scientists collect data,
are one with the ship: they decide if protect the ship’s systems and
and where it moves, they dodge scramble the enemy’s signals with
incoming attacks and perform malware.
daring maneuvers.
Hack: Scientists can attack the
Actions: More often than not, pilots electronic systems of nearby ships
will use their action to move the in an attempt to inflict electronic
ship from one zone to another or damage (absorbed by the Firewall).
perform some kind of maneuver, They can attempt to sabotage
which as always translates into enemy ships this way by creating
creating aspects such as evasive or detrimental aspects. This is a
hidden in a gas cloud. This is often Systems/Lore check.
an Engines/Drive check or a
Stealth/Stealth check. Detect: The scientist can attempt to
detect the presence of nearby
Defense: Pilots are often tasked hidden ships through the Sensors
with dodging incoming fire, meaning skill, or they may use it to identify
the safety of the ship lays on their which weapons or stunts a ship is
shoulders. This is an Engines/Drive mounting. This is a Sensors/Notice
check. Defending against ramming check.
attempts is a Mass/Drive check.
Defend: Scientists must always be
Ram: The pilot can ram the ship vigilant in order to defend against
against another as an action. This is incoming hacks, a Systems/Lore
an attack that uses the ship’s Mass check. Similarly, scientists can
skill against the target’s Mass or defend the ship against incoming
Engines. Ramming other ships is a gunfire by making a Sensors/Notice
foolish move without an appropriate skill check, in place of the more
stunt: on a hit, in fact, the ramming common Engines/Drive check made
ship takes just as much stress as by the pilot.
the defendant! This is a Mass/Drive
check.
6
3 – Skills and Stunts 3.2 – Cargo (resources)
The related characters skills are a Carrier: The ship can carry other
suggestion based on the default ships within itself. The sum of their
skill list available in the FATE CORE Mass must be less than its Cargo.
manual, so feel free to change them Ships with zero Mass count as
to their counterpart in your own having ½ mass for the purpose of
setting. this stunt.
7
3.3 – Crew (provoke)
Crew Stunts:
8
3.4 – Engines (drive) 3.5 – Factory (crafts)
Engines represents both how fast The Factory skill indicates the
and how easy to handle the ship is. production capabilities of the ship
It not only acts as a defensive tool and how easily it can fashion items
against attack, but it determines and process raw materials. Ships
initiative (the turn order) at the that focus on scavenging should
start of a conflict. prioritize Factory. Engineers use
Factory to repair the ship too.
Overcome: Engines can be
used to reach another Overcome: Disassemble a
system as fast as possible, scavenged ship into its
dodge asteroids or escape components, remove a
the pull of a black hole. stunt from a captured ship
Determines initiative. to substitute one of yours.
Create advantage: Engines Repair damage to the ship.
can create aspects relative Create advantage: The ship’s
to the ship’s position, such engineer can use Factory to
as hidden by a nebula or overload or empower other
always on your tail. ship systems.
Attack: Engines isn’t used to Attack: Factory is not
attack. normally used for attacks.
Defend: Engines is the ship’s Defend: Factory is not
main defense against normally used for defense.
incoming gunfire. It’s also
used to defend against Factory Stunts:
ramming attempts (see the
Mass skill) Attack Drones: You can use Factory
to attack instead of Weapons, by
Engines Stunts: launching automatic drones. You
gain a -1 to this attack for each
Small and slippery: +2 to Engines consequence your ship is suffering.
to dodge incoming fire from ships
with higher mass than yours. Quick recover: +2 bonus to Factory
checks to restore shields.
Warp Drive: Once per scene you can
teleport the ship 3 zones as an
action. You must spend a Fate point
to do so again.
9
3.6 – Hardware 3.7 – Mass (drive)
Hardware is one of two skills The Mass skill determines how big
(alongside U.I.) that does nothing on and bulky the ship is, with larger
its own, instead granting the ship ships naturally being able to sustain
various benefits. more damage. Mass can be used to
ram other ships as part of a special
Depending on how many points of pilot maneuver.
Hardware the ship has, it gains
more and more aspects and stunts. Mass determines the ship’s Shield
stress boxes based on its value:
Points Benefit 0 – stress boxes 1 and 2
0 Base (2 aspects and stunt) 1/2 – stress boxes 1, 2 and 3
1 One additional aspect 3/4 – stress boxes 1,2,3 and 4
2 One additional stunt … and so on.
3 One additional aspect
4 One additional stunt Overcome: Mass can be
5 One additional aspect used to simply plow through
obstacles and asteroids.
