Starship Combat-Star Wars 3 rd Edition
Starship Combat is similar to character combat, roll initiative as normal and on your turn make the rolls for whichever shipboard area you control, like piloting, shields, gunnery, or repair. If you don't control any of those things and are just a passenger, hang on to something! (Dex check)
Starship shields are electronic energy dampers which help absorb some of the damage from enemy attacks. Shields come in two main varieties: particle and energy/ray shields.
Particle shields deflect all sorts of physical objects, including asteroids, missiles and proton torpedoes. They are used at all times, except when a ship launches fighters, missiles or torpedoes (the shields must be dropped to allow physical objects to pass through them). When a ship lowers its particle shields, reduce its hull code by -2D. (A ship which loses its main power generator also loses its particle shields.)
Energy shields are normally activated only in combat, and must cover specific fire arcs to be effective in combat.
Using shields can be a "reaction skill." Each starship has a certain number of dice in shields. When a pilot uses shields, the shield dice can be split up among the four fire arcs: front, back, left and right or all put into one arc or anywhere between. Once determining which or how many arcs to cover the operator can then lock the shields into position, or continue to move them around to block attacks on a attack-by-attack basis. When locked the operator doesn't have to keep re-rolling the shields skill.
The difficulty to deploy shields depends upon how many fire arcs are being covered:
• One fire arc: Easy (6-10)
• Two fire arcs: Moderate (11-15)
• Three fire arcs: Difficult (16-20)
• Four fire arcs: Very Difficult (21-30)
If the ship takes any hits from that side in combat, the ship gets to add those shield dice to its hull code to resist damage. If shields are breached, then shields are reduced -1D each time breached. Shields recharge at a rate of 1D per round until at normal die value.
Example: Rhen is behind the controls of a modified YT-1300 transport with a hull code of 4D and 2D in shields. She is being attacked by three TIE fighters, which are closing in from the back. She decides to activate the ship's shields, placing all 2D to cover the back fire arc. She makes her Easy starship shields roll — if any shots come in from the back of the YT-1300 and hit the ship, she rolls 6D to defend against damage. A few rounds later, the TIE fighters have maneuvered around her. Rhen is being attacked from both the front and back. She decides to split the shields, placing 1D in the front and 1D in the back. Because she is trying to cover two fire arcs, her starship shields difficulty is Moderate. If she makes the roll, any attack that hits the front or the back is resisted by 5D (4D for hull code and 1D for the shield), but any attacks from the side are resisted by just the ship's hull code of 4D.
Spacecraft are mostly designed so that power can be allocated manually if necessary. In starfighters, pilots or their astromech can adjust power, while on larger ships, the engineer or other crew can change power systems from the engineering board in the cockpit or in the engineering area. Capital ships have larger teams working on similar, if not more complex, boards.
The skill required to move power around is the requisite repair skill for the craft. Starfighters would use Starfighter Repair, Space Transports use Space Transports Repair, and Capital Ships would use Capital Ship Repair. Use the chart below for difficulties.
Condition |
Base Difficulty |
Simple Routing, single system to single system |
Moderate (11-15) |
Rerouting Multiple Systems to single system |
Difficult (16-20) |
Rerouting Multiple Systems to Multiple Systems |
Very Difficult (21-30) |
Rerouting power can also take some time; use the chart below to determine when the changes take effect. (If flying a starfighter, changes take effect instantly, ignore the chart.)
Operator's Roll over Difficulty |
Time Taken |
1-5 |
2D Rounds |
6-10 |
1D Rounds |
11-15 |
2 Rounds |
16-20 |
1 Round |
21+ |
1 Second |
Die value is moved from one system to another, and the drained system will recharge that energy back in number of rounds equal to number of dice allocated. Exceptions would be the Engines, Comms, Life Support and Sensors they stay at the reduced or turned off state until power is put back. Note: If power is taken from Life Support that includes the gravity too.
