⮜ PORTAL

Starship Rules Cheat Sheet

Combat Flow

1. Determine Surprise

Compare Dexterity (Stealth) vs Wisdom (Scan).

Surprised ships cannot move or act in the first round.

2. Establish Positions

Determine starting distance, facing, and orientation relative to enemies.

3. Roll Initiative

Lowest d20 roll among crew determines Ship Initiative.

4. Take Turns

Ships act in initiative order. All crew on a ship act during the ship's turn.

Ship moves 1x per turn.

5. Next Round

Repeat until combat ends.

Combat Rules

Ship Damage & Defense

Game Mechanics

Damage & Shields

Shields absorb damage harmlessly. Damage is subtracted from Shield Points (SP) first. If reduced to 0, remaining damage hits Hull Points (HP).
Hull Points represent ship structural integrity. While at 0 HP, the ship is disabled.
System Damage & Destruction
• While at 0 HP and receive damage, gain 1 level of System Damage.
• When at level 6 System Damage, pilot also rolls Destruction Saving Throw (d20, DC 10)
• At 3 failed Destruction Saving Throws, the ship is destroyed.

System Damage

Lv 1: Disadvantage on ability checks.
Lv 2: Speed reduced by 150 ft.
Lv 3: Disadvantage on attacks/saves.
Lv 4: HP/Shield max & regen halved.
Lv 5: Ship permanently "Used".
Lv 6: Catastrophic Failure.

Shield Regeneration

Passive: At end of your ship's turn (no action), it regains SP equal to the maximum value of your Shield Die.
Shields can not be regenerated normally while at 0 SP.

Out of Combat

Recharging Shields: Over the course of one hour, restore all Shield Points and all Shield Dice.
Repairing Hull: See Patch action.
Hull Dice refresh only after ship refit at a spaceport or stardock.

Power Dice & Deployments

Game Mechanics

Using and Regaining Power Dice

A ship's Power Dice are expended by its crew to activate Deployment Abilities, granting temporary bonuses in starship combat.
Power Dice are regenerated by the ship reactor at a rate of 1d2 Power Dice at the start of each round.
Die Size: The size of the power die is based on the ship's tier.
Tier 0 = d2 ; Tier 1 = d4 ; Tier 2 = d6 ; Tier 3 = d8 ; Tier 4 = d10 ; Tier 5 = d12

Distributing Power Dice

A ship's Power Dice are distributed across its systems (Comms, Engines, Sensors, Weapons, and Shields) via the ship's power couplings.
A Power Die can only be expended by a crew member with the relevant system deployment (e.g., Comms/Coordinator, Engines/Pilot, Sensors/Operator, Weapons/Gunner, and Shields/Technician). Mechanics do not use Power Dice, they have a separate Tech Die.
Redistributing Power Dice: Power Dice can only be reallocated between systems by the Mechanic.

Ship Status Conditions

Ionized
The ship has disadvantage on all attack rolls and ability checks.
Shocked
The ship cannot take reactions. On its turn, the crew can take either an action or a bonus action, but not both.
Blinded
The ship automatically fails any ability check that relies on sight or sensors. Attack rolls against the ship have advantage, and the ship's attack rolls have disadvantage.
Tractored
The ship's speed is reduced to 0 and moves toward the tractor source at a rate based on the tractor's statistics. The ship has disadvantage on attack rolls against targets other than the tractor source.
Stunned
The ship's speed is reduced to 0. The ship automatically fails Strength and Dexterity saving throws. Attack rolls against the ship have advantage.
Disabled
The ship is offline. The crew cannot take actions or reactions. The ship's speed is reduced to 0.

