Difference between revisions of "DnD5 DragonStar"

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(SPECIES OF THE DRAGONSTAR EMPIRE)
(SPECIES OF THE DRAGONSTAR EMPIRE)
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*'''Tool User''': gain proficiency in either Mechanics or Technology skill for free.
 
*'''Tool User''': gain proficiency in either Mechanics or Technology skill for free.
 
''Subraces''
 
''Subraces''
*'''Hill''' and '''Mountain Dwarf''' per PHB
+
*'''Hill''' and '''Mountain Dwarf''' per PHB and
'''''Wild Dwarf'''''
+
:'''''Wild Dwarf'''''
 
*'''Ability Score Increase''': Your Strength and Wisdom score increase by +1
 
*'''Ability Score Increase''': Your Strength and Wisdom score increase by +1
 
*'''Druidic Talent''': You know the druidcraft cantrip. Wisdom is your spellcasting ability.
 
*'''Druidic Talent''': You know the druidcraft cantrip. Wisdom is your spellcasting ability.

Revision as of 14:41, 28 December 2021

This conversion are the rules for playing a fantasy D&D5th edition game is a modified version of the Dragon Star setting.

BASIC HOUSERULES

Character Classes and Basic Rules: classes and races from the Player’s Handbook 5th ed. (PHB) along with Xanathar's Guide to Everything (XGE), Mordenkainen’s Tome of Foes (MTF), Volo’s Guide to Monsters (VGM) and the Wayfinder’s Guide to Eberron (WGE).

Resolve Points: as Hero Points in the DMG pg. 264 but with a few new extra uses.

  • A spell-caster type character could spend a Resolve point as an Action and regain ½ (round down) his level in spell levels back (4th level wizard could regain 2 levels of spells back, either a 2nd level spell or two 1st level spells). You must complete a long rest to use this feature again.
  • During a rest (short or long) you can spend a Resolve Point to re-gain ½ your HD (round down, min 1) in additional healing rolls that you must use immediately during this rest. These don’t count towards your Hit Die used for healing. You must completed a long rest to spend a Resolve point this way again. One can also spend a Resolve Point and recover one level of Exhaustion as an Action. You must complete a long rest before you can use a Resolve point this way again.

Melee Combat and Firing While Prone: When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee). You are not at disadvantage when using a firearm when prone.

Hardness: Vehicles and material stop so much damage automatically (ala Damage Reduction of older editions). Hardness reduces all damage by its level before applying it to the target.

Primitive Weapons & Armor: are ineffective at penetrating advanced armor and advanced weapons tend to cut right through primitive armor (see Gear). Natural weapons and armor are not primitive.

Slow Natural Healing: per the DMG pg. 267. You regain HD after a long rest but NO Hit Points. You can also recover one level of Exhaustion after a short rest (in additional to one you regain after a Long Rest).

Tool Proficiencies: is not being used. Instead covered by normal skills (see new skills).

TECHNOLOGY OF THE DRAGONSTAR

An important note about the setting is technology and magic. Over the last two thousand years technology has grown a great deal but so has magic. Today magic is so ingrained in the design and creation of most technological devices that the two are rather indistinguishable. This gear then counts as “magical” and can be affected by anti-magic. ‘Analog’ items are made with magi-tech but at a very low level and are not affected by anti-magic, dispel, ion attacks, etc.

Any item with a Powercell will not work with in an Anti-Magic or similar areas. These items can be subject to the Dispel magic spell. A caster choices one item and the wielder must make an Intelligence save. Failure means the item stops functioning for one minute (10 round). With an action a Mechanic skill check vs. the same DC can restore an items function. Items with powercells of C or D gain a +2 bonus to this save, E or F powercells gain a +5 and G or H powercells gain a +10. If the item has multiple powercells add +1 for two cells and +2 if it has 4 or more cells.

CHARACTER CREATION

1. Distribute 27 points to your 6 characteristics as per PHB
2. Pick one of the Species listed below and modify characteristics, add skills & abilities.
3. Pick a Class from the PHB or new classes Marshal and Technician. Assign skills and abilities.
4. Pick a Background from the choices below.
5. Pick any one Feat (from the PHB, VGM, MTF, XGE, WGE or the New Feats in Houserules).
6. Purchase additional gear with your starting cash. In DragonStar, 1 credit equals one gold piece.

