Game Mechanics

#### New Skills

* Biology (Intelligence): Used to cover both a general understanding of the life sciences, knowledge of living catalogued organisms, and the reasoning and capacity to study new forms of life. Characters wishing to understand an alien life form might make such a check to learn about the organism’s breathing requirements, or to find out what chemical compounds it would find poisonous.
* Computer Use (Intelligence): Used when one interfaces with a computer in more than a casual fashion, and covers general knowledge of networks, programming and computer security systems. A character might make a computer use check to hack into a captured data pad, write a program to alert them to the comings and goings of a particular person on a station, or to keep another character from infiltrating the ship’s network by hypernet.
* Culture (Wisdom): A general understanding of sociology, current events and pop culture that let you understand the unfiolding of society around you. A character might use this skill to recognize a popular musician, fashion trend, artistic style, customs or a pop culture reference.
* Engineering (Intelligence): Covers a wide variety of physical sciences and knowledge common to starship personnel operating in the field. Use of this skill would be appropriate for overloading a reactor, boosting an engine’s output, or designing a replacement part for a damaged system.
* Navigation (Wisdom): Used to plot Warp Jumps as well as courses in normal space, and requires a solid mix of complex math and common sense. A character would make such a check when preparing to make a Warp Jump out of a system too close to the gravity well, in an attempt to shave some relativistic time off of a trip or while trying to conserve fuel when traveling body to body in a system.
* Law (Intelligence): Used to represent a character’s knowledge of legal procedure and precedent, and such a skill might be used to recall what goods might be illegal in a region, write a business contract, understand a contract, and to argue in a court of law.

#### New Proficiencies

* Astro-Surveyor: This tool is used for the gathering and analysis of data on a system wide scale, creating detailed charts useful for navigating hazards, planetary orbits, and the like. A character would use this tool to create a detailed navigational chart for a system or when searching for which bodies contain mineral deposits.
* Demolitions Kit: This toolkit is used for the creation, placing, or defusing of explosives and demolition charges. A character would use this tool when setting a ship to self-destruct, attempting to destroy a bridge, or to disarm a bomb.
* Repair Kit: This toolkit is used to repair technological devices, systems or vehicles. A character might use this tool to repair battle damage to their starship, patch a propellant tank, reattach a synthetic’s arm that was torn off, or return a laser pistol to working order after being dropped in a swamp.
* Planetary Surveryor: This tool is used for the gathering and analysis of data, on a planetary scale. A character would use this tool to create detailed planetary charts for navigation, exploration or colonization, or when looking for something particular on a world, like mineral deposits or other resources on a particular body.
* Atmospheric/Planetary Vehicles: These are vehicles designed to be used within a planetary atmosphere, and can encompass planes, helicopters, tanks, transports and even sailing vessels. A character would use this proficiency when attempting particularly risky feats of piloting, such as in combat or attempting a dangerous landing.
* Space Vehicles: These vehicles were designed to be used primarily in space, and can encompass everything from space taxis, shuttles, cargo tows and lighter craft all the way up to battlecruisers. A character would use this proficiency for particularly daring feats of piloting, such as in combat or attempting risky maneuvers.
* Starship Systems:
	+ Weapons: Proficiency when using the starship's weapons for combat or utility purposes.
	+ Engines: Proficiency when overloading or maintaining the starship's reactors.
	+ Hull: Proficiency when repairing the starship's hull or life support modules.
	+ Computers: Proficiency when interfacing with the starship's computer or electrical systems.
	+ Sensors: Proficiency when monitoring sensors or utilizing utility modules.
	+ Communications: Proficiency with the starship's communications facilities and diplomatic relations.

### Starships

This part involves some math and is made more or less from scratch, may require adjustments as the campaign progresses.

#### Movement and Travel

##### Sublight Speed

The sublight speed of a starship, in tiles, is equivalent to:

v
s

=

E

T

∗

6
¯

∑
M

{\displaystyle v\_s=\frac{E\_{T}\*66. \overline{6}}{\sum M}}

where E is the energy signature of the fusion drive, and M is the mass of each part of the starship. Each tile represents a 100x100 meter area of space. Each turn, starships may move up to as many tiles as decided by their sublight speed. Additionally your sublight speed determines the time, in days, it will take to reach your destination, equivalent to:

# t

3
d

/

v
s

{\displaystyle t={3d}/{v\_s}}

where d is the distance between the two locations in AU. Sublight speed is rounded up to the nearest integer.

