Starships Overhaul
All changes made from the rules you are familiar with are made with the goals of:
- Decreasing complexity (often by utilizing the mechanics of base SW5e)
- Increasing player choice space
- Increasing PC efficacy/agency
- Making space battles more dynamic and strategic without clever GMing being necessary
- Increasing opportunities for role play choices and tension
Summary of Changes
Ability scores
Calculation. Ability scores use the standard array (15, 14, 13, 12, 10, 8) modified based on ship size and role.
New Ability Scores. Ships now have Wisdom (sensors), Intelligence (computers), and Charisma (comms/EW).
ASI. ASI's are more prevalent to account for now having 6 scores.
Actions
Initiative. Uses group initiative rules per ship.
New Actions. Attack Run, Boost Engines, Boost Shields, Boost Weapons, Dash, Dogfight, Harass, Regenerate Shields.
Changed Actions. Attack, Evade
Limitations. Actions are limited to once a round per ship, and are no longer tied to being "deployed" except as logic dictates (e.g., only pilots take pilot actions.)
Armor Class
AC = Base (10, absent armor mod) +/- Dexterity mod. + bonuses
Modifications (plating) act like armor and change base score and max. dex. bonus.
Attacks
Attack = 1d20 + Wisdom mod. + proficiency bonus (unless mod or venture otherwise directs).
Modifications
Modifications. No longer hard limited, but soft limited by installation DC.
Suites. Maximum Suites = Base + Constitution modifier.
New modifications. Many
Changes to existing mods. Many
Deleted mods. ???
Power Dice
Many role "maneuvers," discussed below are powered by "power dice." mostly generated by the ships' reactor and distributed to systems according to the ship's power coupling scheme. Like shields and armor, there are 3 choices of each, with varying bonuses associated.
Rest
"Repair and Maintenance" has been replaced by "recharge" (short rest) and "refit" (long rest).
Shield die replenish automatically after a "recharge."
Roles
New Roles.
Mechanic has been split into Mechanic and Technician.
Role abilities.
All roles now get maneuver-like actions at first rank to increase player choice space. These are often powered by "power dice", explained in the equipment chapter.
Scaling
All scaling between ships and ground are x10
Shields
Shields are now independent of hull points.
Shield Points = (Shield Die + Strength mod.)*shield type
Shield mods (fortress, quick-charge) have been reduced from x2 & x0.5 to x3/2 & x2/3
Regen. Shield regeneration now expends a shield die.
Ship Roles
Added more ship roles to each size for a total of 6 for each size.
Skills
Ship Skills.
Ship skills (often modeled on PC skills) are introduced (list and description below) and used any time a crew member tries to complete a skill task with the ship. Can sometimes be done by player skills at disadvantage.
Proficiency. Crew members add their proficiency bonus if a ship is "proficiently equipped" for the task (usually if the ship has the appropriate mod (except maneuverability skill which is based on whether Pilot is proficient)).
Expertise. Crew members can add double their proficiency bonus if the ship is "expertly equipped" for the task (usually if the ship has the appropriate mod (except maneuverability which is based on whether the Pilot has expertise)).
Ventures
New, deleted, and changed ventures.
Weapons
Overview. Main weapons (primary for tiny-medium, secondary for large-gargantuan) have been rewritten to closely match rules and balancing of normal SW5e weapons.
Damage Size. Damage is no longer scaled between every size of ship. Two major tiers of weapons for tiny-large and huge-gargantuan.
Damage Type. Pulse->Ion & Thermite->Fire. No more 2x damage. Shields and Hull have mods to grant res. to kin. and energ.
Weapon Choices. More now available for all categories.
Ranges. Ranges generally expanded and crafted to make for more strategic choices of fighting between various ships.
Alternative rule not in main rules yet
Attunement. Ships require attunement (does not count against limit). Until attuned, ship has disadvantage on ability checks.
Roles
Further, many role maneuvers (tactics, gambits, etc.) are powered by a shared pool of power die that must be produced and managed (the engine tech can assist with this), and, although still being a limited resource, are more available than the previous maneuver dice.
Roles
Mechanic
The mechanic controls the energy production of the reactor and energy distribution throughout the ship.