SPECIES OF THE DRAGONSTAR EMPIRE

There are a multitude of intelligence species that make their home within the DragonStar Empire and beyond. These are only a few of those. Many of the following have been updated from the PHB, MTF, VGM, XGE and WGE. Additional notes in the PDF Volo’s Complete Subrace Handbook (VCSH).

Note that because not using Tools and Vehicle proficiencies any race or class that normally gets a tool proficiency should instead gain a Skill that is most appropriate (GM’s call)

HUMAN

  • Ability Score Increase: Add +1 to all ability scores.

(Human Versatility: You gain proficiency with any one Skill of choice. You can speak, read and write in Common and one extra language of your choice.

  • Human Domination: add +1 to your base Resolve total and the number you gain each new level.

AASIMAR

  • Ability Score Increase, Darkvision, Celestial Resistance and Light Barer: per VGM pg. 104-5.
  • Magical Understanding: gain proficiency with the Arcana skill for free.

Subraces

  • Protector, Scourge and Fallen per VGM pg. 105

CHANGELING

  • Ability Score Increase, Change Appearance, Changeling Instincts and Unsettling Visage: WGE pg. 60
  • Divergent Persona (changed) instead gain one of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery.
  • Polyglot: You pick up new languages in 30 days (instead of 90).
  • Slippery Mind: You have advantage saving throws against the charmed condition.

DRAGONBORN

  • Ability Score Increase, Dragon Ancestry and Damage Resistance: per PHB
  • Breath Weapon (changed): as PHB but you can use your breath attack as a Bonus action.
  • Scales: Dragonborn have a natural AC of 13 + their dexterity modifier if they are not wearing armor.
  • Scary: Dragonborn tend to be intimidating and start with proficiency in the Intimidate skill.

DWARF

  • Ability Score Increase, Darkvision, Dwarf Resilience and Stonecunning: per PHB
  • G-Adaption: don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (Environment, pg. 13-4) and advantage on any check to recognize gravity fluctuations.
  • Tool User: gain proficiency in either Mechanics or Technology skill for free.

Subraces

  • Hill and Mountain Dwarf per PHB and
Wild Dwarf
  • Ability Score Increase: Your Strength and Wisdom score increase by +1
  • Druidic Talent: You know the druidcraft cantrip. Wisdom is your spellcasting ability.
  • Wildborn: You do not start with the Tool User dwarf racial trait. Instead you gain proficiency in the Nature and Survival skills and gain Weapon Proficiency with Blowguns. Finally you have advantage when attempting to make a poison.
  • Resilience: You have advantage on saving throws verses diseases.
  • Primitive: This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds.

ELF Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry and Trace: per PHB Nature’s Way: start with proficiency in either Nature or Physical Science skill for free. Zero G Adaptive: Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see Environments). Subraces High, Wood and Drow elves as PHB. Avariel (Winged Elves) Ability Score Increase: Your Wisdom score increases by 1. Flight: You have a flying Speed of 30 feet. You can only be wearing light armor to use this trait. Also in order to benefit from a vacuum suit or similar environmental protects your wings must be bond within the sealed system. Having them unborn provides no environmental protection. Languages: you also speak, read and write in Auran. Eladrin (Fey Travelers) Ability Score Increase: Your Intelligence and Charisma scores increase by +1 each. Fey Step: as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you have used this trait, you can’t do so again until you finish a short or long rest. Shifting Seasons: At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher. Season Cantrip and Outlook.

  • Autumn – Friends. This is the season of peace and goodwill, when summer’s harvest is shared with all.
  • Winter – Chill Touch. Is the season of dolor, when the vibrant energy of the world is slumber. It is a time of sadness and regret.
  • Spring – Minor Illusion. Is the season of cheerful and unfettered celebration, marked by merriment as winter’s sorrow has passed.
  • Summer – Firebolt. Is the season of boldness and aggression, time of unfettered energy.

Grugach (Wild Elf) Ability Score Increase: Your Strength and Wisdom scores increase by 1. Druidic Talent: You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per long rest as a 1st level spell using this trait. Wisdom is your spellcasting ability.