##### Maneuverability

The maneuverability of a starship, in tiles, is equivalent to:

# m

M
F

2

E
T

{\displaystyle m=\frac{M\_F}{2E\_T}}

where E is the energy signature of the fusion drive, and M is the mass of the frame alone. Maneuverability defines how many tiles a starship must move in a straight line before it can turn or take evasive maneuvers. Additionally, add your maneuverability to your initiative role instead of your Dexterity modifier - the winner has the lowest roll and will be last in the order.

##### Warp Range

The warp range of a starship, in Ly, is equivalent to:

d

m
a
x

=

d

b
a
s
e

−

∑

M

∑

E
s

6
¯

1

{\displaystyle d\_{max}=d\_{base}-\sqrt{\frac{\sum{M}+\sum{E\_s}}{66.\bar{6}}+1}}

where M is the mass of each part of the starship and E is the energy signature of each part of the starship.

##### Fuel Range

The fuel range of a starship, in AU, is equivalent to

d

m
a
x

=

16

M
F

∑

M

{\displaystyle d\_{max}=\frac{16M\_F}{\sqrt{\sum{M}}}}

 where

M
F

{\displaystyle M\_F}

is the mass of the fuel tank and M is the mass of each part of the starship.

##### Encounters

Depending on your travel time and energy signature, you will encounter a number of other lifeforms during your sublight journeys - friendly or not. The number of encounters you will come across per day of travel is determined by the table below:

 4-16 MJ
 16-48 MJ
 48-96 MJ
 > 96 MJ

Additionally, the motives of those you encounter will vary in alignment based on the Security level currently active. Security levels apply to regions of space as well as stations and other places of interest, and include High, Medium, Low, and Anarchy. In a High Security area, the chances of running into figures of authority increase while the chances of running into outlaws are slim to none, so think twice before breaking any known Laws. Likewise, while in an Anarchy area, authorities are very unlikely to be around or may just not care, but criminals will be drawn there for the very same reason.

#### Starship Combat

##### Initiative

Initiative during starship combat determines the order in which all crews, not characters, will take turns during combat. Opposite the way initiative typically operates, the highest roll takes their actions **last**, as this is most advantageous (it will hopefully become clear as to why).

##### Roles

The order in which all characters will take turns during combat is determined by the role they will take on the starship. The roles include: Captain, Pilot, Engineer, Gunner, and Science Officer. Characters may switch between roles or occupy a new role at the start of each round before the Engineering Phase. Characters may switch to the Captain and Pilot role only if they would otherwise be vacant.

##### Engineering Phase

The first phase of combat is the Engineering Phase, taken by the Engineer. During this phase, Engineers may take steps to ready the ship for avoiding, limiting, or repairing damage. The following actions may be taken during the Engineering Phase:

* Divert Power: Make a DC10 Engines check to send up to 25% power from one module (or excess power) to another for this turn to increase the effectiveness of the target module at the expense of the source module.
* Reinforce Module: Make a DC10 Hull check - if successful the first damage roll targeting this module after taking this action will have disadvantage.
* Repair Module: Repair a module for 1d6 HP + your Engineering modifier.
* Supercharge: Make a DC15 Engines check to increase the power of one module by 25% for this turn, on a failure that module will malfunction for the remainder of the turn.

##### Helm Phase

The next phase of combat is the Helm Phase, which is used by the Science Officer and Pilot. The Helm Phase involves preparing and positioning the crew and starship for the most advantageous attack or defense possible. The Science Officer, if present begins the phase with one of the following actions:

* Scan: Provided the targeted starship's Energy Signature is within your sensor's range, make a DC5 Sensors Check to determine its size, speed, berth, class, and maneuverability. For every 5 the check is exceeded by, you learn more information from the scan in this order: Defenses (AC, Shield Points), Weapons (Type, Size, Placement), Load (Internal Compartments), and finally a fully detailed scan with all available information. Subsequent scans will not obtain previous information and will begin with the next available data.
* Target: Provided it is known to you (i.e. from a Scan), select a module on the targeted starship. Make a DC10 Computers check - if successful, attacks made against this starship will target this module and gain +1 to the attack roll until the end of the turn.
* Lock On: Provided its basic information is known to you (i.e. from a Scan), lock-on to an enemy starship. Make a DC10 Computers check - if successful, attacks made against this target will gain +2 to the attack roll until the end of the turn.