To recharge shields quickly, take power from weapon damage dice and reallocate to shields. Shields can be super charged to 2x above normal. Supercharge loses effect -1D per round starting the following round.
Putting energy into or taking away from the engines, use the chart below to convert from or to units. Engines can only be improved by 2x above cruising speed rating.
Power cannot be channeled from the Hyperdrive, since it only uses power to enter and exit hyperspace.
Example 1:
The Smoking Blaster's shields are rated at 1D, Jerick chooses to move power from his laser turret, damage of 4D. He can put a maximum of 1D into shields from weapons, giving shields a boost of 1D so they are now 2D total defense. Weapons are now 3D damage on the laser turret. In one round Weapons will be back to full strength.
Example 2:
Red asks his engineer Zach to give more power to his engines so he can try to out run the chasing Star Destroyer. Zach doesn't think they will need their Comms, Life support, Weapons, so he takes power from those systems and sends it to the sublight drives. Rolling his space transport repair roll, he allocates 1D for Comms, 1D for Life Support, weapons do 4D damage a piece, so that is 8D total from them. However, the sublight engines can only take 2x its cruising speed, so with a space of 2, it becomes 4 at cruising velocity. So Zach only takes 1D from the comms, and leaves the rest alone. Red then snaps the speed up to High Speed and then All Out Speed. His ship, the Smoking Blaster, is now hauling along at 16 space!!!! The crew is pushed back into their seats and the ship boosts out of the Star Destroyer's tractor beam range.
Other systems will give the following dice:
Comms=1D
Life support=1D
Space=See chart
Sensors=Use the Gain die
Dice |
Space |
+1 |
1 |
1D |
2 |
1D+1 |
3 |
2D |
4 |
2D+1 |
4 |
2D+2 |
5 |
3D |
6 |
3D+2 |
7 |
4D |
8 |
4D+2 |
9 |
5D |
10 |
5D+2 |
11 |
6D |
12 |
Complications
When rolling the appropriate repair skill while allocating power, and there is a 1 on the wild die or misses the difficulty, either the GM can choose a complication or the ship immediately takes damage, see the chart below:
Missed Roll by: |
Damage Taken |
0-3 |
None |
4-8 |
Lightly Damaged (roll on Power Systems) |
9-12 |
Heavily Damaged (roll on Power Systems) |
13-15 |
Severely Damaged (roll on Power Systems) |
16+ |
Destroyed (roll on Power Systems) |
Laser Cannons and Turbolasers
Laser cannons are the standard weapons aboard starfighter-scale ships, such as freighters, TIE fighters and X-wings. Turbolasers are immense capital-scale weapons (capital ships may also feature laser cannon emplacements to counter starfighter attacks).
Ion Cannons
Ion cannons are designed to interfere with a ship's electrical and computer systems but do not cause physical damage. Shields cannot protect a ship from ion cannon damage.
Example: Rhen has placed the modified 2D shields of the YT-1300 transport (hull code 4D) to the back fire arc. Any laser cannon attacks that hit the freighter roll against the YT-1300's combined 6D hull code and shields. However, ion cannon blasts slice right through the shields. Rhen only rolls the YT- 1300's 4D hull code to resist damage from ion cannons.
If the damage roll is lower than the ship's hull code roll, it takes no damage. If the damage roll is equal to or higher than the hull code roll, find the results below.
Greater than Hull roll by: |
Damage Taken |
0-3 |
One System Down |
4-8 |
Two Systems Down |
9-12 |
Three Systems Down |
13-15 |
Four Systems Down |
16+ |
Ship Totally Disabled |
For each system down roll 2D6 on the system chart below to see which systems are out:
Roll |
System |
2 |
Power Systems & Damage Control |
3-5 |
Flight Control |
6 |
Sensor Systems |
7-8 |
Weapons & Targeting Systems |
9 |
Shields or other Defensive Systems |
10-11 |
Navigation & FTL |
12 |
Life Support |
These systems will remain down for 1D hours after being hit.
