If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty.
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications. Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Medium Explorer
Speed 8; Maneuverability good (turn 1); Drift 1
AC 13; TL 11
HP 55; DT n/a; CT 11
Shields Basic 30
Attack (forward) gyrolaser (1d8)
Attack (turret) high explosive missile launcher (4d8)
Power Core(s) Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (common), mk 2 armor, mk 1 duonode computer (tier 1)
Expansion Bays tech workshop, cargo hold (3)
Modifiers +1 any two checks per round, +1 Piloting
Build Points cost 55, max 55 Power Core Units non-essential 108, essential 95, max 100
Condition | Actions to Patch | DC |
---|---|---|
Glitching | 1 | 10 + 1-1/2 times your starship’s tier (11) |
Malfunctioning | 2 | 15 + 1-1/2 times your starship’s tier (16) |
Wrecked | 3 | 20 + 1-1/2 times your starship’s tier (21) |