Hyperspace Travel Times (In hours)
| Traveling From | Deep Core | Core | Colonies | Inner Rim | Expansion Region | Mid Rim | Outer Rim | Wild Space | Unknown Regions |
|---|---|---|---|---|---|---|---|---|---|
| Deep Core | 12 | 18 | 24 | 48 | 72 | 96 | 120 | 144 | 168 |
| Core | 24 | 6 | 24 | 36 | 60 | 84 | 96 | 120 | 144 |
| Colonies | 48 | 24 | 12 | 24 | 48 | 72 | 96 | 120 | 96 |
| Inner Rim | 72 | 36 | 24 | 18 | 24 | 48 | 72 | 96 | 72 |
| Expansion Region | 96 | 60 | 48 | 24 | 24 | 24 | 48 | 72 | 96 |
| Mid Rim | 120 | 84 | 72 | 48 | 24 | 36 | 24 | 48 | 72 |
| Outer Rim | 144 | 96 | 96 | 72 | 48 | 24 | 48 | 24 | 60 |
| Wild Space | 168 | 120 | 120 | 96 | 72 | 48 | 24 | 12 | 120 |
| Unknown Regions | 192 | 144 | 96 | 72 | 60 | 72 | 96 | 120 | 48 |
*Multiply the number of hours by the Class Number of the Ship's Hyperdrive.
Start Up Procedures
By spending 5 minutes, a crewmate can safely start up a medium starship. Under duress, the pilot (with the help of the minimum required crew) can use their action to attempt a Intelligence (Piloting) check, then consult wit the Start-Up Procedures Results Table. 10 completed procedures are required.
Astrogation
By spending 10 minutes, a crew member can safely plot a course for hyperspace stravel. Under duress, a crew member may use their action to calculate astronavigation with an Intelligence (Astrogation) check, then consult with the Astrogation Results Table. 10 completed equations are required.
Start-up/Astrogation Results
| d20 | Result |
|---|---|
| 9 or lower | No completed procedures/equations |
| 10-15 | One completed procedures/equation |
| 16-20 | Two completed procedures/equations |
| 21-25 | Three completed procedures/equations |
| 26-29 | Four completed procedures/equations |
| 30+ | Five complete procedures/equations |
Realspace Travel Times
| Distance | Time Required |
|---|---|
| Surface of Planet to Orbit | 1-5 minutes |
| Orbit to safe hyperspace jump distance | 1 minute |
| Orbit to planet’s moon | 10-30 minutes |
| Orbit to another planet in the same system | 2-6 hours |
| Orbit to outer edge of system | 12-24 hours |
Fuel Usage
A ship uses a unit of fuel when a it:
- Flies one day in realspace or hyperspace
- Flies one hour in atmosphere
- Makes a jump to hyperspace
Medium Ship Expenditures
| Item/Service | Cost |
|---|---|
| Docking Fees | 40 cr/day |
| Fuel | 100 cr/unit |
| Food | 10 cr/portion |
| Refitting | 200 cr/missing hull point |
| Remove "used" condition | 20cr x maximum hull points |
| Repair primary ystems | 20cr x maximum hull points |
Medium Ship Modifications
| Category | Base Cost for Medium Ship |
|---|---|
| Engineering | 7,000 cr |
| Operation | 7,000 cr |
| Suite | 10,000 cr |
| Universal | 8,000 cr |
| Weapon | 6,000 cr |
- Multiply the Base Cost by Grade (x1 for Tier Zero)
- Time to install = Cost / (250 x Size of Workforce) Days
Conditions
Blinded
- A blinded ship can’t see and automatically fails any ability check that relies on sight or the ship’s sensors.
- Attack rolls against the ship have advantage, and the ship’s attack rolls have disadvantage.
Disabled
- A disabled ship can’t communicate with external sources more than 1,000 feet away.
- A disabled ship can’t take actions or reactions.
- A disabled ship has 4 Slowed Levels.
Ionized
- An ionized starship has disadvantage on attack rolls and ability checks.
Invisible
- An invisible starship is impossible to see without the aid of powers or a special sense. For the purpose of hiding, the starship is heavily obscured. The starship’s location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the ship have disadvantage, and the ship’s attack rolls have advantage.
Shocked
- A shocked starship can’t take reactions.
- On its turn, a crewmembers on a shocked starship can take either an action or a bonus action, but not both.
Slowed
Level Effect 1 Speed reduced by 150 feet 2 Speed reduced by 250 feet 3 Speed reduced by 300 feet 4 Speed reduced to 0, and can’t benefit from any bonus to speed Stalled
- A stalled ship is disabled.
- Any active features controlled by the ship, such as a Tractor Beam or Gravity Well Projector, automatically end.
- The ship automatically fails Strength and Dexterity saving throws.
- Attack rolls against the ship have advantage.
Stunned
- A stunned ship has 4 Slowed Levels.
- The ship automatically fails Strength and Dexterity saving throws.
- Attack rolls against the ship have advantage.
System Damage
Level Effect 1 Disadvantage on ability checks 2 1 Slowed Level 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum, shield point maximum, and shield regeneration rate halve 5 Ship becomes permanently “used” (see the condition) 6 Ship suffers catastrophic power failure. All primary systems fail. Tractored
- A tractored ship has 4 Slowed Levels.
- The condition ends if the tractoring ship is disabled (see the condition).