Missiles, Bombs, Mines, and Proton Torpedoes
Missiles, bombs, mines and proton torpedoes are physical weapons which deliver awesome firepower. However, they're difficult to lock onto a target. Targeting difficulty numbers are modified by how fast the target is moving:
Increase to Difficulty |
Space |
Move (Atmosphere) |
+5 |
3 |
100-150 |
+ 10 |
4 |
151-200 |
+ 15 |
5 |
201-250 |
+20 |
6 + |
251 + |
Tractor Beams
Military-grade tractor beams are used to capture starships so they may be boarded and searched. (Many starships have small tractor beam generators for moving cargo around, but they have no combat applications.)
When a tractor beam attempts to "hit" a target ship, it's resolved as a normal attack: if the attack roll is higher than the difficulty number, the tractor beam hits the target ship.
Roll the tractor beam's "damage" against the ship's hull code. If the target ship's hull code roll is higher, the ship breaks free. If the tractor beam damage roll is equal to or higher than the hull code roll, the target ship is captured.
A captured ship which doesn't resist a tractor can automatically be reeled in towards the attacker, moving five Space units each round.
If the target ship resists, roll the tractor beam's damage against the target ship's hull code.
If the target ship's hull code roll is higher, it breaks free of the tractor beam. If the tractor beam rolls equal to or higher than the target ship, the target ship is reeled in and its drives may be damaged. Find the results on the chart below.
Tractor beam damage roll >damage roll by: |
Space units reeled in: |
Target ship's damage: |
0-3 |
No change |
No damage |
4-8 |
1 |
-1 Move |
9-12 |
2 |
-2 Moves |
13-15 |
3 |
-3 Moves |
16+ |
4 |
-4 Moves |
Example: An Imperial Star Destroyer is holding Thannik's Thunder in the grip of a tractor beam. The freighter is nine Space units away. Rhen decides not to resist and her ship is pulled in five Space units this round. It's only four Space units from the Star Destroyer. The next round, Rhen decides to resist. She rolls Thannik's Thunder's hull code of 4D and gets an 11.
The Star Destroyer rolls its tractor beam damage of 6D and adds the scale's "adjusted modifier" of 6D, getting a 35. That's a difference of 24 points!
Rhen groans as Thannik's Thunder's sublight drives blow out. The ship is now dead in space as the Star Destroyer reels it in the final four Space units. Rhen mutters, "What would Leia do?" as her ship is hauled up into the Star Destroyer's cavernous hangar bay.
Point Defense Laser
Point Defense Lasers are low power laser cannons that are designed to take out missiles, bombs, mines, and proton torpedoes. Capital ships usually are equipped with these.
Exotic Weapons
Exotic Weapons are those weapons created by alien, experimental, or ancient technology. These weapons are rare, unusual, and very expensive. They can also be unbalancing to gameplay. Use at your own risk.
Maser Cannon and MegaMaser
A maser is a type of energy weapon, similar to but distinct from a laser. Masers use kinetic energy as well as laser energy to damage a target. Although maser weapons are rare compared with lasers in mainstream Galactic civilization, the Chiss make extensive use of a blue-beamed maser, known in Cheunh as a charric. These weapons are recorded as early as the Jedi Civil War, and continued in use until at least the time of the Swarm War. Chiss Star Destroyers made extensive use of maser cannons in the conflict, being armed with megamasers (most likely an analog of the turbolaser used by much of the outside galaxy).
AP Cannon
Anti-proton cannons are energy based weapons which fire at just under the speed of light, the anti-protons that hit the mass and destroy it on impact. An anti-proton cannon is not effective past 4 space units
Mass Drivers
They inflict damage by hurling projectiles at high velocities, which impart kinetic energy and force to the target upon impact. Damage is thus a result of the mass of the projectile and its velocity. They also have the benefit of bypassing shields entirely, to slam into a targeted ship's hull and weapons emplacements.