These aspects often represent a
Create advantage: Mass isn’t
ship’s level of technology, how up to
used to create aspects.
date its systems are, weird gizmos
and gadgets etc…, but nothing stops Attack: Mass/Drive can be
you from giving your ship the used to ram other ships.
frightening title of the unsinkable The attacker however takes
ghost of Riegel. the same amount of stress
it has just dealt.
Hardware Stunts: Defend: The defended of a
ram attempt can defend
Polymorphic Matrix: once per scene with Mass/Drive or
you can copy a stunt belonging to a Engines/Drive.
ship you can see until the end of the
scene.
Mass Stunts:
Energy cells: Choose two ship
Ramming Apparatus: You take no
aspects. You can invoke each one
damage from your own ramming
for free once per session.
attempts.
10
3.8 – Sensors (notice) 3.9 – Stealth (stealth)
11
3.10 – Systems (Lore) 3.11 – User Interface
12
3.12 – Weapons (Shoot)
Overcome: destroy an
asteroid barring the way, or
carve open an energy
barrier that’s enveloping the
ship.
Create advantage: target an
enemy’s weapons, engines
or shield generators to
create negative aspects on
them.
Attack: the main purpose of
Weapons is, of course, to
deal Shields stress through
attacks.
Defend: Weapons is rarely
used to defend.
Weapons Stunts:
13
4 – Example Ships 4.2 – The Doberman (Tier 3)
Aspects:
In this chapter you’ll find a number
of ships that exemplify how to use
Terror of the Crab Nebula
these rules and build your own.
Long range missile battery
Skills:
4.1 – The Sloop (Tier 2)
+3: Weapons
+2: Mass, Crew
Aspects:
+1: U.I., Stealth, Engines
A smuggler’s dream
Small and compact
Stunts:
Skills:
Breaching ammo: When you create
a consequence with Weapons, you
+2: U.I
gain an additional free invocation of
+1: Engines, Stealth
that consequence. You can only use
this invocation while attacking with
Stunts:
Crew.
Chamaleon: Once per scene the
ship can disappear, gaining the
Shields: 1, 2, 3
invisible aspect with one free
Firewall: 1, 2
invocation.
3 consequence slots
Shields: 1, 2
Firewall: 1, 2
Tips: Tier 3 ships are a good
compromise for a party who is still
3 consequence slots
gaining familiarity with the system.
They have few skills, but still twice
Tips: low tier ships benefit more
as many as a tier 2 ship, and allow
from a high U.I. score since they
for more in-depth customization.
have very low skill ratings. Ideally,
The Doberman is an assault vessel:
the Sloop should be piloted by a
It can accommodate one (or more)
pilot with a Drive and Stealth skill of
gunner with a Shoot of 4, making it
3. Low-tier ships are very limed in
a threat even for larger ships. Its
both effectiveness and
stunt allows its crew to quickly and
customization – consider using
efficiently board and claim captured
them as temporary vessels in your
vessels.
game, or allow the party to quickly
upgrade their tier.
14
4.3 – The Vandal (Tier 3) 4.4 – The Constantine (Tier 4)
Aspects: Aspects:
Hive of scum and villany Ghost of the astral sea
The Astral Council demands tithe There is no good we can’t provide
Advanced processing machinery Overclocked engines
Skills: Skills:
+3: Mass +4: Stealth
+2: Cargo, Hardware +3: U.I., Systems
+1: U.I., Factory, Engines +2:, Mass, Engines, Hardware
+1: Cargo, Crew, sensors, weapons
Stunts:
Devour: The Pilot of the Vandal can Stunts:
attempt a Cargo/Drive check to Slip-space engine: At the start of
“swallow” another ship within the the ship’s turn, the pilot can access
Vandal’s hull. That ship’s Mass must slip-space, making the ship
be equal to or lower than the intangible and translucent. The ship
Vandal’s cargo. The Vandal can returns to real-space at the start of
attack Devoured ships using Cargo its next turn and can’t spend two
instead of Weapons. consecutive turns in slip-space.