- The condition also ends if an effect removes the tractored ship from the reach of the tractoring ship or effect.
Used
- A used starship’s value is reduced by half.
- When a deployed crew member on a used starship rolls a 1 on an ability check, attack roll, or saving throw, they must make a destruction saving throw. If the roll is 10 or higher, they succeed. On a failure, the ship suffers 1 level of system damage.
Ship Resistances/Immunities
| Hull Resistances | Ion, Lightning, Necrotic |
| Shield Resistances | Acid, Cold, Fire, Necrotic |
| Hull & Shield Immunities | Poison, Psychic |
Cover
| Cover | Effect |
|---|---|
| 1/4 Cover | +2 to AC and Dexterity Saving throws |
| 1/2 Cover | +3 to AC and Dexterity Saving throws |
| 3/4 Cover | +5 to AC and Dexterity Saving throws |
| Total Cover | Cannot be targeted directly by an attack or a power. |
Combat Reminders
- If a ship has shield points remaining, apply shield regeneration.
- Each ship takes a number of actions equal to its number of crew, maximum of 5 + Max Fire Number.
- If a ship deals damage by forcing a saving throw, passive damage reduction does not apply.
- If passive DR would reduce the damage you take to 0, you instead take 1 damage.
Actions in Combat
Boost
Boost one of the ship's systems. Each system can be boosted once per turn. Each boost attempt adds 5 to the DC of the next Boost action this turn.
Boost Engines
Attempt a DC 10 Strength (Boost) check. On a success, increase speed by 50 feet until the end of your ship's next turn.
Boost Shields
Attempt a DC 10 Strength (Boost) check. On a success, roll a shield die without expending it and gain temp shield points that last until the start of your ship's next turn.
Boost Weapons
The next time your ship would deal damage, attempt a DC 10 Strength (Boost) check. On a success, you have advantage on the damage roll.
Detect
Attempt a Wisdom (Scan) check to search for something or a Intelligence (Probe) check to discern something.
Direct
Choose a creature. They gain advantage on the next ability check or attack roll it makes before the start of your next turn. The Direct action can be taken multiple times on a ship’s turn.
Fire
Use a ship weapon to make an attack. Each weapon may normally only be fired once. A crewmember firing from the Helm has disadvantage on attack rolls with primary and tertiary weapons.
Helm
Only the character in the pilot seat my take the Helm action. When you take the Helm action, you choose one of the following options. Only one Helm action can be taken per turn. (See "Helm Action" box for details).
Interfere
You can attempt to interfere with another creature within 1,000 feet, in the attempt of a task. When you take the Interfere action, you make a Charisma (Interfere) check contested by the target’s Wisdom (Scan) check. If you succeed, the subject has disadvantage on the next ability check or attack roll it makes before the start of your next turn. The Interfere action can be taken multiple times on a ship’s turn.
Patch
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. The Patch action can be taken multiple times on a ship’s turn
Regenerate Shields
Make a Strength (Boost) check (DC = 10 or half the ship’s missing shield points, whichever number is higher). On a failure, you roll the Shield Die twice and take the lesser amount. On a success you roll the Shield Die normally. The Regenerate Shields action can only be taken once each ship turn.
Helm Action Options
Attack Run
Move unhindered at least 150 feet toward a target and end your movement in range of them. Then choose one of the following options:
Fire
You may make a ship weapon attack from a forward-facing limited arc without the normal disadvantage. If you attack with a tertiary or quaternary weapon, the attack deals additional damage equal to the distance of your attack run divided by 50, up to your ship's Strength modifier (minimum of 1)
Ram
You may make a Ram attempt with advantage on your Strength (Ram) check. If you succeed, the target ship takes additional damage equal to the distance of your Attack Run divided by 50, up to your ship’s Constitution modifier (minimum of +1).
Conceal
Make a Dexterity (Hide) check in an attempt to Conceal your ship.
Dogfight
Make an opposed Dexterity (Maneuvering) check. On a success, you cause the next attack made against your ship by the target to suffer from disadvantage, but you grant the next attack made against your ship by a different target advantage. Additionally, you can perform a primary or tertiary weapon attack from a forward facing limited firing arc against that ship without suffering the normal disadvantage.
Evade
Until the start of your next turn, any Attack roll made against you has disadvantage if you can see the attacker on your instruments, and you make Dexterity Saving Throws with advantage. Any ability check or attack made by your ship or anyone on it has disadvantage until the end of your ship’s next turn.
Fly
Gain extra movement equal to your speed for the current turn. Any ability check or attack made by your ship or anyone on it has disadvantage until the end of your ship’s next turn.
Harass
Make an opposed Dexterity (Maneuvering) check against a target within one size category of you and within normal range of at least one of your forward facing primary weapons. This weapon cannot be Fired this turn. On a success, if the target voluntarily leaves it’s square before the beginning of your next turn, it takes damage as though it suffered a critical hit with the primary weapon used to harass.
Hard Turn
Turn your ship 90 degrees without expending any of your flying speed.
Ram
Make a Strength (Ram) check opposed by the target’s Dexterity (Maneuvering) check. On a failed check the ramming action fails. On a success, both you and the target ship take kinetic damage equal to two of your ship’s Hull Dice + your ship’s Strength modifier. If your ship has shield points remaining, your ship instead takes half this damage.