OTHER HOUSE RULE

PROFICIENCIES - SKILLS

STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See PHB pg. 175-6 for most uses. With a move of at least 10 feet in a straight line make a check, every 2 you get over a DC10 adds 1 foot to a long jump and ½ foot height for a high jump. Standing jumps halve these distances.
'Carrying Capacity: Strength x 10 lbs. Small is Strength x 5, Tiny x2, Large x20, Huge x40, etc.
DEXTERITY
Acrobatics: per PHB pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC18 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check vs. DC15. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check vs. DC20 to gain the Disengage action as a Bonus action. Acrobatics is also used when making natural flying maneuver checks like flying through obstacles, etc.
Drive (new): control of hovercraft, wheeled, tracked, walker and watercraft.
Pilot (new): control of all aerocraft, helicopters, anti-grav, spacecraft and transports.
Sleight of Hand: per PHB pg. 177 Stealth: per PHB. pg. 177
INTELLIGENCE
Arcana: per PHB pg. 177
Capital Ship Pilot (new): piloting of capital classed starships (Behemoth size or larger)
Computer Use (new): is use and program computers and golems, using scanners, etc.
Culture (includes/renamed History): per PHB pg. 177, but also races, planets, laws, etc.
Mechanic (new): basic fixing skill of golem, equipment, starships, etc.
Investigation: per PHB pg. 178
Nature: per PHB pg. 178, includes life sciences and biology.
Physical Science (new): includes astronomy, geography, planetology, etc.
Religion: per PHB pg. 178
Technology (new): this skill covers understanding and working with most technological devices.
Thievery (new): this skill covers using most illegal devices like security and forgery kits.
WISDOM
Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
'Medicine': per PHB pg. 178
Perception: per PHB pg. 178
Survival: per PHB pg. 178
CHARISMA
Deception: per PHB pg. 178
Gambling (new): covers all games of chance and gambling styles.
Gather Information (new): gain information from talking to people.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

Expanded and New Skills Uses

Capital Ship Pilot (Intelligence): Piloting the capital class starships (Behemoth size or larger) is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle Houserules (pg. 14-19).

Computer Use (Intelligence): This skill can be used to access data (both hidden and public) from a computer system, and for crafting of programs which are used to program or reprogram a golem (drone and robots), etc.
Getting information from a computer system requires that you are connected to the appropriate network or system, have found the system that you wish to access and the system having at least an Indifferent attitude towards you (hence it will share its information with you). In the DragonStar universe there are two major computer systems types. Most are connected via the EtherRealm – a semi-magical internet which is connected over the vastness of space via hyperspace communication boosters and independent systems. The EtherRealm connects millions or billions of different systems (think modern servers and data-houses) creating HUGE amounts of data that might easily overwhelm a searcher who doesn’t know what they are looking for. The second are Closed Systems which are not connected to the galactic network and can only be access locally (physically at their location). In both cases one must be connected in some way to the system to access information. This can be wirelessly or while working on a connected terminal. Public systems or boards treat all uses as Indifferent with no formal security setup for access of basic information by default. Remember this is the information that someone wants to share with everyone, be it the publicity information for an interstellar corporation or an open public chat room.
Private systems treat all users as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
In order to improve a systems attitude requires one hour of full concentration work and a DC10 Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the DC by +5 (Indifferent DC15, Unfriendly DC20 and Hostile DC25). Success improve the systems attitude by one level. You can decrease this DC by 5 if you spend twice as much time working in the system, and you can reduce the DC by 10 by spending at least six hours working on the system. However the lowest the DC can be reduced in this way is to a 10. To make a check every 10 minutes increase the DC by +5.
With a Hackers kit (pg. 79) the base time decreases to 10 minutes and uses the Intelligence (Thievery) skill instead. A hacker can reduces the DC by 5 if you spend 30 minutes working on the system or by 10 for spending one hour but the minimum DC is skill 10. For making a check every minute increase the DC by +5 and to reduce the time to 1 Action increases the DC by +10.
Every hour you are in a computer section that you are not allowed in the systems its A.I. and/or security operates looking for such intrusions, gets a chance to detect you. Makes an opposed Intelligence (Computer Use) with it. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but is made every minute (10 rounds) in a restricted area and every round in a private or secure area. If it successes you are kick out of the system and you cannot access it. You must wait at least 24 hours to try and access a system again.
To access the specific information that you wish requires an Action and a Computer Use skill check DC5 with a Helpful system, DC10 Friendly system or a DC15 with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.
Systems Attitude

Hostile Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
Unfriendly Treats you as an unauthorized users and blocks your access to its programs and information.
Indifferent Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
Friendly Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
Helpful Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).

