Contents Previous Next

Space Travel:


The first, and some would say trickiest, step of space travel is getting out of the planet‚s atmosphere.

Movement in Space;

  1.   Flying vehicles can never stall in space
  2.   A character without Zero-G Training gets a -2 mobility penalty in a no or very low gravity environment
  3.   Mobility penalties (such as from armour or carrying capacity) do not apply to speed, but still apply to Drive checks and other dexterity-based skills

Mech Combat:

  Works just like character-scale combat, with the following exceptions:

  1.   Drive Skill: Whenever you make a physical skill check (dexterity, endurance, or strength) from a mech, you use your relevant skill modifier or your Drive Skill, whichever is lower. Without the proper mech operation technique, your drive skill modifier is treated as 0. For example, if you are trying to make a Dodge defence, and you have a +6 acrobatics modifier but only a +4 drive modifier, you would use the +4 bonus.
  2.   Use the mech's stats in place of yours. Use the mech's strength, toughness, size, scale, speed, etc.


  Flying Vehicles have the following statistics:

  1.   Flight Speed: the maximum speed at which a flying vehicle can travel.
  2.   Minimum Flight Speed: the slowest the vehicle can move without stalling is three squares of its size, unless it can hover
  3.   Theatre: Either atmospheric or space, sometimes both. An atmospheric vehicle in a vacuum will not function, and vice-versa.
  4.   Runway Distance: Vehicles must move a distance of 100 squares of their scale to take off. For a vehicle to land or take off on another vehicle, that vehicle must be large enough to include the runway distance. The first turn after an air vehicle takes off, it is treated as flat-footed.

Ramming and Collisions:

If a vehicle collides with another object, creature, or vehicle, there are often catastrophic results.

In the event of a collision (one vehicle moving into the occupied square of another) follow the following procedure:

1. Roll to evade: All creatures, vehicles, etc. can make a Dodge roll to avoid taking damage. The DC is 4.

2. Damage: All targets involved that fail their dodge roll take damage equal to 1d6 + the Base Toughness (from size) of the smallest vehicle (or creature or object) plus 1 per 10 squares of move speed made by the fastest vehicle

In the event of a deliberate Ram by one vehicle, use this procedure instead:

1. Enter the defender‚s area

2. Roll to evade: the defender (s) makes a Dodge roll. The DC is 4 + the attacker's Pilot modifier - the vehicle‚s scale

3. Damage: both sides take the smaller vehicle‚s Ram damage. If the defender took a wound, the attacker may continue moving and either bring the defender along for the ride or leave him behind.

Vehicle Destruction, Damage, and Repairs:

Wound: When a vehicle takes more damage from a single hit, it is dealt a wound. Wounds function identically with vehicles as they do with creatures. To remove a Wound, the vehicle requires repairs.

Dying and Destruction: Vehicle destruction works almost identically to character death. If a vehicle ever takes more than its Toughness in damage from a single hit, it becomes disabled. A dying vehicle must make a DC 4 strength check every round, with a -1 penalty per wound. Success means it gets to make another check next round. For every failed check, the DC increases by 1. If the DC becomes too high for the vehicle to be able to succeed (ex., it has strength 3 and the DC is higher than 9), then the vehicle is destroyed. If a dying vehicle gets wounded while dying, it is destroyed. Every round a vehicle is dying for, roll once on the Calamity chart.

For every wound a vehicle has, roll once on the Calamity chart to see what happens to it when it starts dying. Multiple of the same effect means reroll. If the effect doesn‚t apply, roll again.

A dying vehicle has a 10% (a roll of 10 on a d10) chance to stabilize each round. A stabilized vehicle is still immobile, but is no longer in danger of dying. A successful Repair check from Engineering (which takes 1 4SA) can also stabilize a dying vehicle.

