Accelerate/Decelerate [Pilot Only]
Increase or reduce ship/vehicle speed by 1
Fly/Drive [Pilot Only]
Ship moves between range bands, depending on speed.
Speed 0 | Cannot move | |
Speed 1 | Close <> Short | 2 Maneuvers |
Speed 2-4 | Close <> Short | 1 Maneuver |
Close <> Medium | 2 Maneuvers | |
Speed 5-6 | Close <> Short | 1 Maneuver |
Close <> Medium | 1 Maneuver | |
Close <> Long | 2 Maneuvers |
Until the end of the Pilot's next turn, upgrade the difficulty of all attacks against the ship/vehicle once, plus up to one extra time, per point of handling the vehicle has.
Upgrade the difficulty of all attackes from the ship/vehicle by the same amount.
Stay on Target [Pilot only | Silhouette 1-4 | Speed 3+]
Until the end of the Pilot's next turn, upgrade the ability of all attacks made by the ship/vehicle once. Upgrade the ability of all attacks against the ship/tagert once.
Punch It [Pilot only | Silhouette 1-4]
The ship/vehicle immediately accelerates to its maximum speed suffering 1 System Strain per speed gained.
Angle Deflector Shields
Reassign one point of defence from one zone to another.
Navigate Terrain[Pilot only]
Make a piloting check with the difficulty being 1/2 vehicle silhouette & current speed. Add [setback] depending on terrain. On success, pass through terrain.
Aim
Add [Boost] to the character's next combat check, or [boost][boost] if the character spends 2 maneuvers.
Or
Target a specific item carried by the target, or a specific part of the target. Add [setback][setback] to the next combat check, or reduce this to [setback] if the character spends two maneuvers.
Assist
Add [boost] to another character's next action.
Actions
Plot Course [Astrogation (pp) or Perception (pp)]
On a success, each un-cancelled [success] reduces the difficult terrain penalty on the next piloting check by [setback].
Co-pilot [Piloting (pp)]
With a successful check, each un-cancelled [success] downgrades the difficulty of the next piloting check by 1.
Jamming [Computers (pp)]
On a success, one enemy ship/vehicle has jammed communications and must pass an Average Computers (pp) check to use them. Increas the difficulty by (p) per [success][success]. [advantage] may be spent to jam one additional target.
Boost Shields [Mechanics (pp)]
Suffer 1 System Strain. On a success, increase the defence in one zone by 1, for 1 round per [success].
Fire Discipline [Leadership (ppp) or Discipline (ppp)]
On a success, add [boost] to the next attack made from the ship/vehicle. Affect 1 extra attack per [success][success]. Any [advantage]/[triumph] rolled may be spent on affected attacks to activate weapon qualities and score critical hits.
Scan the Enemy [Computers (ppp) or Perception (ppp)]
Crewmember uses ship's scanners to study the enemy. If successful, identify ships weapons, modifications, and System Strain and Hull Traum thresholds. Spend [advantage][advantage] to learn its current system strain and hull trauma levels.
Slice Enemy Systems [Computers (ppp)]
On a success, reduce the target's defence in one zone by 1, for 1 round per [success]. [advantage][advantage] may be spent to inflict 1 System Strain, and [triumph] may be spent to disable a weapon for 1 round.
Gain the Advantage [Pilot only | Silhouette 1-4 | Piloting (p+)]
Make a Piloting Check. Compare speeds between opponents:
Equal to target Speed | (pp) |
Greater than target Speed | (p) |
1 Lower than target Speed | (ppp) |
2+ lower than target Speed | (pppp) |
Once the advantage has been gained, on the following turn the opponent may attempt to cancel out the advantage by using Gain the Advantage as well. This works as described earlier, but his check is one step more difficult for each time he or his opponent has successfully Gained the Advantage against the other.
Damage Control [Mechanics (Varies)]
HT/SS < 1/2 Thershold | (p) |
HT/SS >1/2 Threshold | (pp) |
HT/SS > Threshold | (ppp) |
Succss = -1 Hull Trauma per uncancelled [success], but only once per combat
Manual Repair [Athletics (ppp)]
With the proper tools, take a Damage Control action using Athletics instead of Mechanics. Success results in -1 Hull Trauma plus 1 per [success][success], but only once per combat. Cannot be used to repair strain.
Jump to Hyperspace [Astrogation (p+)]
On a success, the ship jumps to hyperspace in a number of rounds equal to its Silhouette, reduced by 1 round per [success]
Fire Weapon [Gunnery (p+)]
Fire a single weapon of a ship/vehicle. For each uncancelled [success] add +1 to the base damage. Use [advantage]/[triumph] to activate special weapon qualities.
"Spoof" Missiles [Computers (pp) or Vigilance (ppp)]
Use vehicle systems to disrupt missiles (i.e. chaff, counter-measures, flares etc). If successful, any attacks against the crewmember's vehicle using weapons with the Guided quality upgrades their difficulty by one (+1 upgrade per additional [advantage][advantage]) until the start of the crewmember's next turn.
Combat Difficulty
Attacker Silhouette | Difficulty |
Equal to or +/-1 than target | (pp) |
2+ Smaller than target | (p) |
2 Larger than target | (ppp) |
3 Larger than target | (pppp) |
4+ Larger than Target | (ppppp) |
When attacking a ship of silhouette 5 or higher, the defense zone affected by the attack is determined by the position of the ships in combat. The relative positions of ships in combat is determined by both the Game Master's and the Player Characters' actions and is illustrated through the cinematic gameplay style.