Computer Use is also used to plot a jump course (see StarCaster Navigation) or use scanners (both starships pg. 19 and hand scanners, see Gear).
You can also use Computer Use to program a Golem or Vehicle A.I., this includes installing a Skill, Weapon or Armor Proficiency or adding a Feat to one. First the programmer must have to access to a program that can be installed into a Golem or Vehicle. See Vehicle and Golem creation rules for cost. To install it takes one hour of work and a DC15 Computer Use skill check.

Drive (Dexterity): This skill covers the control all landcraft (bikes and landcars), skimmers (hovercraft), walkers (2 or more legs), tracked and watercraft (including submersibles) vehicles. A basic maneuver checks (i.e. avoiding object or making your way around a tight corner) would require a DC15 skill check. Failure should deal 1d6 damage equal to the vehicle size modifier +1. See Vehicle Houserules.

Gambling (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.

Gather Information (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a DC20 and cost 1d8 x100 credits.
One could also try and grease the wheels by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level.

Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Spellware for fixing cybernetics and Vehicle Houserules for repairing vehicles and starships, rerouting power and restoring force fields. For a Golem it takes one hour of work and a DC15 check and restores 1d4 + the mechanic’s proficiency bonus and Intelligence modifier. All of these repair types require 10 credits worth of spare parts per Hit Point repaired (from Widget Bags or purchasing the parts).
Planting explosives base DC15. This will allow one to know where best to plant an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Gear) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.

Physical Science (Intelligence): This skill covers a lot of sciences and is mostly used in the field of astronomy, climatology, geography, mathematics, physics, planetology and related fields. It can be used to recognize the tools that are used in this field (telescopes, weather pattern radar, etc.) and how to use them.
It can be used to understand planetary readings from sensors (and what one might except onsite based on those readings), understand stellar fluctuation readings, etc. The GM should set the skill DC depending on how much information the user can gain and what its’ trying to discover.

Pilot (Dexterity): This skill is use to control Aerocraft (propeller and jet aircraft), Choppers (helicopters), Filters (anti-grav) and non-Capital Starcraft. For most checks are the same as Drive (see above) but also see Vehicle Houserules.

Technology (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology. It is a DC10 skill check to recognize a model of a simple or common piece of tech like a comlink or dataslate. A DC15 for a more complete model like a Maglock or hand weapon scanner and for extremely advanced items increase to DC20 to recognize a rare or advanced piece of tech like a StarCaster engine.
If you are untrained in the use of a particular technology and you made your check to recognize it, you can use your Intelligence (Technology) proficiency to try but the DC is always increase by at least +5 over the basic difficulty it would normally be. If you fail any such check is at disadvantage.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years depending on the system/upgrade and available resources.

Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Hacking kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use).
A Security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). See GeneLocks, MagLock, etc. in Gear for most DC of standard locks. Without the correct tools the DC is +5 or 10 higher or can be attempted with a Computer Use skill by hacking the system. To overcome a weapons or similar security system or hand scanner requires a DC20 Intelligence (Thievery) skill check.
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. Most Identification in the DragonStar setting are paperless and maintained on a securer dataslate for most people but others still carry physical IDs in some regions. These can allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.

PROFICIENCIES - WEAPON AND ARMOR

Weapons: Simple Weapons, Martial Weapons (from the PHB), Pistols, Rifles and Heavy Weapons (Super-Heavy weapons use the Heavy Weapons proficiency. Also has a special feature that you use your Dexterity or Intelligence modifier to attack and damage, but only with these weapons).

Armor: Light Armor, Medium Armor, Heavy Armor, Shields and Exo-Armor.

NEW FEATS

ADAPTIVE
Increase your Strength or Constitution score by 1, maximum of 20. You are not at disadvantage to attacks, ability checks, saving throws or skill rolls in high, super-high, low or micro-gravity environments. You have advantage with melee attacks against those who are at disadvantage in these situations. See Environment.