Station Actions

General Stations

Any Crew
Attack
Action
Fire a ship weapon.
Attack: d20 + Proficiency + Wisdom modifier vs. AC
Damage: Dice + Strength modifier
Direct
Action
Help a crew member perform a task.
Grant an ally Advantage on their next ability check or attack roll.
Interfere
Action
Disrupt another ship's systems.
Charisma (Interfere) vs. Wisdom (Scan)
Success: Impose Disadvantage on target's next ability check or attack roll.
Search
Action
Use sensors to find something.
Wisdom (Scan) to find hidden ships.
Intelligence (Probe) to hack another ship's systems to learn ship capabilities, manifests, crew, etc.
Patch
Action
Repair structural damage.
Constitution (Patch) vs. DC 10 or half missing HP to repair Hull Die HP
(expends the Hull Die)
Success: Roll Hull Die normally
Failure: Disadvantage on Hull Die roll

Engineering

Mechanic / Technician
Boost Engines
Action
Push engines beyond their limits.
Strength (Boost)
11-20: +50ft speed for current round
21+: +100ft speed for current round
Boost Shields
Action
Overclock shields.
Strength (Boost) to gain Shield Die Temp SP for current round
(does not expend the Shield Die)
⁃ <11: Disadvantage on Shield Die roll
⁃ 11-20: Roll Shield Die normally
⁃ 21+: Advantage on Shield Die roll
Regenerate Shields
Action
Restore depleted shield energy.
Strength (Boost) vs. DC 10 or half missing SP to regenerate Shield Die SP
(expends the Shield Die)
Success: Roll Shield Die normally
Failure: Disadvantage on Shield Die roll
Boost Weapons
Action
Overcharge weapons.
Strength (Boost)
⁃ 11-20: Advantage on next damage roll
⁃ 21+: Advantage on next two damage rolls

Helm

Pilot
Dogfight
Action
A contest of piloting skill.
Dexterity (Maneuvering) vs. Dexterity (Maneuvering)
Success: Target has disadvantage on attacks against you. Your attacks against target with forward arc weapons do not have disadvantage.
Drawback: Attacks against you by other ships have Advantage.
Evade
Action
Fly with evasive maneuvers.
Attacks against your ship have Disadvantage and your ship gains Advantage on Dexterity Saving Throws.
Drawback: Your ship's own ability checks and attack rolls have Disadvantage.
Fly
Action
Floor it!
Dexterity (Maneuvering) vs. DC 10
Success: Gain extra move equal to your ship's speed for this round.
Drawback (on less than 20): Your ship's own ability checks and attack rolls have Disadvantage.
Hide
Action
Disappear in the nebula.
Dexterity (Hide) to become undetected while obscured.

Coordinator (Charisma)

Leader and tactician. Uses Power Dice (Comms) for Collaborations.

Rank Progression

Rank Features
1 Collaborations (×2)
2 Collaborations (×1) ⁃ Inspiring Display
3 Collaborations (×1) ⁃ Rallying Cry
4 Collaborations (×1) ⁃ Contingency Plan
5 Collaborations (×1) ⁃ Paragon Coordinator

Key Features

Inspiring Display
BonusRank 2
Inspire a crewmember.
Target: One Crewmember. Usage: A number of times equal to your Charisma modifier per Long Rest.
Grant the target an Inspiring Display die. The die is a d6 at Rank 2, a d8 at Rank 3, a d10 at Rank 4, and a d12 at Rank 5. They can add it to one ability check, attack roll, or saving throw within 10 minutes.
Rallying Cry
BonusRank 3
Rally the crew.
Target: All Crewmembers. Usage: Once per Long Rest.
Your entire crew gains an Inspiring Display die which lasts until the end of your next turn.
Contingency Plan
PassiveRank 4
Always have a backup plan.
Target: n/a. Usage: When you use the Direct Action.
Roll an additional d20, the target of the Direct Action may use that roll instead of their rolls.
Paragon Coordinator
PassiveRank 5
You've got that je ne sais quoi.
Target: Self. Usage: Once per Round.
When you expend a Power Die, add d4 in addition to the normal die roll.

