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Using Each Ability

Starships of the Galaxy · Using Ability Scores

Every task that a ship or character might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

Strength

Strength measures the power of a ship's reactor.

Strength Checks

Your GM may call for Strength checks when you undergo interactions not covered by skills, such as trying to push through a malleable obstruction like a Conner net.

Ram. Use the Ram skill when you want to slam into another object to deal damage.

Boost. Use the Boost skill when you attempt to push your ship to or beyond its limits. A successful Boost check can break ties in straight-line speed contests or to determine how fast your ship can accelerate to top speed. You also make boost checks in response to taking the boost engines, boost shields, and boost weapons actions.

Strength Saving Throws

Certain features, such as a Tractor Beam, call for a Strength saving throw. When you make a Strength saving throw, you roll a d20 and add your ship's Strength modifier to the roll. If your ship is proficiently equipped for the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.

Damage Rolls

You add your ship's Strength modifier to ship weapon damage rolls.

Weapon Hardpoints

While a ship can have any number of hardpoints, it can only Fire a number of times each round equal to the ship's Strength modifier (minimum of +1) times its ship hardpoint size modifier (round up), as shown in the Ship Hardpoint Size modifier table below. Normally each weapon can only be Fired once per round.

Ship Hardpoint Size Modifier
Ship Size Hardpoint Size Modifier
Tiny 1
Small 1
Medium 1.5
Ship Size Hardpoint Size Modifier
Large 2.5
Huge 2
Gargantuan 3

Dexterity

Dexterity measures the nimbleness of a ship, as determined by its thrusters and pilot.

Dexterity Checks

Your GM may call for Dexterity checks when you undertake actions not covered by skills.

Hide. The Hide skill allows the ship to remain undetected by sensors from other ships and stations. Use the Hide skill when you want to approach a ship or station along a known blind spot, or slink through a debris field, or hide amongst asteroids.

The Hide skill is generally contested by a passive Wisdom (Scan) score if the ship's presence is unknown, a Wisdom (Scan) check if the presence is suspected or known but the general location is unknown, and an Intelligence (Probe) check if the approximate location of a ship is known or suspected.

Maneuvering. Use the Maneuvering skill to perform tricky maneuvers in combat, to deftly fly through an asteroid field, and to impress others with flying skills.

When you would make a Dexterity (Maneuvering) check, you may instead make an Intelligence (Piloting) check at disadvantage.

Your ship is considered proficiently equipped in this skill if the crewmember at the helm is proficient in Piloting.

Your ship is considered expertly equipped in this skill if the crewmember at the helm has expertise in Piloting.

Hiding

When you try to hide your ship, make a Dexterity (Hide) check. Until you are discovered or stop hiding, that check is contested by the Wisdom (Scan) check of any ship or station that actively searches for signs of your presence. You can't hide from a ship that can perceive you, and if your ship does something to make your ship noticed, you give away your position. In combat, most ships stay alert for danger, so if you come out of hiding and approach a ship, it usually per-ceives you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a ship that is distracted or has some blind spot or de-fect, allowing you to gain advantage on an attack before you are perceived. Passive Scan. When you hide, there's a chance some-one will notice you even if they aren't searching. To determine whether such a ship notices you, the GM compares your Dexterity (Hide) check with that ship's passive Wisdom (Scan) score, which equals 10 + the ship's Wisdom (Scan) modifier. If the ship has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-tier ship has a Wisdom of 15 and is proficiently equipped for Scan, it has a passive Wisdom (Scan) of 14.

Dexterity Saving Throws

Certain features, such as burst weapons, call for a Dexterity saving throw. When you make a Dexterity saving throw, you roll a d20 and add your ship's Dexterity modifier to the roll. If your ship is proficiently equipped for the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.

Alternative INITIATIVE

At the beginning of every combat, instead of rolling initiative, GMs can quickly use passive initiatives to determine order based on a ship's Dexterity and it's ship size base initiative as shown below in the Starship Size Base Initiative table below.

Starship Size Base Initiative
Ship Size Ship Size Base Initiative
Tiny 10
Small 9
Medium 8
Ship Size Ship Size Base Initiative
:--: :--:
Large 7
Huge 6
Gargantuan 5
To calculate a ship's passive initiative, use the following formula:

initiative = "ship size base initiative" + "Dexterity modifier"


Constitution

Constitution represents the durability of a ship's hull.

Constitution Checks

Your GM may call for a Constitution check when you undergo interactions not covered by skills, such as overcoming the debilitating nature of an ion storm.

Patch. You can attempt to have the ship patch up damage it has taken, using one of its Hull Dice. When you take the Patch action, you make a Constitution (Patch) check (DC = 10 or half the ship's missing hull points, whichever number is higher). On a failure, you have disadvantage on the Hull Dice roll. On a success you roll the Hull Die normally.

When you would make a Constitution (Patch) check, you may instead make an Intelligence (Mechanic's Kit) check at disadvantage using your own Intelligence modifier.

Regulation. Your GM may require a Regulation check when your ship is pushed beyond its natural limits. Situations which might call for a Regulation check include:

  • Trying to reach safety on low fuel
  • In response to a mechanic straining the reactor
  • Attempting to run at top speed for long periods of time
  • Keeping life support running when out of fuel.