BOLT-STORM
Spray and pray! You are skilled at creating even bigger threat area of your automatic weapon attacks. Whenever you use an Autofire feature with an Automatic weapon, you can change the area of effect from a 10x10ft area to either a 15x15ft area or a 5x30ft line area. You only suffer ½ (round up) the penalty for autofire when making AOE attacks. For heavy autofire only weapons the area changes from a base 20x20ft area to either a 30x30ft area or a 10x40ft area.

COVERING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat).

EXO-ARMOR PROFICIENCY
Increase your Strength or Dexterity score by 1, maximum of 20. Gain proficiency with exo-armors.

FIRE DISCIPLINE
Prerequisite: Heavy armor proficiency.
Increase your Strength or Dexterity score by 1, to a maximum of 20. You have better control when firing autofire weapons (not heavy autofire only weapons). When you autofire at just one target you have superior trigger control to only use 5 rounds of ammunition (instead of 10). You also suffer no penalty to your attack rolls when using either of the Burst Fire and Double Tab weapon feature.

FIREARM EXPERTISE
Prerequisite: Pistol, Rifle or Heavy Weapon proficiency.
You can reload one clip, magazine, or cell using five feet of movement (instead of 15ft) or 10ft to also collect the expended clip or powercell (instead of 30ft). This only works for firearms, not advanced melee weapons with powercells. Before making a ranged attack with a firearm (no autofire/burst fire) that you are proficient with, you can choose to take a penalty to the attack roll up to your Proficiency bonus. If the attack hits, you add double this penalty to the weapon’s damage (i.e. taking a -2 to hit adds 4 damage with a successful hit).

SPACER
Increase your Dexterity or Intelligence score by 1, to a maximum of 20. You are comfortable in zero gravity environments. You no longer suffer disadvantage in weightless/z-g situations. See Environments with basic Strength and Dexterity based skills. You have advantage on any Dexterity (Acrobatics) check to right yourself when tumbling and Intelligence saves if trapped in a vacuum without protection. Zero-gravities does not count as difficult terrain. Finally you have advantage with melee attack rolls in zero-g against those who are normally at a disadvantage (i.e. anyone without this feat, an Elf, voidborn, etc.).

SNIPER
Prerequisite: Rifle or Heavy Weapons proficiency.
You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim Special Action, as an action you make a single ranged attack at advantage if the target is at least 80 feet away from you. If both checks to make this attack would have resulted in a hit, roll the weapon’s damage again and add that to the final damage.

SUPPRESSING FIRE
Increase your Strength or Dexterity score by 1, maximum of 20. You are skilled at suppressing enemies with your Autofire. When making an Autofire attack, all targets within the area of effect must also make a Wisdom save (DC8 + your proficiency bonus + your Dexterity bonus) or have their Speed reduced by ½ (round down to the nearest 5ft) until the start of your next turn. This is in addition to their Dexterity save for ½ damage.

Updated Feats from the PHB

First, not using the Healer Feat (most covered by a Medical Kit). Updating Great Weapon Fighter' and Sharp Shooter to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For Heavy Armor Specialization, you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons.

NEW SITUATIONS/ACTIONS

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover.

Area of Effects (Explosives): (PHB pg. 204) When making an attack with a hand grenade, rifled grenade launcher, mortar, missiles or any other weapon AOE style attack, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save).

Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. an assault rifle that deals 2d8 damage deals 4d8 damage and a critical hit deals 6d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (AOE; PHB pg. 204) must make a Dexterity saving throw vs. DC8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing double damage).

Special – the attacker can use a Bonus action to “Brace” to reduce the Autofire penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against the attacker until the start of its next turn.

For both Explosive and Autofire AOE

Special - you do not include Strength or Dexterity modifier nor any range Feat or non-specific Feature (like Grenade Expert) bonuses to damage to any AOE damage types listed above.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to shot it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 15 HP, ¾ Cover can absorb 30 HP, Full Cover has 60 HP, and all have Resistance to damage. Full cover that is reduced to 30 HP only provides ¾ cover now, and ¾ cover reduces to 15 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness. It takes ½ movement to initially benefit from cover and when “pop-out” attacking to gain the benefiting from either Full Cover or ¾, also costs the attacker ½ movement.

Falling Prone: unless you are forced Prone, you use 5ft of Movement to fall to the ground prone. Also as a Reaction, if you have at least 5ft of movement remaining this turn or have not acted yet this turn, you can fall prone (costing you 5ft of movement) and gain advantage on any Dexterity saving throws against area of affect spells or weapons that you just reacted too.