Collaborations (Cost: 1 Power Die)

Battle Stations
No Action
Act normally when surprised.
Target: Self. Usage: Once per Combat.
When you roll initiative, if you are surprised, you can expend a Power Die to act normally.
Bolster
Action
Grant temporary HP to your ship or an allied ship.
Target: Your Ship or an Allied Ship. Usage: Once per Turn.
Target ship gains temporary hull points equal to Power Die + Charisma modifier.
Head's Up
No Action
Boost initiative for your ship.
Target: Your Ship or Allied Ship. Usage: Once per Combat.
When you roll initiative, add Power Die to the initiative of your or another friendly ship.
Incite
Action
Boost ally damage rolls.
Target: Allied Crewmembers. Usage: Once per Turn.
Add your Charisma modifier to up to Power Die ally damage rolls until the start of your next turn.
Overwhelming Presence
Action
Charm or frighten a creature.
Target: Creature that can perceive your ship. Usage: Once per Turn.
Make a Charisma (Impress or Menace) check contested by Intelligence (Probe). On success, target is Charmed or Frightened until end of next turn.
Steady As She Goes
Action
Grant saving throw bonuses to nearby ships.
Target: Your Ship and Allied Ships within 500 ft. Usage: Once per Turn.
Your ship and all friendly ships within 500 feet gain a bonus to all saving throws equal to your Charisma modifier to up to Power Die until the end of your next turn.
Watch Out
Reaction
Boost a friendly ship's saving throw.
Target: Allied Ship. Usage: Once per Turn.
When a friendly ship makes a saving throw, add Power Die to the result.


Gunner (Wisdom)

Weapons specialist. Uses Power Dice (Weapons) for Gambits.

Rank Progression

Rank Features
1 Gambits (×2)
2 Gambits (×1) ⁃ Improved Critical
3 Gambits (×1) ⁃ Dependable Gunner
4 Gambits (×1) ⁃ Protean Gunner
5 Gambits (×1) ⁃ Paragon Gunner

Key Features

Improved Critical
PassiveRank 2
Land critical hits more often.
Target: Self. Usage: Passive (always active).
Your critical hit range increases by 1 (19-20). Additionally, you deal critical damage when an enemy critically fails (roll of 1) against your weapon which require a saving throw.
Dependable Gunner
Long RestRank 3
Ensure consistent weapon damage.
Target: Self. Usage: A number of times equal to your Rank per Long Rest.
Reroll an attack roll (use new result).
Protean Gunner
RestRank 4
Unleash a devastating attack.
Target: Self. Usage: Once per Short Rest.
Deal maximum damage on one attack.
Paragon Gunner
PassiveRank 5
You're the best shot in the galaxy.
Target: Self. Usage: Once per Round.
When you expend a Power Die, add d4 in addition to the normal die roll.

Gambits (Cost: 1 Power Die)

Crippling Shot
No Action
Slow a target ship.
Target: Enemy Ship you hit. Usage: Once per Turn.
Add Power Die to damage. Target's flying speed is halved until end of its next turn.
Disabling Shot
No Action
Impair a target's next action.
Target: Enemy Ship you attack. Usage: Once per Turn.
Add Power Die to attack roll. On hit, target has disadvantage on next ability check or attack roll.
Distracting Shot
No Action
Set up an ally's attack.
Target: Enemy Ship you hit. Usage: Once per Turn.
Add Power Die to damage. The next attack against the target has advantage.
Explosive Shot
Bonus
Chain attack after destroying a ship.
Target: A different Enemy Ship. Usage: Once per Turn.
After you reduce a ship to 0 HP, make a bonus attack. Add Power Die to the damage.
Feinting Shot
Bonus
Feint to gain advantage.
Target: Enemy Ship you attack. Usage: Once per Turn.
Gain advantage on attack roll. On hit, add Power Die to damage.
Penetrating Shot
No Action
Hit multiple ships in a line.
Target: Enemy Ship you hit and any ship behind it. Usage: Once per Turn.
If another ship is in a line 150 feet behind target, it takes Power Die damage.
Precision Shot
No Action
Boost attack and damage.
Target: Self. Usage: Once per Turn.
Add Power Die to both the attack roll and the damage roll.


Mechanic (Intelligence)

System manager. Uses Tech Dice for Techniques.

