SotG DM Screen

by RayeChalar

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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

  1. If a ship has shield points remaining, apply shield regeneration.
  2. Each ship takes a number of actions equal to its number of crew, maximum of 5 + Max Fire Number.
  3. If a ship deals damage by forcing a saving throw, passive damage reduction does not apply.
  4. 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.

 

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