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Starship Combat Quick Reference

Starship Combat Quick Reference

Last Updated: 2026-01-16 Full rules: compiled/COMPILED_MODULE_PLAYER_RULES.md (Part IV), compiled/COMPILED_MODULE_GM_RULES.md (Part VIII)


DC Tables

Level-Based DC

LevelDCLevelDCLevelDC
0148241635
1159261736
21610271838
31811281939
41912302040
520133121+42+
6221432
7231534

Simple DC / DC Adjustments

DifficultyDCAdjustmentModifier
Untrained10Incredibly Easy-10
Trained15Very Easy-5
Expert20Easy-2
Master30Hard+2
Legendary40Very Hard+5
Incredibly Hard+10

Combat Round Structure

  1. Pilot rolls initiative (Piloting skill)
  2. Change Roles (start of turn, no action)
  3. Each crew member takes 1 action in any order
  4. Movement from Pilot actions
  5. Attacks of Opportunity when passing through/exiting adjacent hex

Starship Check = 1d20 + skill modifier + item bonuses + circumstance/status bonuses


Crew Roles

RolePrimary SkillsKey Actions
CaptainDiplomacy, Deception, IntimidationEncourage, Coordinate, Taunt, Rally, Inspire
PilotPilotingGlide, Fly, Full Power, Stunts
EngineerCraftingDivert, Restore Shields, Patch, Hold Together
Science OfficerComputersIdentify, Analyze, Lock On, Scan, Jam
GunnerPilotingShoot, Launch, Suppressive Fire, Precise Shot
Deck OfficerAthletics, AcrobaticsQuick Fix, Overload Weapon, Direct Access
Magic OfficerArcana, Occultism, ReligionFocus, Scry, Precognition, Mystic Haze, Eldritch Shot

Captain Actions

ActionDCSuccessFailure
EncourageTrained 15 (Push: 20)+1 status (+2 Push)-1 status
CoordinateTrained 15 (Push: 20)+1 if follow plan-1 if follow plan
TauntTarget captain's Perception DC-1 to target's checksNo effect (CF: target +1)
Rally (Expert)Expert 20All allies +1 next checkNo effect
Inspire (Master)Master 30, 1 HPAllies roll twice/better (next action)No effect
InterveneNo checkReroll using your modifiers--

Crit success: double the bonus. Crit failure: double the penalty.


Pilot Actions

ActionDCPCUCrit SuccessSuccessFailure
Idle------No move; lose prof to AC/TL--
GlideTrained 15--Speed; +1 ACSpeed; -1 TLHalf speed; -1 all
FlyTrained 15--Speed +1SpeedHalf speed; -1 Gunnery
Full PowerExpert 205Speed +2Speed +1Speed -2; -1 all
OverdriveExpert 20102x speed; next turn -12x speed; penaltiesStraight line; penalties

Pilot Stunts

StuntDCPCUCrit SuccessSuccess
Barrel RollExpert 202+2 AC/TL vs target+1 AC/TL vs target
EscapeTrained 152+3 TL vs target+2 TL vs target
EvadeExpert 20--+3 AC vs target+2 AC vs target
Flip & BurnExpert 204+2 AC/TL vs all+1 AC/TL vs all
StrafeExpert 204Next Gunnery +3Next Gunnery +2
Gambit (Master)----Two Signature Stunts at -2 each--

Unpracticed: +5 DC if not Signature Stunt. Breakthrough: +5 DC for enhanced crit success.


Engineer Actions

ActionDCPCUCrit SuccessSuccess
DivertLevel-based1/3/5Boost +1 levelSelected boost
Restore ShieldsShield's Restore DC5/10/20/40+25% extra25/50/75/100% restored
Patch System15/20/30--2 patches1 patch
Hold Together (Trained)Expert 20 + penalties--2 stages better1 stage better
Emergency Repairs (Expert)15 + HP/220 UPB/HPHalf UPB costHP restored

Divert Boost Levels

PCUBoost
1Minor: +1 status
3Moderate: +2 status
5Major: +3 status + range +1

Patch Requirements

ConditionDCPatches to Repair
Glitching152
Malfunctioning203
Wrecked304

Science Officer Actions

Range Penalty: -2 per hex beyond sensor range

ActionDCPCUCrit SuccessSuccess
IdentifyTarget TL--Basic info + system statusBasic info; Identified
Analyze SystemTarget TL1Two systems AnalyzedOne system Analyzed
Lock OnTarget TL2+2 damage dice next attack+1 damage die
Scan EnvironmentGM-set--Tactical + hidden featureOne tactical feature
Jam Comms (Expert)Target TL+23No comms 1d4 roundsNo comms 1 round

Identify Sweep: -2 cumulative penalty per extra target.