Rank Progression

Rank Features Tech Die
1 Techniques (×2) d4
2 Techniques (×1) ⁃ Quick Fixer d6
3 Techniques (×1) ⁃ Reroute Power d8
4 Techniques (×1) ⁃ Rapid Repairman d10
5 Techniques (×1) ⁃ Paragon Tech d12

Key Features

Tech Dice
PassiveRank 1
d4 (R1) -> d6 (R2) -> d8 (R3) -> d10 (R4) -> d12 (R5)
Target: Self. Usage: Per Technique.
Unlike Power Dice, Tech Dice are not consumed when used. Instead, after each roll: if you roll a 1, your Tech Die shrinks by one size (minimum d4). If you roll the maximum value, your Tech Die grows by one size (maximum d12). Your Tech Die resets to its base size after a Long Rest.
Quick Fixer
PassiveRank 2
Repair ship damage more effectively.
Target: Self. Usage: Passive (always active).
You have advantage on Patch and repair checks. If you already have advantage, you may reroll one die.
Reroute Power
ActionRank 3
Divert power to critical systems.
Target: Self. Usage: Once per Turn.
Double the effectiveness of one system (Speed, Shield Regen, or Weapon Damage) while halving the others.
Rapid Repairman
PatchRank 4
Perform major hull repairs.
Target: Self. Usage: When you use the Patch Action.
Forego your proficiency bonus on the Patch check. On success, spend 2 Hull Dice instead of 1, adding your Constitution modifier to each.
Paragon Tech
PassiveRank 5
Combine multiple system boosts.
Target: Self. Usage: Once per Short or Long Rest.
Use two different bonus action techniques in one turn.

Techniques (Uses Tech Die)

Comms Boost
Bonus
Enhance interference abilities.
Target: Self. Usage: Once per Turn.
Roll your Tech Die. Add the result to your next Charisma (Interfere) check.
Engine Tuning
Action
Temporarily boost ship speed.
Target: Your Ship. Usage: Once per Turn.
Roll your Tech Die. Ship's flying speed increases by Tech Die × 50 feet until end of next turn.
Power Distribution
Bonus
Move power dice between capacitors.
Target: Your Ship. Usage: Once per Turn.
Roll your Tech Die. Move that many power dice from their current capacitor location to another.
Quiet Electronics
Bonus
Enhance stealth capabilities.
Target: Self. Usage: Once per Turn.
Roll your Tech Die. Add the result to your next Dexterity (Stealth) check.
Reactor Boost
Action
Generate temporary power dice.
Target: Your Ship. Usage: Once per Turn.
Roll your Tech Die. Produce that many power dice for immediate use. Unused dice are lost. Take hull damage equal to unused dice.
Sensor Boost
Bonus
Enhance scanning abilities.
Target: Self. Usage: Once per Turn.
Roll your Tech Die. Add the result to your next Wisdom (Scan) or Intelligence (Probe) check.
Weapon Overload
Bonus
Boost your next weapon attack.
Target: Self. Usage: Once per Turn.
Roll your Tech Die. Add the result to the next damage dealt with a ship weapon.


Operator (Charisma / Wisdom)

E-Warfare. Uses Power Dice (Sensors/Comms) for Disruptions.

Save DC: 8 + Proficiency + Ship Charisma

Rank Features
1 Disruptions (×2)
2 Disruptions (×1) ⁃ System Disturbance ⁃ Threat Assessment
3 Disruptions (×1) ⁃ Disturbed Defenses
4 Disruptions (×1) ⁃ Systems Hack
5 Disruptions (×1) ⁃ Paragon Operator