THE ENVIRONMENT

In DragonStar and many sci-fi setting the environment can be as dangerous as an enemy.

ATMOSPHERE
Most major life forms of the setting breathe nitrogen, oxygen, or a mixture of the two. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous (Toxic).
Vacuum: The void of space contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), every round it suffers 1d6 hit points of damage and must make a DC15 Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a DC15 Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).
The victim recovers back hit points and exhaustion per regular means in normal atmosphere.
Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized void suits or rebreathers to operate safely in a Thin atmosphere. Creatures without a this protection require a DC15 Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.
The victim recovers back exhaustion lost this way level every 10 minutes if returned to standard atmospheric pressure.
Normal: Standard atmospheres have no special effects. Types between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the DC of the save. Also a maximum of 4 levels of exhaustion can be caused from these lower conditions.
Dense: A Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a DC15 Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.
Victims recover these lost exhaustion levels every 10 minutes if returned to standard atmospheric pressure.
Hazardous: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or toxic wastelands (both natural and from pollution, etc.) or do to some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus and/or biosuit to protect their skin must make a DC10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments, as determined by the GM) or suffer an exhaustion level that can lead to death. Any failed Constitution save also imposes the Poisoned condition onto the target. This condition is not removed until all of the subject’s exhaustion levels have been removed.
Recovery is only possible when the creature receives air at standard pressure and one exhaustion level is recovered every 10 minutes.

GRAVITY
Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. Being in higher gravity inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They can still suffer disadvantage on Strength and Dexterity saves.

  • Super-Heavy G': Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base).
  • Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base).
  • Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
  • Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal. However, when firing non-recoilless weapons in micro-g environments when not braced (same as Zero-G, but a failed check knocks the attacker prone instead of tumbling).

Zero-G Effects: Movement and combat in zero-g is tricky due to momentum and disorientation. When not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. Firing non-recoilless weapons in a zero-g environment automatically sends a target tumbling and is at disadvantage. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature attempts a DC15 Dexterity (Acrobatics) skill check to ‘right’ itself (at disadvantage). Success means it is no longer tumbling. A creature can spend its Action and make a DC12 Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface or with a DC15 if firing a non-recoilless weapon using burst fire or autofire weapon features. Magnetic books can latch onto a metal hull as a bonus action and with no check required. Being anchored in this way allows normal Strength and Dexterity based skills checks and attack rolls that will not send you tumbling. However your speed that round is 0.

OTHER HAZARDS
COLD WEATHER
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For below 0° F this save is at disadvantage. These rolls assume the creature is wearing normal winter clothing (or a wetsuit if underwater). If not increase the DC20. Advanced arctic suits ignore the basic condition and grant advantage on the save below 0° F down to around -40° F then standard saves and finally at disadvantage on saves below -80° F.
Below -100° F (uncommon except in space) without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute.

EXCESSIVE HEAT
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 90° F degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day (for a typical Medium sized creature; half that for a Small and double for a Large sized creature), they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC15 Constitution check every four hours, add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5 degrees above 90 the temperature is. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.
The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.

PRESSURE
Pressure can come from dense atmospheres on some alien worlds or being deep underwater or hard-g maneuvers in an atmosphere. Dense atmospheric pressure requires a DC10 Constitution saving throw every hour, 10 minutes if exerting oneself.
Extreme pressure, such as from high-g maneuvers in flight or certain atmospheric conditions, increase this to DC15 each round. Failing either causes a level of exhaustion. These level of exhaustion can kill the subject.
Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a DC15 Constitution save. Failure results in 1d6 pressure damage that also reduces the subject’s maximum hit point total by the same amount. Taking ½ the safe time is a DC20 or suffer 3d6 pressure damage (½ if you saved) that also reduces your maximum hit point total by the same amount and costs one level of exhaustion. Taking ¼ the safe time is a DC25 or suffer 5d6 damage pressure (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done at one level per long rest with complete rest by the target (no actively heavier then walking).

RADIATION
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of radiation damage and also a reduction of the creatures maximum hit point total by the same amount. Extreme levels of radiation require a DC15 save every minute or suffer 2d6 hit points of radiation damage (½ if you saved) an also a reduction of the creatures maximum hit point total by the same amount. Deadly levels of radiation require a DC15 save but every round or suffer 3d6 hit points of radiation damage (½ if you saved) and a reduction of the creatures maximum hit point total by the same amount. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.
You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full first.
The void of space is considered to have a Dangerous levels of radiation.