Pilot
The pilot controls the movement and tactics of the ship.
Technician
The technician coordinates the defenses of the ship including running the shield projectors
Gunner
The gunner controls one or more weapon emplacements
Operator
The operator uses ship systems to locate, monitor, interfere with, and disable the enemy
Coordinator
The coordinator provides motivation and organization to the crew and between ships
Ship AC and Hull Points
The biggest change here has been decoupling hull HP from shield HP.
Ship AC:
AC = 10 + Dexterity mod. + armor mod. + any bonus New plating modifications act like armor and change the base AC and maximum Dex added to a ship.
Ship HP:
Hull Points = Hull Die + Constitution mod. + armor mod.
Shield Points = Shield Die + Strength mod. + shield mod.
Shield mods have been reduced from x2 & x0.5 to x3/2 & x2/3
Starting Ability Score Adjustments to Standard Array
Tiny Ships
Ability Score Adjustments
- Dexterity +4
- Constitution -4
Small Ships
Ability Score Adjustments
- Dexterity +2
- Constitution -2
Medium Ships
Ability Score Adjustments
- None
Large Ships
Ability Score Adjustments
- Dexterity -2
- Constitution +2
Huge Ships
Ability Score Adjustments
- Dexterity -4
- Constitution +4
Gargantuan Ships
Ability Score Adjustments
- Dexterity -6
- Constitution +6
Ship Skills
Analogous to Player Characters and skill proficiencies, skill checks made when using the ship now use the ship's ability scores, and players add their proficiency bonus if the ship is proficiently equipped for the skill, and can instead add twice their proficiency bonus if it is expertly equipped for the skill. Usually, ship modifications confer these statuses.
First name is preferred, second is PC approximate equivalent if we want to keep the same name.
Hide/Stealth (DEX)
The Hide skill allows the ship to remain undetected by sensors from other ships and stations. Use the Hide skill when you want to approach a ship or station along a known blind spot, or slink through a debris field, or hide amongst asteroids.
The Hide skill is generally contested by a passive Wisdom (Scan) score if the ship's presence is unknown, a Wisdom (Scan) check if the presence is suspected or known but the general location is unknown, and an Intelligence (Probe) check if the approximate location of a ship is known or suspected.
Maneuvering/Acrobatics (DEX)
Use the Maneuvering skill to perform difficult maneuvers in combat, to quickly fly through debris or an asteroid field, and to impress others with flying skills.
Your ship is considered proficiently equipped in this skill if the assigned pilot is proficient in Piloting.
Your ship is considered expertly equipped in this skill if the assigned pilot has expertise in Piloting.
Ram (STR)
Use the Ram skill when you want to slam into another object to deal damage.
Boost/Athletics (STR)
Use the Boost skill when you attempt to push your ship to or beyond its limits. A successful Boost check can break ties in straight-line speed contests or to determine how fast your ship can accelerate to top speed. You also make boost checks in response to taking the boost engines, boost shields, and boost weapons actions.
Patch/Medicine (CON)
You can attempt to have the ship patch up damage it has taken, using one of its Hull Dice. When you take the Patch action, you make a Constitution (Patch) check (DC = 10 or half the ship’s missing hull points, whichever number is higher). On a failure, you roll the Hull Die twice and take the lesser amount. On a success you roll the Hull Die normally.
Regulation/Concentration (CON)
Your GM may require a Regulation check when your ship is pushed beyond its natural limits. Situations which might call for a Regulation check include:
- Trying to reach safety on low fuel
- In response to a mechanic straining the reactor
- Attempting to run at top speed for long periods of time
- Keeping life support running when out of fuel.
Astrogation/Technology (INT)
Make an Astrogation check to calculate hyperspace jumps. For more details on making Astrogation checks, see the "Travel in Hyperspace" section of Chapter 8.
Data/Lore (INT)
Use the Data skill when you want to access your ship's data banks to learn information about appropriate information. Ships often have standard information about hyperlanes, systems, planets, and other astronomical information. Ships can also be upgraded to include more detailed information or information on other subjects. The more obscure the information or the more off-topic, the higher the DC should be.