While there, it’s Intangible and it
Disassemble: the Vandal gains a +2 can’t interact with real-space.
bonus to attacks made with Cargo
on a swallowed ship. Sneak attack: The Constantine can
use Stealth instead of Weapons to
Shields: 1, 2, 3, 4 attack on the turn it exits slip-
Firewall: 1, 2 space.
15
4.5 – The Dutchman (Tier 4) 4.6 – The Supremacy (Tier 5)
Aspects: Aspects:
The Soaring University The moving mountain
High-tech analyzers That is no moon!
Nexus of scholars There Is no escape from justice
Skills: Skills:
+4: Sensors +5: Mass
+3: Systems, Factory +4: Cargo, Crew
+2:, Mass, Cargo, hardware +3: Weapons, Factory
+1: U.I., Crew, Engines, Stealth +2:, U.I, Engines, Sensors, Systems
+1: Stealth, Hardware, [-], [-], [-]
Stunts:
Orbital pulse: the crew can spend 1 Stunts:
Fate point to find a specific location Bastion: The Supremacy defends
on a planet’s surface immediately. from Weapons attacks with
Mass/Drive instead of Engines or
Interdiction field: Attacks against Sensors.
the ship are made with a -2 for as
long as the Dutchman hasn’t Shields: 1, 2, 3, 4, 5
attacked yet in this scene. Firewall: 1, 2, 3
16
4.7 – Simplified enemy ships Actions: These ships can only move
once per round and take a single
Often as a GM you want to engage action, oftentimes Attack. Their
your players with a quick crew is purely theoretical, meaning
encounter, but you have no time to they just use the ship’s skills
prepare it carefully. Use these rules without any modification.
to account for enemy ships in a
skirmish – you’ll be able to flesh Example: Red Dawn Hawk
them out later if needed; or you can
use them like this for as long as you Aspect: High precision beams
like!
Stunt: if defeated, the pilot is safely
Aspects: think about a single aspect ejected in a tier 1 vessel with no
to describe the ship in its entirety. If weapons and Engines 1, which
anything else comes to mind later, automatically travels to the nearest
add it freely to the description. station.
17
5 – Step by step combat The Engineer is very good, with a
Crafts of 3, but the Doberman has
no Factory skill (+0). Adding the U.I.
In this chapter you’ll find a detailed
value to the lowest (0 +1 = 1) we find
combat exchange between the
out that the engineer will have to
Doberman, one of the ships we’ve
make due with a +1 to their checks.
seen before, and a pair of Red
Dawn Hawks, a pair of simplified
The Pilot has a Drive of 3, but the
ships. The Doberman belongs to the
Doberman just has a +1 to its
party.
engines. Since the U.I. is +1, the pilot
will have to use a skill rating of +2.
Assume that this combat takes
place within a crowded asteroid
Initiative is determined with an
belt nearby some massive iron-rich
Engines/Drive roll made by the
asteroids. Combat zones function
pilots of all involved vessels.
identically to a normal conflict, with
the GM determining the size and
The Doberman rolls a [+][+][+][-] +2,
relative position of zones and ships
for a grand total of 4.
being able to move from one zone
Both Hawks act together and roll a
to an adjacent one as a Pilot action.
[+][0][0][-] +2, for a total of 2.
The Doberman goes first.
Preamble: It’s often useful to
compute the “real” value of a ship’s
Round 1: the Pilot of the Doberman
skills before starting combat. In this
flies closer to the Hawk squadron,
case the Doberman is manned by 4
attempting to get them within 1 zone
characters: two decide to be
and thus in range of the ship’s
Gunners, while the other two are a
weapons. Since the ship doesn’t
Pilot and an Engineer.
need repairs, the Engineer diverts
power to the weapons. The GM
The Gunners have a Shoot skill of 4
determines this to be a difficulty 2
and 3 respectively. Since the
task and the Engineer rolls at a [+]
Doberman has a U.I of 1 and a
[+][0][-] +1, for a total of 2, meeting
Weapons of 3, the first character
the difficulty. The weapons receive
will be able to use his training in
the temporary bonus Overloaded
full (3 + 1 = 4, which is the same for
for this round only, with a free
the character), while the second
invocation. The two Doberman
character will have to shoot with a
gunners fire their weapons on a
bonus of 3 (since their skill is
single Hawk, rolling the following:
identical to that of the ship, the U.I.
[+][0][+][-] +4 = 5
isn’t added since there is no “lower”
[+][-][-][-] +3 = 1
value).
