| Roll 1d100 under your Thrusters, Battle, & Systems to accomplish the task. A roll of 90–99 is always a failure; 00 is always a success. |
1 Fuel = 1 month subspace travel 1 Warp Core = 1 Hyperspace jump Burn additional Fuel to pursue or evade another vessel. |
Ships require ¼ max. crew capacity to function, and must always have a Captain. Other roles grant additional benefits to Stat Checks. |
| SHIP COMBAT |
MAINTENANCE |
TRANSPONDER |
| 1. Movement: Evade, Pursue, or maintain course. Requires Fuel. 2. Attack: Choose a target, Battle Check. Wreck shit or die. 3. Morale: If you deal MDMG, enemy Morale Check or surrender. 4. Battle Report: Make Systems Check, or Maintenance Issues. |
Systems Check 1/month for routine upkeep. Minor Repairs = 2d10 days to fix 'er up. Major Repairs can only be made at port for 1mcr × Ship's Class. Each point of Hull or MDMG = 1 Major Repair. |
Automated radio broadcast of Ship's ID, Captain, Make, Model, Jump, Class, Type, & Status. Used to transmit Distress Signals in an emergency. Subject to Range Latency. Illegal to turn off. |
| MEGADAMAGE (MDMG) |
HULL (SHIP ARMOR) |
DISTRESS SIGNALS |
| All ships can take up to 8 MDMG. Each MDMG point affects Ship's Stats & functions. See table. Deal MDMG using Hardpoints & Weapons as per Ship Combat. |
Ignore any MDMG less than the Hull of your Ship Class + Upgrades. Any MDMG greater than that value reduces Hull by 1 and carries over to ship (max. 8). |
For when things go really bad and your ship is dead in the void, roll on the table to see if/when aid arrives. Seal yourself in a cryopod and pray to literally anything. |
|
RANGE |
|
| DETECTION: Within the same system; communication is slow. Low combat risk. |
FIRING: Within weeks of each other; communicate with minor delay. Moderate combat risk. |
CONTACT: Within a few days of each other; no communication delay. High combat and boarding risk. |