Gunner Actions

ActionDCCrit SuccessSuccess
ShootTarget ACHit + Critical ConditionHit; weapon damage
LaunchTarget TLHit + Critical ConditionProjectile spawns, moves to target
Suppressive Fire (Expert)Expert 20Area ships -2 all checksArea ships -1 all checks
Precise Shot (Master)Target AC+5Chosen system 2 stages critChosen system 1 stage crit

Deck Officer Actions

Risk: Take 1-3 Risks for +DC and enhanced effects/penalties.

ActionDCPCUCrit SuccessSuccess
Quick Fix15 + 2/Risk1 + 1/Risk+2 bonus (+1/Risk)+1 bonus (+1/Risk)
Overload WeaponExpert 20 + 2/Risk1 + 1/Risk+2 dice (+1/Risk); 1d4 self+1 die (+1/Risk); 1d4+/Risk self
Direct Access15/20/30 + 2/Risk1 + 1/Risk2 patches (+1/Risk)1 patch (+1/Risk)
Manual Evasion (Reaction)Expert 20 + 2/Risk1 + 1/Risk+2 AC (+1/Risk)+1 AC (+1/Risk)

Magic Officer Actions

Magic Points (MP): Shared resource; resets at start/end of combat. Amplify: +2 DC, +1 MP per Amplify.

ActionDCMPCrit SuccessSuccess
FocusTrained 15--Gain 2 MPGain 1 MP
ScryTarget TL12 questions1 question
PrecognitionExpert 202Roll twice, better + reroll 1sRoll twice, better
Mystic HazeExpert 203-2 to target your ship, 2 rds-1 to target, 1 rd
Eldritch Shot (Expert)Target AC22d6 force, ignores shields1d6 force, ignores shields

Critical Damage

System Table (d20)

RollSystemRollSystem
1-3Life Support13-15Power Core
4-6Sensors16-18Shields
7-9Weapons (random)19-20Expansion Bays
10-12Engines

Condition Penalties

ConditionPenalty
Glitching-2 circumstance
Malfunctioning-4 circumstance
Wrecked-8 circumstance (effectively non-functional)

Starship Statistics

  • AC = frame AC (from table, includes base 10) + armor item + pilot proficiency (no level) + bonuses
  • TL = frame TL (from table, includes base 10) + countermeasures item + pilot proficiency (no level) + bonuses
  • HP = Base frame HP + (HP+ x levels after 1st)
  • Repairing HP: 5 hours, 10 UPB/HP, Crafting check vs ship level DC

Boarding Actions

MethodCheckDCEffect
Anchoring WeaponsGunneryACShips anchored; boarding possible
RammingFlightACCollision damage; adjacent 1 round
Breaching PodsGunneryACPod attaches; 4 crew board next round

Boarding Attack = 1d20 + leader's Intimidation/Athletics + size modifier vs BR (10 + ship level + security + crew quality)

ResultEffect
Crit SuccessControl one system; defenders take 4d6
SuccessFoothold established
FailureRepelled; boarders take 2d6
Crit FailureBoarders captured/destroyed

Starship Chases

  • Duration: 6 rounds. Each round: obstacle (optional) -> crew actions -> track successes.
  • Hit limit by size: Tiny 4, Small 5, Medium 6, Large 7, Huge 8, Gargantuan 10, Colossal+ 12
SuccessesPursuer ResultQuarry Result
0-1Complete failureCaptured/destroyed
2-350% SP/HP lostDamaged escape
4-525% SP/HP lostClean escape
6+Minimal damagePerfect escape

Squadron Rules

Tier = (Avg Party Level - 1) / Number of Ships (round down, min 1)

StuntEffect on Success
EscortAlly +2/+3 AC and TL
FlankAlly +2/+3 gunnery vs target
InterceptTracking weapon destroyed/penalized
Formation FlyingAll +1 AC (crit: +1 gunnery)

Ship Destruction: Crew takes 1d6 x enemy ship level damage (Reflex save vs level DC).


Emergency States

  • Disabled (0 HP): Float at half speed; no offensive actions
  • Destroyed (>2x max HP): Crew exposed to vacuum; 1d4 rounds to evacuate
  • Power Core Breach: 3-round countdown; Round 3: stabilize (Master 30), eject (Expert 20), or explode (10d6 fire)
  • Surrender: Diplomacy vs opponent captain's Perception DC