Point Singularity Projectors
A point singularity projector fires mini-black holes at its target, these weapons inflict heavy damage and can destroy a ship very quickly.
Plasma or Pulse Cannon
A pulse cannon is a weapon designed to rapidly fire concentrated bursts of plasma, generally used to take out groups of fast-moving targets. They are generally not used by military forces due to their destructive nature. Plasma continues to produce damage for several rounds after the initial hit, until it cools off.
Volley Laser
Volley Lasers are small lasers that all fire at once at one target. Once they fire a volley it generally takes a round or two to recharge for another volley.
EMP Cannon
EMP Cannons send out powerful EMP waves that knock out electronics and destroy circuits. EMP waves are stopped by ray shields.
AG Mass Packets
Anti-gravity Mass Packets are packets of energized matter that adhere to the targeted ship and weigh it down. This causes the maneuverability and speed of the targeted ship to suffer, slowing it down and making it more of a target.
Lightning Array
A Lightning Array fires out massive bolts of electrical energy that will overload or burn out systems on starships or vehicles.
Chromatic Pulse Driver
Chromatic Pulse Drivers gain more destructive power the longer the weapon is allowed to build up a charge. Ray shields are useless against this weapon, since the frequency of the pulse can be changed to bypass the shield's frequency.
Magma Gun
Magma guns fire out intense streams of super heated plasma. This plasma is even more intense than a Plasma or Pulse Cannon.
Hyper Graviton Blaster
Hyper Graviton Blasters send out waves of graviton particles that slow a ship down or knock it around. Ignores shields and only hull and armor can resist the damage this causes.
Tri-Optic Pulsar
This weapon can bypass shields and do significant harm to targets.
Hyperplasma Cutter
The Hyperplasma Cutter is designed to cut ships into smaller pieces, plain and simple. A extremely strong stream of Hyperplasma is used to cut through most ship hulls.
Mid or Low Tech Weapons
Mid or Low Tech Weapons are just that—low or mid tech weapons from backwater worlds or worlds that have yet to discover hyperspace, or worlds long forgotten in the fall of the Republic. However these weapons still do some damage and are rather cheap.
Triple Blaster
Triple blasters are an archaic variant of Blasters, evolved from the even older "beam tubes". They date back to the earlier days of the Galactic Republic , and are among the oldest designs of effective energy weapons. It works by using three separate blaster units connected to the same targeting system, often found in coordinated sets of two or four, to fire simultaneously on a target. No company continues to mass produce them because of their cumbersome nature and outdated design, and by the time of the Galactic Empire, triple blasters became exceedingly rare. However, they were a standard armament on early models of the Z-95 Headhunter.
Large Bore Projectile Cannons
A projectile cannon is a weapon in common use during the Galactic Republic . The Exocron Airfleet armed their Skylark skyfighters with projectile cannons, as well as their larger Airfleet vessels. By 8 ABY, the weapons were considered to be archaic.
Percussion Repeater Cannons
A Percussion Cannon was a weapon that was common during the days of the Galactic Republic . It fired explosive projectiles. The Exocron Airfleet made extensive use of these weapons, mounting them on their skyfighters. Larger versions, called percussion repeater cannons, were used onboard their Airfleet vessels. By 8 ABY, the weapon was considered to be archaic.
Atomic Compression Bombs
Atomic compression bombs were powerful nuclear weapons used by the Mandalorian Crusaders at the time of the Great Sith War. Towed into position by Basilisk war droids, they were used against ships and space stations, and were considered to be better than any weapon then used by the Krath.
Antimatter Pods
Anti-matter pods were the main weapons of Ship. When they came in contact with a target, it instantly disintegrated. Apparently, anti-matter pods were also used to contain anti-matter used as fuel in certain hyperdrives.
Matter Cannons
Matter Cannons are early precursors to the modern blaster. They send a particle stream along a laser beam path to hit a target at high speeds, causing damage. They take a long time to cycle between shots, usually 3 combat rounds.
