Spaceships are constructed using a modified version of FATE’s character creation rules.

  • High Concept, Trouble and Phase Trio are constructed as normal.
  • Skills represent different aspects of the ship, such as its speed, agility, etc.
  • Some skills function as Stations. During a scene, a ship may make as many actions as it has crewed stations, in the regular turn order.
  • Most ship skills aren’t used directly, but add Shifts to a successful roll made with another skill. For example, a player crewing a Weapon Station attacks another vessel using their Shoot skill. If they successfully hit the other vessel, a number of shifts are added to the roll, based on the level of the Weapon skill associated with the station. A skill adds shifts based on it’s level, like so:
    • Average (+1) = zero additional shifts.
    • Fair (+2) = one additional shift
    • Good (+3) = two additional shifts
    • Great (+4) = three additional shifts
  • If there is an opposed roll between two vessels, and the relevant ship skills both add modifiers, the ship that loses the roll subtracts its modifier from the modifier value of the successful ships modifier. This value can never be less than zero.
  • For example:
    • The Millennium Falcon is attempting to outrun an Imperial Star Destroyer.
    • Han Solo has a pilot skill of Good (+3), and the Millennium Falcon has a speed of Great (+4), which adds 3 shifts.
      The Imperial Helmsman has a pilot of *Good (+3), and the Star Destroyer has a Speed of Fair (+2), which adds one shift.
    • The two pilots roll off their pilot skill and Han Solo wins by two shifts.
    • The Falcon’s speed of Great (+4) adds three shifts to that value, less one shift from the Destroyer’s Fair (+2) speed, for an additional two shifts.
    • Thus, Han Solo and the Falcon out run the Star Destroyer with style (+4).

Ship skills

  • Agility (Pilot Station): Represents the ability of the ship to quickly change its direction and heading. Adds shifts to successful Pilot rolls to dodge obstacles, including those used to defend against an attack.
  • Speed (Pilot Station): The straight line (sublight) speed of the vessel. Adds shifts to Pilot rolls to outrun or chase down other vessels.
  • Hull: The physical integrity of the ship. Determines the number of consequences that can be taken.
    • Average (+1) = 2-shift consequence, 4-shift consequence.
    • Fair (+2) = 2-shift consequence, 4-shift consequence, 6-shift consequence.
    • Good (+3) = two 2-shift consequences, 4-shift consequence, 6-shift consequence.
    • Great (+4) = two 2-shift consequences, two 4-shift consequences, 6-shift consequence.
  • Shields: The energy shields that absorb damage before the hull. Determine the shield stress tracks used to absorb damage.
  • Reactor (Engineering Station): The amount of power generated by the vessel. Determines the power stress track. Adds shifts to Tech rolls to create advantages.
  • Sensors (Sensor Station): The ability of the ship to detect other vessels and features in the environment. Adds shifts to Notice rolls.
  • Stealth (Sensor Station): The ability of the ship to avoid detection. Adds shifts to Sneak rolls.
  • Weapon (Weapon Station): The weapons stations of the vessel. This skills can be purchased multiple times, each representing a different weapon system. If a vessel has no Weapon skills, it is unarmed and cannot attack other vessels. Adds shifts to Shoot rolls.
  • Stores: The resources available to the vessel.


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