18
The first gunner wants to deal a incredibly lucky roll. The players
decisive hit, so he invokes the groan in frustration. Good.
overloaded aspect for free and then
spends a Fate point to invoke the The pilot of the Doberman rolls
Doberman’s long range missile Engines to dodge: [+][+][-][-] +2 = 2.
battery aspect, for a total of +9. Not satisfied, they spend a Fate
point to argue that, since the
The hawk rolls for Engines to Doberman is the ghost of the Crab
defend, [+][+][+][0] +2 = 5. Good roll, Nebula, the Hawk’s gunner should
but not enough – since it has no 4 be soiling his pants at the though of
points stress boxes to absorb the facing such sinister ship. The GM
damage, it’s blown out of the sky. finds this hilarious and allows the
pilot to add a +2 to their Engines
Seeing this, the second gunner asks roll, for a total of 4.
the GM if they can make their attack
against the second enemy. Since The Doberman must now absorb 3
the GM is generous and these are points of Stress. Luckily, it’s a bulky
just mooks anyway, he allows it. ship and possesses a 3 point
The second Hawk, however, Shields stress box, which the
defends with a [+][+][0][-] +2 = 3, players promptly mark.
dodging the incoming missile.
Round 2: The pilot of the Doberman
It’s now the surviving Hawk’s turn. decides to play with the Hawk,
The ship flies away from the darting behind a massive asteroid
Doberman and, since it has high and disappearing from view. They
precision beams and aspects are make a Stealth check to create the
always true, the GM determines Hidden by an asteroid aspect. The
that it can strike the Doberman pilot has a stealth of +0, however,
from out of its range. The Hawk is a while the ship has a +1. Thanks to
simplified ship, so it has one the U.I. rating of the ship, the roll is
movement and one attack, which it made at +1, contested by the Hawks
takes immediately. Sensor rating. Since simplified
ships have no Sensor rating, the GM
The Hawk is a delicate ship with determines the difficulty to be 2.
strong weapons, but the GM is The pilot rolls [+][+][0][0] +1 = 3 and
unlucky: [0][-][-][-] +3 = 0. The GM succeeds.
decides to use one of the
opponent’s Fate points to re-roll the The Gunners are understandably
attack – after all, these beams pissed – they can’t see their target
should be high precision. The new anymore. The engineer points out
roll is [+][+][+][+] +3 = 7, an that the Doberman mounts a long
19
range missile battery which
logically would be able to fire
around an asteroid. This allows
both gunners to shoot:
[+][+][-][-] +4 = 4
[+][0][0][-] +3 = 3
contested by the Hawk’s Engines:
[+][-][0][+] +2 = 3
[0][0][0][-] +2 = 1
20
6 – More Stunts Holo-clone: By spending a Fate
point, any crew member can project
a holographic clone of the ship (no
This chapter contains a number of
action required). The clone can’t
stunts that you can pick for your
deal damage, though it appears to
custom ships. Feel free to
attack alongside the real vessel and
customize their effects to suit your
it is indistinguishable from the
needs, and to provide this list to
latter. The hologram can be
your players – coming up with
dispelled by any attack of 2 or
interesting stunts can be fun, but
more. No more than one hologram
for some it’s confusing and boring.
can exist at once.
Ablative Armor: The ship’s
consequences reduce stress taken
Hostile Takeover: As an action, the
Scientist can attempt an attack
by 5 points each, instead of 2, 4 and
against an enemy ship. On a
6. They are all considered Moderate.
success, instead of inflicting stress,
the Scientist can force that ship to
Advanced command console: any
attack an ally with a Weapons/Lore
crew member can switch role once
skill check. This attack has a +2
per turn without using an action.
bonus the first time it is used each
scene.
Artificial Intelligence: some ship
subroutines are run by an AI.
Choose one ship skill: instead of
Interception grid: You can use
Systems in place of Engines or
using the lowest among the
Sensors to dodge incoming attacks.
character and the ship’s chosen
skill, you use the highest of the two
values. Ignore U.I. for this skill.
Med-bay: Lore checks to treat
wounds aboard the ship gain a +2
bonus.
Asteroid Cracker: The ship mounts
an asteroid cracker, gaining an
aspect with the same name.