Static Ion Field Dischargers
A static ion field discharger is an ion-based weapon in use by the Exocron Airfleet. When fired, the weapon produces an ion charge that hits all targets within a given range. It is especially useful against skyfighters and starfighters.
Starships suffer damage in combat just like vehicles. Roll the attack or collision damage and compare it to the starship's hull code roll. If the damage roll is lower than the hull code roll, the ship takes no damage. If the damage roll is equal to or higher than the hull code roll, find the result on the "Starship Damage Chart."
Starship Damage Chart
Damage Roll > Hull Code Roll by: |
Effect |
0-3 |
Shields breached |
4-8 |
Lightly damaged |
9-12 |
Heavily damaged |
13-15 |
Severely damaged |
16+ |
Destroyed |
Shields breached . A shields breached result means that the ship loses -1D from its shields total. This loss lasts until the shields recharge. If the ship has no dice remaining in shields (or had no shields to begin with), the ship suffers Hull scoring and from the bumps, the pilot gets a +5 to their piloting difficulty.
Roll 2D6 on the following chart to see which system and subsystem is damaged.
Roll |
System |
2 |
Power Systems & Damage Control |
3-4 |
Flight Control |
5-6 |
Sensor Systems |
7-8 |
Weapons & Targeting Systems |
9 |
Shields or other Defensive Systems |
10-11 |
Navigation & FTL |
12 |
Life Support |
Once determining which system is damaged, roll 2D6 on the appropriate subsystem chart to see which subsystem is hit. If the subsystem is already hit, roll the subsystem chart again to get another result.
Power Systems & Damage Control
Roll |
System |
Lightly Damaged |
2-4 |
Primary Generator |
Flow Coupler (negative or positive) fused causing minor power fluctuations. Better replace it. |
5 |
Secondary Generator |
Power circuit blowout, nearby Vac suit locker catches fire briefly. Will they still work? |
6-8 |
Power distribution |
Surge Arrestor electrical fire, power fluctuations effect multiple systems. Re-roll twice. |
9-10 |
Sublight Drives |
Flux Inhibitor hit, -2 base speed until repaired. |
11-12 |
Damage Reporting |
Log-recorder obliterated. Now who knows what's wrong? Not you! |
Roll |
System |
Heavily Damaged |
2-4 |
Primary Generator |
Burn-out Creepage, roll on Heavily Damage table every week until full overhaul. |
5-6 |
Secondary Generator |
Cryogenic Power Cells holed, deadly cryo-gas leakage and backup power fails. |
7-9 |
Power distribution |
Energy Array smashed, you have to operate it manually until fixed. (+1 to difficulty level) |
10 |
Sublight Drives |
Reactant Agitator Injector dies. Now your ship uses more fuel. +25% consumables cost. |
11-12 |
Damage Reporting |
Secondary explosions, reroll twice on this table. |
Roll |
System |
Severely Damaged |
2-3 |
Primary Generator |
Burn-out Creepage, roll on Severely Damage table every week until full overhaul. |
4-5 |
Secondary Generator |
Crystal Oscillator explodes, ship's main power goes offline. Emergency power lasts 1D hours. |
6-8 |
Power distribution |
Energy Array detonates, power allocation cannot be changed until replaced. |
9-10 |
Sublight Drives |
Sublight Transponder damage causes garbled signal. Expect more attention from the authorities. |
11-12 |
Damage Reporting |
DDX Pulse Modulator damaged, random ship's systems lose power intermittently. |
Roll |
System |
Lightly Damaged |
2-4 |
Manuevering Thrusters |
Sublight drive Inverse Coupling severed. Speed can only be changed by 1 until replaced. |
5-9 |
Manuevering Thrusters |
-1D to Maneuver Dice |
10-12 |
Repulsorlift Generators |
Doppler Compensator fried. Better switch to manual for your next landing. -2D Maneuverability |