VEHICLES

Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – the Vehicle Operator is the pilot or driver of the vehicle. The Systems Operator is anyone else although on some smaller vehicles a Vehicle Operator might fill all roles, depending on its actions. Certain actions can only be performed by the Vehicle Operator; see Vehicle Actions below for these cases. A vehicle operations check is the appropriate skill – Capital Ship Pilot, Drive or Pilot – modified by the vehicle’s maneuver modifier.

VEHICLE NOTES
Modifiers: are a bonus or penalty of the vehicle’s Dexterity modifier minus the vehicle’s size modifier for maneuver actions. Based on the vehicle’s size: Large size 1, Huge 2, Gargantuan 4, Colossal 6, Behemoth 8, Titan 10, Leviathan 12 and Dreadnaught 15.
Attack Modifier are only applies to weapons mounted on a vehicle and fired by an operator or gunner or autonomous vehicles (A.I.). It is based on vehicle’s Intelligence modifier minus the vehicle’s size modifier.
'Vehicle Armor Class = 10 - size modifier + armor bonus. Smaller, more maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some only to a max of +2). Note that the operator must be proficiency with the vehicle to gain its ability modifier bonuses (penalties always count).
Vehicle Damage Threshold = 10 + vehicle’s Strength mod + size bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100)

A vehicle’s Damage Threshold is the amount of damage that it can take in one hit without suffering ill effects. When an attack deals more damage than this threshold it becomes 'Partially Disable. When this happens all actions taken by the A.I, the operator and all of the crew are at Disadvantage for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).
Vehicles that have be partially disbled i this way and again take the damage equal to exceeding its Damage Threshold becomes Disabled. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash. Other actions that the crew attempts with the vehicle’s systems, while the vehicle is Disable, are at a Disadvantage. Vehicles cannot recover from either Partially Disabled or Disable ‘naturally’. Instead the operator or crew member must Re-rout power (see Vehicle Actions).
At zero hit points vehicles is Disabled and out of control and is no longer functioning, all systems tied to the vehicle stop funtioning (if weapons have a seperate power sourse or ammo source it can still fire BUT not missile type weapons). All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, etc.) the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the vehicle’s Mod +1 (i.e. a Large vehicle 2 round, while a Colossal vehicle 7). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its Damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants suffer some of this damage; ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage. On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).

Special Vehicle Rules

Area of Effect: Attackers of such weapons can pick a square and make an attack check AC10 to successfully hit this area, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check equal to DC10 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters and small vehicles can have Resistance and Cover to certain heavy weapons (see Gear). Also see Missile Lock.
Autofire: see new Situation Houserules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10 or higher on its attack check. See Area of Effect for maneuver check.
Collision Damage: Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful DC18 Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed)./br> Ion Damage: As with Golems and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of Partially Disabling and Disabling a vehicle (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making regular repairs, a success triples the amount of damage fixed and when making jury-rigging repairs the fixed damage does not go away at the end of the scene.
Out of Control: An out of control vehicle (one that is Disabled) is no long under control of the vehicle operator. Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. The pilot can attempt a DC15 Piloting check to take ¾ falling damage or with a DC20+ for ½ falling damage. Otherwise resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Scale: For space scale, any vehicles smaller than Behemoth can occupy the same square. Colossal and smaller vehicles can occupy the same square as Tiran or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square.
Shields: Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below).
Tractor Beams: Work like Grappling (PHB pg. 195) but on a much larger scale. Vehicles have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the beam operator wins, the target has the Restrained Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale).
Turning: Atmospheric vehicles cannot turn instantly. Instead a vehicle must move at least 50% of its total movement that turn (including from Dash and Increase Speed) to turn 45⁰. If the total movement that turn is more than 180 feet all passengers and crew must constitution save against a high-g turn (pg. 13). In space a ship can turn 180⁰ with just 1 square of movement but this requires a save verses high-g if the vehicle’s movement is greater than 6 squares total that turn. A turn of 90⁰ requires a save verses high-g if the vehicle’s movement is greater than 12 squares total that turn.