Key Features

System Disruption
ReactionRank 2
Reduce enemy rolls.
Target: Enemy Ship. Usage: Twice per Long Rest (increases by 1 at Ranks 3, 4, and 5).
You have a special Disruption Die that is a d6 (increasing to d8 at Rank 3, d10 at Rank 4, d12 at Rank 5). As a reaction, subtract your Disruption Die from an enemy's ability check, attack roll, or saving throw.
Threat Assessment
BonusRank 2
Analyze enemy ship capabilities.
Target: Enemy Ship or Crewmember. Usage: Once per Turn.
Learn whether the target is equal, superior, or inferior to your ship in two statistics of your choice (Ability Score, AC, HP, Tier, or Rank).
Disrupted Defenses
PassiveRank 3
Punish disrupted targets.
Target: Disrupted Enemy. Usage: Once per Round.
The first time a disrupted target takes damage each round, it takes additional damage equal to your Disruption Die.
Systems Hack
ActionRank 4
Cripple enemy systems.
Target: Self. Usage: When you use the Interfere Action.
You may forego your proficiency bonus on your Interfere check. If you do, a successful Interfere causes the target to have disadvantage on all rolls until the end of its next turn (not just the first). On a critical success, you also breach the target's systems: half speed, -2 AC and Dex saves, no shield regeneration, and no reactions.
Paragon Operator
PassiveRank 5
Master of electronic warfare.
Target: Self. Usage: Once per Round.
When you expend a Power Die, add d4 in addition to the normal die roll.

Disruptions (Cost: 1 Power Die)

Disarming Shot
Action
Disable an enemy weapon.
Target: Enemy Ship. Usage: Once per Turn.
Add Power Die to next attack roll. On hit, target makes Constitution save or one weapon is disabled.
Enhance Scopes
Bonus
Extend attack range and damage.
Target: Self. Usage: Once per Turn.
Increase next attack range by 500ft. On hit, add Power Die to damage.
Reactor Vulnerability
Reaction
Shock a damaged target.
Target: Enemy Ship damaged by ally. Usage: Once per Turn.
When ally hits, add Power Die damage. Target makes Constitution save or is Shocked.
Remote Sensors
No Action
Boost scan or probe checks.
Target: Self. Usage: Once per Turn.
Add Power Die to Wisdom (Scan) or Intelligence (Probe) check.
Sensor Blast
Reaction
Impair target's targeting.
Target: Enemy Ship damaged by ally. Usage: Once per Turn.
When ally hits, add Power Die damage. Target makes Wisdom save or has Disadvantage on attacks against others.
Systems Block
Reaction
Impair target's systems.
Target: Enemy Ship. Usage: Once per Turn.
When ally attacks, add Power Die to attack roll. On hit, target has Disadvantage on next attack and no shield regeneration.
Targeted Strike
Reaction
Aid an ally's attack.
Target: Enemy Ship. Usage: Once per Turn.
When ally attacks, add Power Die to both attack and damage rolls.


Pilot (Dexterity)

Helm control. Uses Power Dice (Engines) for Tactics.

Rank Features
1 Tactics (×2)
2 Tactics (×1) ⁃ I'll Try Spinning ⁃ Uncanny Dodge
3 Tactics (×1) ⁃ Cunning Avoidance
4 Tactics (×1) ⁃ Evasion
5 Tactics (×1) ⁃ Paragon Pilot

Key Features

I'll Try Spinning
EvadeRank 2
Evasive maneuvers against a single foe.
Target: Enemy Ship. Usage: Once per Long Rest.
When you take the Evade action, you may focus on one ship. All attacks from that ship have disadvantage against you until the start of your next turn.
Uncanny Dodge
ReactionRank 2
Mitigate incoming damage.
Target: Self. Usage: Once per Round (Reaction).
When an attacker you can see hits your ship with an attack, you can use your reaction to halve the damage.
Cunning Avoidance
PassiveRank 3
Use piloting skill for defense.
Target: Self. Usage: Once per Round.
When an attack is made against your ship or you are forced to make a saving throw, you can substitute the result with a Dexterity (Maneuvering) check.
Evasion
PassiveRank 4
Dodge area-of-effect attacks completely.
Target: Self. Usage: Passive (always active).
When you are subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a success and half damage on a failure.
Paragon Pilot
PassiveRank 5
The best pilot in the galaxy.
Target: Self. Usage: Once per Round.
When you expend a Power Die, add d4 in addition to the normal die roll.