Roll |
System |
Heavily Damaged |
2-4 |
Manuevering Thrusters |
Etheric Rudder jammed, ship pulls hard to one side, increases piloting difficulty by 2 levels. |
5-9 |
Maneuvering Thrusters |
-2D to Maneuver Dice |
10-12 |
Repulsorlift Generators |
Repulsorlift Graviton Gauge blown, atmo flight difficulty +1 level as ship bucks and heaves. |
Roll |
System |
Severely Damaged |
2-4 |
Manuevering Thrusters |
Gyro Control Module explodes, ship flies into a tight spin. Tricky piloting can regain control… |
5-9 |
Maneuvering Thrusters |
-3D to Maneuver Dice |
10-12 |
Repulsorlift Generators |
Repulsorlift Pressors (one of 4 axes) damaged. Ship flies at an awkward angle in atmo. |
Roll |
System |
Lightly Damaged |
2-3 |
Communications |
Intercom unit damaged, causing intermittent operation and loud static. |
4-5 |
Active Sensors |
Rectenna damaged, making sensors harder to read. +3D to all Sensors difficulties until repaired. |
6-7 |
Passive Sensors |
Rectenna damaged, making sensors harder to read. +3D to all Sensors difficulties until repaired. |
8-9 |
Sensor Packages |
1 Random Package blown, need replaced |
10 |
Gain |
-1D to Gain, (1-3 Active, 4-6 Passive) |
11 |
Range |
-25% from range (1-3 Active, 4-6 Passive) |
12 |
Resistance |
-1D to Resistance (1-3 Active, 4-6 Passive) |
Roll |
System |
Heavily Damaged |
2-3 |
Communications |
Long range comms are out |
4-5 |
Active Sensors |
Sensor Co-processor blown, active sensors out until replaced |
6-7 |
Passive Sensors |
Passive sensor pallet hit, passive sensors out until replaced |
8-9 |
Sensor Packages |
2 Random Pacakages blown, need replaced |
10 |
Gain |
-2D to Gain, (1-3 Active, 4-6 Passive) |
11 |
Range |
-50% from range (1-3 Active, 4-6 Passive) |
12 |
Resistance |
-2D to Resistance (1-3 Active, 4-6 Passive) |
Roll |
System |
Severely Damaged |
2-3 |
Communications |
Short Range Comms out |
4-5 |
Active Sensors |
Sensor main board explodes and needs replaced. Sensors out |
6-7 |
Passive Sensors |
Sensor main board explodes and needs replaced. Sensors out |
8-9 |
Sensor Packages |
3 Random Packages blown, need replaced |
10 |
Gain |
-3D to Gain, (1-3 Active, 4-6 Passive) |
11 |
Range |
-75% from range (1-3 Active, 4-6 Passive) |
12 |
Resistance |
-3D to Resistance (1-3 Active, 4-6 Passive) |
Roll |
System |
Lightly Damaged |
2-6 |
Weapon Emplacement |
One on-board weapon emplacement was rendered inoperative by a major power surge or system failure; it's lightly damaged. Randomly determine which weapon is affected |
6-8 |
FC |
-1D to FC |
9-10 |
Dmg |
-1D to Damage |
11-12 |
Range |
Long Range out |
Roll |
System |
Heavily Damaged |
2-6 |
Weapon Emplacement |
Weapons Capacitor drilled. All power to weapons is lost until replaced. |
6-8 |
FC |
-2D to FC |
9-10 |
Dmg |
-2D to Damage |
11-12 |
Range |
Medium Range out |
Roll |
System |
Severely Damaged |
2-6 |
Weapon Emplacement |
One on-board weapon emplacement was hit and destroyed; the gunners take damage. (See "passenger damage.") Randomly determine which weapon is hit. |
6-8 |
FC |
Targeting computer offline, need repaired or replaced, no FC until fixed. |
9-10 |
Dmg |
Power to weapon severed, coupling needs repaired, weapon out until repaired. |
11-12 |
Range |
Short range is out |
Roll |
System |
Lightly Damaged |
2-6 |
Shields |
Field Limiters blown out, shields flicker randomly until fixed. 50% chance of working each hit. |
7-8 |
Armor |
Armor -1 pip, no armor? Reroll |
9-12 |
Hull |
Landing Struts hit, may buckle on landing causing structural damage |
Roll |
System |
Heavily Damaged |
2-6 |
Shields |