Vehicle Actions

Attack. As an action a vehicle operator can fire one fixed forward vehicle weapon system. Crew can fire weapons that are manning. For example within the turret or fixed gun point on the vehicle.

Attack Run (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a DC18 Wisdom (Insight) check then target’s saves are at disadvantage instead.

Computer/A.I. Control. Many vehicles employ A.I. automation control. It can act as or aid the Vehicle or System Operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat A.I. can also perform the following tasks independently – Attack, Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan.

Dogfight (Vehicle Operator Only). Only aircraft or starcraft may engage in Dogfights. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage they can be ‘forced’ with a contested vehicle maneuver check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is initiated and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat.

  • Dogfighting: At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed IF the craft are of equal size or smaller.
  • Disengage from a Dogfight: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight. If the target fails it can still leave but all enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Behemoth ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so.
  • Firing into a Dogfight: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Behemoth size or larger.

Hide (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system.

Maneuver (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to the vehicle’s Mods +1. This damage is not reduced by Resistance or Hardness.

  • Dash: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Dodge: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
  • Fighter Wings': For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a DC12 operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks plus +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice.
  • Increase Speed: As a bonus action, the operator can try and increase the speed of its vehicle. Make a DC15 operator check. Success increase the ship’s speed by +50% this round. A DC20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round.
  • Tight Turns: Atmospheric vehicle operators can attempt to turn with only 20% of the total movement that turn with a DC15 maneuver check. To do a bootleg turn – 180⁰ with only 20% of the total movement that turn – requires a DC20 maneuver check. In either case if the vehicle moves more than 90ft that turn all passengers and crew require a save against high-g.

Missile Lock. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (with base attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it exceeds the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves).

  • Avoid Missiles and Torpedoes: As a reaction, the vehicle operator can attempt to avoid a missile or torpedo that has just successfully struck his vessel. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage.

Move (Vehicle Operator Only). As vehicle can move up to its base Speed in the round.

Raise or Lower Shields. As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems.

Ram (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.
If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement).
As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check “missed”.

Repair. A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a DC15 Intelligence (Mechanics) check. A success repairs 1d8 + proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check.

  • Jury-Rig: To jury-rig damage of a non-disable vehicle requires a DC20 Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers.
* You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a DC15 Intelligence (Mechanic) check for most situations (GM’s call).
* To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a DC20 Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Partially Disable for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation.

Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore additional points (see Restore Force Fields). This is a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field. This takes a number of rounds equal to twice vehicle’s size mod, min 1 (i.e. a large vehicle takes two round, while a colossal vehicle takes twelve rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the DC increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies).

Reroute Power. If a vehicle still has at least 1 HP a crew can make a DC15 Intelligence (Mechanics) check to remove the Partially Disabled or the Disable effects from a vehicle (note that the Disabled must first be fixed before the crew can attempt to fix the Disabled). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes a Partially Disabled vehicle to suffer the Disabled effects for one round (then returns to Partially Disabled at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Disabled vehicle to suffer a number of 1d6 damage equal to vehicle’s size Mod +1 (ignores Resistant and Hardness) and the vehicle is still Disabled.

Restore Force Fields. A crew can attempt a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the DC the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating.

Sensor Scans. Scanning the area has slightly different rules for planet side and in space...
In space other starships and objects are not automatically seen or detected. At the maximum range this is a DC20 Intelligence (Computer Use) check. At optimal range this drops to DC15. Sensor Operators can make this check every hour using passive sensors as a free action. All full round actions, can switch to active sensors to make a check every 30 minutes but then others have advantage on detecting them when doing so. Automated Computer A.I. can fulfil this function but it uses the automations Notice check instead of Computer Use.
The activation of a StarCaster teleportation ‘fissure’ grants advantage on be detected within the range at the base DCs and a normal DC out to double these ranges.
Active weapons fire lowers the DC of being detected by 5. Ships traveling at full speed lower the DC by others by 5 while ships moving at ¼ maximum speed increase the DC of being detected by 5. Ships that are powered down and ‘gone quite’ increase this DC by 10.
No matter the factors the DC cannot be lower the 10.
Ships can travel its Space Scale speed in AU per hour (i.e. a Raptor Light Starfighter have a space scale speed of 11, it can travel 11 AU an hour in space). This gives a general how long ships take to get close to each other and passing over sensor distances.