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    STARSHIP OPERATIONS

    The heroes work together as a team at battlestations throughout the starship. The modules that make up their ship can be rotated or relocated back in spacedock, or they can be swapped with different modules for new functionality. The heroes decide on a species for the hull-type of the ship and then choose which battlestation they'll begin the mission on. During the mission, heroes can go anywhere aboard the ship, jump out an airlock (onto the space hex map!), teleport in the teleporter or climb into a boarding missile and rocket their way to the enemy!

    Starship figures debuted at Gen Con Indy, 2007!

    click here to assemble your fleet.

    The Hull Registry: Canosian: +1 Shields power Human: Ship considered 1 Size smaller for purposes of maneuvering.
    Silicoid: Built-in Hull Stabilizer
    Tentac:360 degree weapon facing
    Xeloxian:Reduce OOC (out of control) by 2 each phase
    Zoallan:One free missile launch per round and can spend power from Helm, Shields or Guns to launch any others


    Cannon

    A Cannon can be fired in one of three modes:
  • Standard (Roll dice = Attackers Guns Level + Defender's Shields, but only once per Round)
  • Laser (Roll 1/2 dice = Attackers Guns Level + Defender's Shields, but divide distance in 1/2 for difficulty)
  • Multi (Roll dice = 1d6 + Defender's Shields, but the Cannon can fire on each phase)

    (Page 35)

  • Cargo Bay

    You can load up a Carbo Bay with goods, or you can plug Cargo Bay Items into them to give your ship new functionality.

    (Page 41)

    Engine

    Engines generate 1 power ever Round, but you can use your Engineering skill to pump more power out of them. (Required module.)

    (Page 42)

    Helm

    Accelerate/Decelerate, turn 1, 2 or 3 facings, sideslip, ram and more. Almost all helm maneuvers require a Piloting skill check vs. your current speed plus the Size of your ship. (Required module.)

    (Page 43)

    Hyperdrive

    Warp-in and -out of a mission. (Required module.)

    (Page 47)

    Life Support

    Each Life Support module supports 4 crew. (Required module.)

    (Page 48)

    Missile Bay

    There are many different missiles that can be launched:
  • Warhead Missile (2d6, speed 12)
  • Boarding Missile (jump in and cruise to another ship!)
  • Science Probe (ask yes/no questions relative to the probe's position)

    (Page 49)

  • Science Bay

    Use the Science Bay to ask yes/no questions about the world around you. Also useful for ECM on incoming missiles, acquiring Targeting Locks and gathering data from mysterious phenomena. (Required module.)

    (Page 52)

    Teleporter

    Teleport yourself to the enemy ship.

    (Page 53)

    Tractor

    Use a Tractor to pick up space walkers, incoming missiles, or pull fleeing ships toward you.

    (Page 55)

    Galactic Civil War Modules

    Fighter Bay

    Up to 2 passengers (or 1 in Powered Armor (new to GCW)) can fly around outside the ship in their own Fighter. It has a multi-Cannon built-in, and flies much faster than starships can.

    (Galactic Civil War)

    Mine Layer

    Drop all sorts of mines for different effects.

    (Galactic Civil War)


    Size 10 Leviathan Class Starship
    This ship can only be controlled by the referee. It's for use in missions where the players have a Size 9 ship and the mission calls for an enemy ship that is larger than the players' ship. It contains 24 modules and has the appropriate hull registry bonus.
    Leviathan Hull Check
    2d6 Check Total Damage
    3+ 40
    4+ 60
    5+ 80
    6+ 100
    7+ 120
    8+ 140
    9+ 160
    10+ 180
    11+ 200
    12 220
    (destroyed) 240

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