If a vehicle dies, it explodes. Look at the vehicle‚s Reactor to see how big and powerful the explosion is. The default damage is 1d12 + the vehicle‚s base Toughness (6 at scale 0, 9 at scale 1, etc.) from size in Heat and Slashing damage.

Dying vehicles do not regenerate any pp.

Unless it is important, dying NPC vehicles can be ignored except as obstacles.

Destruction in Space: If a vehicle starts dying in space, there are a plethora of dangers to the crew. As soon as a vehicle starts dying, it begins to lose atmosphere. Certain areas may depressurize. Escaping from a wreck can be an adventure in itself.

Piloting a Dying Vehicle: A dying vehicle can still be controlled by a skilled enough pilot. The pilot takes a -3 penalty to pilot and must make a DC 6 check every round in order to move it at all. Failure means that it doesn‚t move (or, in space, it Cruises).

Die Roll




Artificial Gravity Failure

Ship becomes  Zero-G (assuming it's in space)


No Emergency Lights

Ship becomes totally dark


No life support

In about an hour, the ship becomes freezing cold. See the Adventuring chapter



Whenever a new area is entered, there is a 20% chance the room is on fire.


Reactor Failure

One of the ship‚s reactors ceases to function



Internal doors aboard the ship have a 25% chance to be stuck.


Sensor Failure

One of the vehicle‚s sensor systems, chosen at random, is disabled.


Defensive Failure

One of the vehicle‚s defensive systems, chosen at random, is disabled.


Weapons failure

One of the vehicle‚s weapons ceases to function, starting with the heaviest weapon and going down from there. In the case of a draw, randomly decide


Limb Failure

If the vehicle has any limbs, it completely loses any movement in one. This counts as a …kill‚ roll on the called shot table.


Communications failure

The ECO loses use one random communications device


Control loss

The vehicle gains a mobility penalty. If this is rolled multiple times, the effects stack.








reroll twice


reroll three times

Vehicle Power

Any vehicle with an engine has a reserve of Power Points (abbreviated "pp.") The number of power points a vehicle has are based on its engine. A number of vehicular devices 'use up' power points to function. Power points are only regained when the vehicle refuels, recharges its batteries, etc.. Some engine types have a "recharge rate." This is the number of pp (per round) that the vehicle recharges, to a maximum of its normal amount of pp. Engine types with a recharge rate last, unless otherwise specified, essentially forever.

If a vehicle hits 0 pp (even if it can recharge) all electronic systems (i.e., basically everything) immediately shut down until the vehicle gets to 1 or more pp.

Long Distance Travel

Every 8 hours of operation at normal speed costs 1 pp, at double speed costs 2 pp, and at a run costs 4 pp. These costs are multiplied by (the vehicle‚s mobility penalty as a positive number +1). So, a vehicle with a mobility penalty of -1 would multiply the costs by 2. Since vehicles never tire, their maximum overland speed is their Run speed.

Vehicle Called Shots


Attack Modifier

Toughness Adjustment:

Minimum Toughness:






Wound, Arm cannot be used to carry objects, weapons, shields, etc. until the wound is repaired. This arm cannot be used to make unarmed attacks.

Engine/ Power plant/ Reactor



Vehicle loses 2 pp

Vehicle loses power. 10% chance for the reactor to explode (DC 8 Engineering check by the engineer as an immediate 4 second action prevents this)




50% chance to drop held item, -1 to attacks made with this hand

Wound, Hand cannot be used to carry objects, weapons, shields, etc. until the wound is repaired. Hand cannot be used for unarmed attacks

Hull/ Torso

No Change

No Change


Target starts Dying




Wound, speed decreases by one square

Wound, speed decreased by an additional 1 square. Leg cannot be used to make unarmed attacks. If all legs are hurt in this manner, the vehicle can only crawl (if it has arms). Character must make an acrobatics check (DC 10) or fall prone.