Shield Projector burned out, one shield arc is down, permanently. 1D4 for which arc: 1 fwd, 2 port, 3 stbd, 4 aft |
7-8 |
Armor |
-1D to Armor, no armor? Reroll |
9-12 |
Hull |
Bulkhead collapse, (roll twice on System Damage table) |
Roll |
System |
Severely Damaged |
2-6 |
Shields |
Shield Capacitor power linkages snapped, all shields down until replaced. |
7-8 |
Armor |
Useless, but repairable, no armor? Reroll |
9-12 |
Hull |
Serious hull breach, ship leaking atmosphere. All air is gone in 1D minutes. |
Roll |
System |
Lightly Damaged |
2-3 |
FTL-Main |
Power Coupling (negative or positive) damaged, Hyperdrive Motivator inoperative until fixed. |
4-5 |
FTL-Secondary |
Realspace Compensator breaks, after next reversion, sublight engines/repulsorlifts fail. |
6-7 |
Plot Information |
Ship comes out at system's location 2 years ago |
8-9 |
Time and Destination info |
Gives an impossibly quick time to destination |
10-11 |
Routes Missing |
Missing next 2 routes |
12 |
Nav Computer |
Paralight System and NavComp interface down, need to reboot both systems |
Roll |
System |
Heavily Damaged |
2-3 |
FTL-Main |
Alluvial Dampers gone, Hyperdrive will not engage until replaced. |
4-5 |
FTL-Secondary |
Paralight System activates Secondary Hyperdrive on next jump. |
6-7 |
Plot Information |
Ship comes out on top of star |
8-9 |
Time and Destination info |
Gives times for a trip from last year |
10-11 |
Routes Missing |
Missing next 5 routes |
12 |
Nav Computer |
Navigation Computer fried, nav buffer data lost and all plotting times doubled until fixed. |
Roll |
System |
Severely Damaged |
2-3 |
FTL-Main |
Transpacitor damaged, drive cuts out midway |
4-5 |
FTL-Secondary |
Stasis Field Generator damaged, time passes differently when making jumps |
6-7 |
Plot Information |
Ship comes out 2 ly short of system, won't calculate position until rebooted. |
8-9 |
Time and Destination info |
Gives longer time to get there, but then changes enroute, causing random fault |
10-11 |
Routes Missing |
Has no routes listed |
12 |
Nav Computer |
Navigation Computer core meltdown, time to dust off the astrogation plotter. |
Roll |
System |
Lightly Damaged |
2-4 |
Inertial Dampers |
Gyro Stabilizers knocked out of alignment, causing random artificial gravity fluctuations. Whoa! |
5-7 |
Air |
Climate controls gone haywire, ship gets randomly very hot or very cold until fixed. |
8-9 |
Consumables |
Auto Chef damaged. Can you fix it? If not, can you cook? |
10-12 |
Crew / Passengers |
Power Coupling (negative or positive) ignites, starting large plasma fire. Hull -1/rd until out. |
Roll |
System |
Heavily Damaged |
2-4 |
Inertial Dampers |
Artificial Gravity generator cuts out. Now I'm free, I'm free-falling… or Gyro Stabilizers damaged, artificial gravity changes 90 degrees. |
5-7 |
Air |
Oxyscrubbers fried, consumables need replacement sooner. (75% consumed) |
8-9 |
Consumables |
Climate control on Food storage out, all that's left are fruity oaty bars that have the consistency of flavored cardboard. |
10-12 |
Crew / Passengers |
Refresher unit explodes, sewage flies everywhere. Beware at your next planetfall. |
Roll |
System |
Severely Damaged |
2-4 |
Inertial Dampers |
Inertial Dampers out, can't go to hyper, unless you wanna be chunky salsa |
5-7 |
Air |
Air Processors out, 24 hours of air left until repaired |
8-9 |
Consumables |
Ionization Reactor destroyed, consumables replacement cost doubled. |
10-12 |
Crew / Passengers |
Ion-flux stabilizer blown, power circuits randomly overload doing 3D damage to those nearby. |
A destroyed result can either be a subsystem is destroyed or you can roll on the following chart, depending on how sadistic you are.