Probe/Investigate (INT)
When you focus your ship's sensor suite on an area or ship and investigate in detail, you make an Intelligence (Probe) check. A successful check may reveal the loca-tion of a cloaked ship, may indicate the presence of physical damage in a construct or of minerals in an as-teroid, or may provide technical details about a ship you have probed or the presence of lifeforms on board.
Scan/Perception (WIS)
Your Wisdom (Scan) check lets you notice and locate the presence of something near your ship. It measures your general awareness of the ship's surroundings and the keenness of your ship's detection algorithms.
Impress/Performance (CHA)
The Impress skill is a general measurement of your ship's beauty and soundness. Whether or not your ship is impressively outfitted and well maintained, does it look impressively outfitted and well maintained? Does your on-board cantina look opulent?
Interfere (CHA)
The Interfere skill allows you to attempt to interfere with another ship or creature.
Menace/Intimidate (CHA)
When you attempt to influence someone through the threat of your ship's abilities, whether speed, firepower, or toughness, the GM might ask you to make a Charisma (Menace) check.
Swindle/Deception (CHA)
Use the Swindle skill when you want to pass your ship off as something it's not. Examples of using the Swindle skill include:
- passing off your heavily armed ship as a simple freighter
- concealing the presence of lifeforms on your ship
- concealing the presence of hidden cargo or compartments on your ship.
Ship's Power
Ships have different power generation, distribution, and storage systems based on their energy consumption needs.
Power Dice
Deployed crew members can use a ship's power die to fuel special abilities granted by ranks in a particular role or by ship modifications. A power die is expended when a deployed crew member uses it.
Your ship reactor generates a certain number of power dice per round at the end of your ship's turn based on its type. The type of your ship's power dice is determined by its tier (as shown in the Starship Tier Power Dice Type table below). These power dice are distributed and stored in the ship's capacitors by the power coupling system as soon as the power is generated, at the end of your ship's turn.
Starship Tier Power Die Type
| Starship Tier | Power Die Type |
|---|---|
| 0 | 1 |
| 1 | d4 |
| 2 | d6 |
| 3 | d8 |
| 4 | d10 |
| 5 | d12 |
These power dice are stored in a central and/or individual system capacitors to power abilities of deploy-ed crew members. They are stored based on the type of power coupling used in your ship. At the beginning of any encounter, it is normally assumed that all ship capacitors are at maximum capacity.
Reactors
Different ships use different reactor types based on their intended uses. While the majority of commercial ships use standard reactors with average performance characteristics some ships use more specialized reactor systems. Ships meant for endurance and/or or stealth often use reactors optimized for fuel efficiency and low waste, while military craft often use reactors with high dynamic range and improved power output.
Fuel Cell Reactor
Fuel cell reactors are the most commonly used and balanced reactors on the market.
Ionization Reactor
Ionization reactors are highly fuel-efficient reactors that have little dynamic range in power output, but grant improvements in fuel economy and detectability.
Power Core Reactor
Power core reactors have highly variable power output capabilities, but sacrifice fuel economy and detect-ability as a result.
Power Coupling
Different types of power couplings are used in various ships, often based on the number of crew expected to operate the ship. Three typical power coupling models are in standard usage: direct power coupling, distributed power coupling, and hub and spoke power coupling.
Direct Power Coupling
Direct power coupling has a central power capacitor that feeds power directly to each spacecraft subsystem. Power dice stored in this central storage are available to each system. Thus, a pilot tactic, for example, requiring a power die at the engine system can use a power die from this central storage capacitor.
Distributed Power Coupling
Distributed power coupling uses smaller dedicated system-level capacitors giving the overall system more capacity at the expense of flexibility. Power dice stored in each system capacitor is only available to deployed crew members using that particular system. Thus, a pilot tactic, for example, requiring a power die at the engine system can use a power die stored in the engine system capacitor, but not any dice stored in other system capacitors. There are five systems, each with it's own capacitor, in this coupling schema: com-munications, engines, shields, sensors, and weapons.
Hub & Spoke Power Coupling
A hub and spoke coupling system combines attributes of both other systems, providing some flexibility and some increased power storage capacity.