Weapon Hardpoint



-1 to attacks made with these weapons

Hardpoint mounted weapons have a 50% chance (roll each separately) to cease functioning

Movement System



Wound, speed decreases by one square

Wound, mobility type disabled  




Vehicle's flight speed drops by 1 square

Wound, vehicle cannot fly. (atmospheric flight only)

Sensor system



-1 to Perception or Science (Computers) checks made with the sensor

Sensor disabled

Communications systems



-1 to Science (Computers) checks made with the system

System disabled

Optional Rule: Physics

Obviously, the current spaceship movement rules are an abstraction. If you want to add a little realism, you can play with these optional rules.

In real life you can‚t stop on a dime, and there‚s no top speed in space. A spaceship has to spend as much of its energy slowing down as it does speeding up. These simple rules capture those dynamics without overly complicating gameplay.


You carry your speed from the turn before. When you move on your turn, leave behind a …ghost‚ marker on the square you left. At the beginning of your next turn, put a marker ahead the same distance as between your current location and the ghost marker. You can move your ship anywhere within one movement distance from there as a 4SA (a single move) or double the distance (a double move). This allows you to attain incredible speed, but you should start decelerating ahead of time.

With Physics on, you do subtract your mobility penalties from your speed in squares, as in the atmosphere. This represents the slower acceleration of clumsier vehicles.

Missiles move at a speed of  600m per round (they are always Double Moving).

Round By Round Movement Examples:

Example One:

Round One:

A Frigate is moving through empty space. Frigates have a speed of six squares, so from a stationary start, these are the Frigate‚s options for moving (if it only moves once a round)

The Orange circle is the Frigate, and the shaded squares are the squares that the Frigate can move to this turn (ie, everywhere within six squares). The Frigate decides to move three squares south and once square east, which is well within the area it can move to. It leaves behind a ghost marker in the original square.

Round Two:

The Frigate places another ghost marker three squares south and one square east of its position at the start of round two, the same distance and direction it moved last turn. The Frigate can move to any square within six squares of the new ghost marker this turn.

The Frigate decides to turn, and goes three squares east and three squares north of the new ghost marker (or a total distance of four squares east of its current position).


The Frigate moves to the dark orange circle, which is within its ring of possible moves. It leaves behind a ghost marker at the light orange circle for next turn‚s movement.

Round Three:

Last turn, the Frigate moved a total of four squares east. So this turn, it places a ghost marker another four squares east of itself, and can move to within six squares of that marker.

Example Two:

Round One:

In this example, the Frigate has to narrowly dodge an obstacle. As before, the orange circle is the frigate, the shaded area shows the Frigate‚s possible moves, and the dark rectangle represents a wall the Frigate will try to avoid.

Foolishly, the Frigate flies towards the wall at full speed this round. It leaves behind a ghost token for next turn.

Round Two:

Since the distance at the start of the turn between the Frigate and the ghost token is 6 squares, place another token six squares in front of the Frigate‚s new position. The frigate can move anywhere within six squares of that token.

As you can see, this leaves the Frigate with limited options to avoid a collision. Note that even though the ghost is now on the far side of a wall, this does not necessarily mean a collision. The frigate is still travelling at a speed where it can avoid a crash. If it were going much faster, it would have to use a Jackrabbit stunt or possibly fire afterburners to avoid a crash. It chooses to fly south one square and east two squares.

By doing this, it avoids a collision with the wall. As always, leave behind a ghost token for next turn‚s movement.

Round Three:

The distance at the start of round three between the frigate and its ghost is one square south and two squares east, so place another token one square sound and two squares east of the Frigate.

Many of the available moves will still result in a collision, but the helmsman decides to fly away at full speed.

Changed Techniques:

Jackrabbit [Pilot]: Succeeding on a DC 8 Pilot check allows you to move your beginning of turn ghost marker up to one square closer than you. For every 1 point that you beat the DC by, you can move the marker an additional square closer to you. This allows you to make sharper turns.

Contents Previous Next