Next, the Pilot may take the following actions:

* Fly: Move the starship in a straight line for a number of tiles less than or equal to its Sublight Speed.
* Maneuver: The starship may change direction by one tile face after moving in a straight line a number of tiles greater than or equal to its Maneuverability.
* Full Speed: Make a DC10 Engines check to multiply the starship's sublight speed by 1.5 for the duration of the turn at the cost of +2 Maneuverability. If the Pilot is proficient in Engines Systems they may add their proficiency bonus to the check.
* Evade: Make a DC10 Engines check to decrease the starship's Maneuverability by 1 for the duration of the turn, but all attacks made during the Gunnery Phase receive a -2 to attack rolls. If the Pilot is proficient in Engines Systems they may add their proficiency bonus to the check.

##### Gunnery Phase

The final phase of starship combat is the Gunnery Phase, used by all Gunners present aboard the ship. This phase is similar to standard combat, in that attacks will require both an attack and damage roll. The Gunner may take any of the following actions:

* Fire: Choose an available weapon and make an attack roll at an opponent's starship in the appropriate firing arc. On a successful hit, roll for damage. If the Gunner is proficient in Weapons Systems, add their proficiency bonus to the attack roll.
* Fire at Will: Choose any two available weapons to fire with. These attacks receive a -3 penalty to the attack roll.
* Broadside: Choose any available firing arc on the starship. You may fire with all weapons in that arc, but all attack rolls will receive a -2 penalty.

##### Captain

The Captain is responsible for ensuring the starship and crew work in unison. The Captain may take their turn during any Phase, and may choose from the following actions:

* Demand: Make a DC15 Communications check to grant an additional action to any one member of the crew.
* Encourage: Make a DC10 Communications check to grant a +3 bonus to the next action taken by any one member of the crew.
* Taunt: Make a DC15 Communications check - if successful, target one opposing starship. That starship will have disadvantage on its next attack roll against your starship.

##### Starship and Module Damage

When firing on a starship, the Gunner will make an attack roll equivalent to 1d20. The Gunner's proficiency bonus is added to the attack roll if they are proficient in Weapons Systems. Provided the result of the attack roll is greater than the opposing starship's AC, damage will be dealt. The damage roll is determined by the weapon size and grade used. Ship weapon can only fire in their respective firing arcs. If the opposing starship has Shield Points remaining due to active Shields, this damage roll is subtracted from the Shield Points. If no shield points remain, a module is selected at random (unless otherwise targeted) and the damage roll is subtracted from the module's HP. The maximum HP of a module is equivalent to its BP multiplied by 10. Once a module's HP reaches 0, that module can no longer be used unless repaired by an Engineer. Upon having a module reach 0 HP, roll a 1d20 Critical Damage die - if the result of this roll is a natural 1, the starship becomes critically damaged. If a starship receives critical damage while in a critically damaged state, the starship is destroyed. Once all modules on a starship reach 0 HP, the starship is destroyed. Special circumstances arise when specific modules are destroyed: if the Fusion Drive is destroyed, all modules except those which come standard on all starships become unusable, if the Life Support is destroyed, the crew will have 2 additional turns to repair it or must abandon ship before the artificial atmosphere runs out, if the Sensors are destroyed, all attack rolls are made at a disadvantage.

##### Damage Types

Starship shields and modules are affected differently by various damage types caused by starship weapons:

* Laser: Laser fire is highly effective against Shields, but less effective against the hull and modules of a starship. When successfully attacking Shields with a Laser weapon, add 1d4 to the damage roll.
* Ballistic: Ballistic ammunition is less effective against Shields, but wreaks havoc on starship modules. When successfully attacking Modules with a Ballistic weapon, add 1d4 to the damage roll.