Roll |
Result |
1 |
Ship begins to disintegrate, in 1D rounds it will simply fall apart. Luckily you have time to bail. |
2 |
All ship's systems go completely and permanently dead. You're floating junk, dead in space. |
3 |
Massive damage and multiple explosions. Passengers each take 4D damage. Roll again… |
4 |
A large portion of the hull rips off, exposing passengers to open space. Ship dies. |
5 |
An explosion inside the Hyperdrive causes the motivator to actuate. The ship, and you, vanish. |
6 |
You witness the biggest, brightest explosion you've ever seen, right up close. Good night. |
Passenger Damage- Passengers may be injured when a ship suffers damage or crashes. Use your judgment to decide whether a character takes damage. Determine character damage based on how badly the ship is damaged. (Damage is character-scale.)
Vehicle is: |
Passenger suffers: |
Lightly damaged |
1D |
Heavily damaged |
3D |
Severely damaged |
6D |
Destroyed |
12D |
Ships in an Atmosphere
The "Atmosphere" listing is how fast the ship moves in an atmosphere. The first number is its Move, while the second number is its all-out speed in kilometers per hour. A ship without an "Atmosphere" listing (such as an Imperial Star Destroyer) cannot enter planetary atmospheres. Starships in an atmosphere use the vehicle movement and combat rules, although they still use the "Starship Damage" rules. If you need to determine a ship's atmosphere speeds, use the chart below:
Space |
Move (Atmosphere) |
Kilometers per Hour (All-Out speed) |
1 |
210 |
600 |
2 |
225 |
650 |
3 |
260 |
750 |
4 |
280 |
800 |
5 |
295 |
850 |
6 |
330 |
950 |
7 |
350 |
1,000 |
8 |
365 |
1,050 |
9 |
400 |
1,150 |
10 |
415 |
1,200 |
11 |
435 |
1,250 |
12 |
450 |
1,300 |
To take out a specific system or subsystem on ships requires some sensor rolls and precise targeting. During combat, the sensor operator can roll Active or Passive sensors plus any packages that might help to locate a system or subsystem on a target vessel or fighter. Use the difficulty chart below to search for the system or subsystem
Modifier |
Target |
+10 |
System |
+15 |
Subsystem, any |
+20 |
Subsystem, specific |
Once the sensor operator locks onto a targeted area, they can make a moderate computer operations roll and feed the data to the gunner. Once the gunner has the targeting data they now have a +2D bonus to hit that area and to damage, as long as it's not physically impossible to hit. Remember that scale dice are applicable for to-hit and resistance rolls.
In starfighters, the pilot will have to make the sensor checks but doesn't have to feed the info to the gunner, since he is the gunner. Astromechs or co-pilots can also get the sensor info and feed it to the pilot or gunner if the starfighter is big enough to have such positions/options.
Below is the list of systems and subsystems that can be targeted.
System |
Subsystems |
Power Systems & Damage Control |
Primary, Secondary Generator, Sublight Drives |
Flight Control |
Maneuvering Thrusters, Repulsorlift Gens |
Sensor Systems |
Comms, Active & Passive Sensors |
Weapons & Targeting Systems |
Emplacement(s) |
Shields or other Defensive Systems |
Shields, Cloak Generator, other systems |
Navigation & FTL |
Main & Secondary FTL systems |
Life Support |
Crew & Passenger sections, Consumables |