Mine-field deployer: Once per
scene, as a gunner action, the ship
Invoking the aspect as part of an
can fill a zone with mines. Ships
attack by spending a Fate point
passing through the zone must
allows the ship to destroy small
make a difficulty 2 Sensors/Notice
celestial bodies.
check, taking stress equal to the
degree of failure of the check. On a
Orbital teleporter: Any crew
failed check they are also trapped
member may drop from the ship as
in the field and can’t move out
an action if there is a planet in the
without attempting the check again.
same zone, landing safely.
21
Moon Cracker (requires Asteroid These changes revert if the ship
Cracker): The ship mounts a Moon leaves. In the span of days, plants
cracker, gaining an aspect with the begin to grow around the base of
same name. Invoking the aspect as the ship, if left there.
part of an attack by spending two
Fate points allows the ship to Tractor Beam: Once per scene the
destroy celestial bodies the size of ship’s Scientist can make a
moons. Doing so is often illegal, System/Lore attack against the
even in uninhabited systems. Mass of another ship within 1 zone.
On a success, the target gains the
More gadgets: The ship gains two gravity-locked aspect, which locks
additional Aspects. the target into the same zone as the
attacker. The degree of success of
Multi-spectral sensors: Aspects the attack is subtracted from the
which represent poor visibility or target’s Engines score until the
being hidden cannot be invoked aspect is removed.
against the ship.
Transformation Matrix: The ship has
Paradox engine: The ship’s Engines two forms and it can transform
skill is now paired with the pilot’s from one into the other. Pick two
Lore skill instead of Drive. If you ship skills. At the start of the ship’s
roll three or four [ - ] with Engines, turn the Pilot can transform the
you may reroll the dice. ship and swap the values of the
chosen skills.
Planet Cracker (requires Moon
Craker): The ship mounts a Planet Reinforced hull: The ship’s hull has
cracker, gaining an aspect with the been hardened. The attacker doesn’t
same name. Invoking the aspect as get any free invocation for
part of an attack by spending three consequences taken by the ship.
Fate point allows the ship to
destroy celestial bodies the size of Submersible: the ship can perfectly
planets. Doing so is considered function and move underwater. In
pure madness by most societies. case of hull failure, floaters bring
the ship rapidly to the surface.
Terraformer: The ship can anchor
itself to any planet or asteroid, Superior target lock: Each time a
enveloping part of it in a gunner scores a hit, they gain a +1
stabilization field. For up to three bonus to their next attack. These
zones away from the ship, gravity bonuses do not stack.
becomes 9.81 m/s2 and breathable
air at 1 atmosphere is present.
22
7 – Rules Cheat Sheet Roles
Each character can pick a role at
the start of a conflict and switch
Basics
role to a free one as an action. All
A ship has a skill pyramid, two
roles can create an advantage, and
aspects, one stunt and three
each gets special actions:
consequences. It has no Fate points
and no actions, since PCs act Captain: Can Tempt and ally with a
through the ship. The ship’s Fate point to force obedience.
Hardware skill determines if it has Attacks and defends with Crew.
any additional stunts or aspects. Engineer: Can repair Shields and
lessen consequences.
Skills
Gunner: Attacks with Weapons.
Ships have the following skills:
Pilot: Decides if and where the ship
Ship Character moves, rolls to defend with Engines.
Cargo Resources x x Can ram other ships with Mass
Crew Provoke x x x x (deals same damage to attacker).
Engines Drive x x x Scientist: Can hack other ships and
Factory Crafts x x roll to defend against hacking
Hardware - (systems) or attacks (sensors).
Mass Drive x x x
Sensors Notice x x x Simplified Ships
Stealth Stealth x x Assign a ship one aspect, one stunt
Systems Lore x x x x and assign values to four skills
U.I. - only: Mass, Engines, Systems and
Weapons Shoot x x x x Weapons. Assign stress boxes
based on Mass and Systems.
When a character acts through the Simplified ships take one action and
ship, they add the U.I of the ship to one movement per turn and usually
the lowest score among their own have no consequences. The value of
skill and the ship’s. Then, they use their highest skills is equal to their
the lowest among the two results. tier, the others are usually placed in
a descending ladder.
Usually, attacks are made with
Weapons, Mass, Crew and Systems, Losing a conflict
while defense rolls are made with In case of defeat, the ship can either
Engines or Sensors. be captured (if defeated by Crew),
destroyed (if defeated by guns) or
Mass determines the ship’s Shield deactivated (if defeated by
stress track, Systems determines systems).
the Firewall track.
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