Tactics (Cost: 1 Power Die)

Break the Lock
Reaction
Boost a failed saving throw.
Target: Self. Usage: Once per Turn.
When you fail a save, add Power Die to the result, potentially turning the failure into a success.
Defense Screen
Bonus
Boost an ally's armor class.
Target: Allied Ship within 100 ft. Usage: Once per Turn.
Friendly ship within 100ft gains AC increase equal to Power Die until start of next turn.
Koiogran Turn
Reaction
Quick evasive maneuver.
Target: Your Ship. Usage: Once per Turn.
When targeted, move Power Die × 50 ft in any direction (orientation unchanged).
Skim the Surface
Bonus
Boost speed and ignore obstacles.
Target: Your Ship. Usage: Once per Turn.
Speed increases by Power Die × 50 ft. Ignore difficult terrain of hostile ships or structures.
Snap Roll
Reaction
Reduce incoming damage.
Target: Your Ship. Usage: Once per Turn.
When hit, reduce damage by Power Die.
Starship Charge
No Action
Enhanced ramming attack.
Target: Enemy Ship you Ram. Usage: Once per Turn.
When you Ram, target gains vulnerability to damage. You gain resistance. Add Power Die to damage.
Target Acquired
Bonus
Grant attack advantage.
Target: Enemy Ship. Usage: Once per Turn.
Grant Advantage on next attack. On hit, add Power Die damage.


Technician (Constitution / Intelligence)

Shields & Defense. Uses Power Dice (Shields) for Stratagems.

Rank Features
1 Stratagems (×2)
2 Stratagems (×1) ⁃ Quick Regen
3 Stratagems (×1) ⁃ Dependable Damage Control ⁃ Reroute Power
4 Stratagems (×1) ⁃ Last Resort
5 Stratagems (×1) ⁃ Paragon of Defense

Key Features

Quick Regen
PassiveRank 2
Boost shield regeneration efficiency.
Target: Self. Usage: Passive (always active).
Advantage on Strength (Boost) check.
Dependable Damage Control
PassiveRank 3
Ensure ship structural integrity.
Target: Self. Usage: Once per Short or Long Rest.
When you make a Constitution saving throw, you can choose to treat the die roll as a 20.
Reroute Power
ReactionRank 3
Emergency shield restoration.
Target: Self. Usage: Once per Long Rest.
When your shields are fully depleted, you can use your reaction to immediately restore Shield Points equal to your Intelligence modifier.
Last Resort
ReactionRank 4
Survive catastrophic damage.
Target: Self. Usage: Once per Long Rest (Reaction).
When you succeed on a Destruction save, you can use your reaction to immediately Patch, Boost Shields, and Reroute Power as a single reaction.
Paragon of Defense
PassiveRank 5
Master of shields and defense.
Target: Self. Usage: Once per Round.
When you expend a Power Die, add d4 in addition to the normal die roll.

Stratagems (Cost: 1 Power Die)

Angle Deflectors
Reaction
Reduce shield damage.
Target: Your Ship. Usage: Once per Turn.
When hit, reduce shield damage by Power Die + Intelligence modifier.
Brace for Impact
Reaction
Prevent shields from dropping.
Target: Your Ship. Usage: Once per Turn.
When shields would drop to 0, they become 1 instead.
Bring 'Em Back Up!
Action
Restore downed shields.
Target: Your Ship. Usage: Once per Turn.
If shields are at 0, restore them equal to Regen Rate + Power Die.
Close Blast Doors
Reaction
Reduce hull damage.
Target: Your Ship. Usage: Once per Turn.
When hit, reduce hull damage by Power Die + Constitution modifier.
Powerful Patch
Action
Enhanced hull repair.
Target: Your Ship. Usage: Once per Turn.
Use Patch action. Add Power Die to HP regained.
Countermeasures
Reaction
Boost failed Dexterity save.
Target: Your Ship. Usage: Once per Turn.
When you fail a Dexterity save vs ship weapon, add Power Die to the result, potentially turning the failure into a success.
I Need More Power!
Bonus
Boost shield regeneration.
Target: Your Ship. Usage: Once per Turn.
If you used an action to regenerate shields, add Power Die to the amount restored.