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You work with your Starship's power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A Starship can have any number of Engineers. An engineer acts during the engineering phase.


As an engineer, you can take any of the following actions, depending on your rank in the engineering skills. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many Engineers are on a Starship.

DIVERT (Engineering Phase): You can divert auxiliary power into one of your Starship's systems giving into boost. This requires a successful Engineering check (DC = 10 + 2 x your Starship's tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your Starship's speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to a Starship's weapons, treat each damage die that rolls a 1 as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the Starship's power core, up to the Shield's maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).

HOLD IT TOGETHER (Engineering Phase): You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 2 x your Starship's tier, you can select the one system; that system is treated as if it's critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn't modified by penalties from critical damage to the power core.

PATCH (Engineering Phase): You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the engineering check required to patch a system depends on how badly the system is damaged. Multiple Engineers can pool their actions in a single round to effect repairs more quickly, but each Engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by one (to a minimum of one action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until one hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the Core.

  • Glitching - 1 action (DC 10 + 2 x Starship's Tier)
  • Malfunctioning - 2 actions ( DC 15 + 2 x Starship's Tier)
  • Wrecked - 3 actions (DC 20 + 2 X Starship's Tier)