When you would make a Constitution (Regulation) check, you may instead make an Intelligence (Mechanic's Kit) check at disadvantage using your own Intelligence modifier.

Constitution Saving Throws

Certain features, such as a Heavy Ion Cannon, call for a Constitution saving throw. When you make a Constitution saving throw, you roll a d20 and add your ship's Constitution modifier to the roll. If your ship is proficiently equipped in the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.

Hull Points

Your ship's Constitution modifier contributes to its hull points. Typically, your ship adds its Constitution modifier to each Hull Die it rolls for its hull points.

If your ship's Constitution modifier changes, its hull point maximum changes as well, as though it had the new modifier from tier 0. For instance, if your Small ship's Constitution modifier increases from +1 to +2 when it reaches 1st tier, you adjust its hull point maximum as though the modifier had always been +2. So you add 3 hull points for tier 0, and then roll your hull points for tier 1 using your new modifier. Additionally, if some effect lowers your ship's Constitution score so as to reduce its Constitution modifier by 1, its hull point maximum is reduced as well.

Suites

A ship's maximum number of suites is based on its size and Constitution modifier.

Intelligence

Intelligence represents the capability of the ship's computers, determines its minimum crew size, and affects its discrimination, calculation, and memory functions.

Intelligence Checks

An Intelligence check comes into play when you need to draw on the ship's ability to process large amounts of data and sensory input, to access esoteric data, calculate complex mathematical problems or to deal with computer slicing. The Astrogation, Data, and Probe skills reflect aptitude in certain kinds of Intelligence checks.

Astrogation. Make an Astrogation check to calculate hyperspace jumps. For more details on making Astrogation checks, see the "Travel in Hyperspace" section of Chapter 8.

When you would make an Intelligence (Astrogation) check, you may instead make an Intelligence (Technology) check at disadvantage using your own Intelligence modifier.

Data. Use the Data skill when you want to access your ship's data banks to learn information about appropriate information. Ships often have standard information about hyperlanes, systems, planets, and other astronomical information. Ships can also be upgraded to include more detailed information or information on other subjects. The more obscure the information or the more off-topic, the higher the DC should be.

Probe. When you focus your ship's sensor suite on an area or ship and investigate in detail, you make an Intelligence (Probe) check. A successful check may reveal the location of a hidden ship, may indicate the presence of physical damage in a construct or of minerals in an asteroid, or may provide technical details about a ship you have probed or the presence of lifeforms on board.

When you would make an Intelligence (Probe) check, you may instead make an Intelligence (Investigation) check at disadvantage using your own Intelligence modifier.

Intelligence Saving Throws

Certain features call for an Intelligence saving throw. When you make an Intelligence saving throw, you roll a d20 and add your ship's Intelligence modifier to the roll. If your ship is proficiently equipped in the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.

Wisdom

Wisdom represents the capability of the ship's targeting, sensors, and awareness of its surroundings.

Wisdom Checks

A Wisdom check comes into play when you need to draw on the ship's ability to sense its surroundings, perceive threats, and filter electromagnetic fields. The Scan skill reflects aptitude in certain kinds of Wisdom checks.

Scan. Your Wisdom (Scan) check lets you notice and locate the presence of something near your ship. It measures your general awareness of the ship's surroundings and the keenness of your ship's detection algorithms.

When you would make a Wisdom (Scan) check, you may instead make a Wisdom (Perception) check at disadvantage using your own Wisdom modifier.

Wisdom Saving Throws

Certain features call for a Wisdom saving throw. When you make a Wisdom saving throw, you roll a d20 and add your ship's Wisdom modifier to the roll. If your ship is proficiently equipped in the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.

Attack Rolls and Weapon Saves

You add your ship's Wisdom modifier to ship weapon attack rolls and to the DC of saves called for by ship weapons.

Charisma

Charisma represents the presence of the ship, including its prestige and the clarity, sophistication, and power of the ship's communications and interference equipment.

Charisma Checks

A Charisma check comes into play when you need to command and influence others characters and ships with your own ship. The Impress, Interfere, Menace, and Swindle skills reflect aptitude in certain kinds of Charisma checks.

Impress. The Impress skill is a general measurement of your ship's beauty and soundness. Whether or not your ship is impressively outfitted and well maintained, does it look impressively outfitted and well maintained? Does your on-board cantina look opulent?

When you would make a Charisma (Impress) check, you may instead choose to make a Charisma (Persuasion) check at disadvantage using your own Charisma modifier.

Interfere. When you attempt to interfere with another ship or creature you use the Interfere skill. When you would make a Charisma (Interfere) check, you may instead choose to make an Intelligence (Slicer's Kit) check at disadvantage using your own Intelligence modifier.

Menace. When you attempt to influence someone through the threat of your ship's abilities, whether speed, firepower, or toughness, the GM might ask you to make a Charisma (Menace) check. Alternatively, you may make a Charisma (Intimidate) check at disadvantage using your own Charisma modifier.

Swindle. Use the Swindle skill when you want to pass your ship off as something it's not. Examples of using the Swindle skill include:

  • passing off a heavily armed ship as a simple freighter
  • concealing the presence of lifeforms on your ship
  • concealing the presence of hidden cargo.

When you would make a Charisma (Swindle) check, you may instead choose to make a Charisma (Deception) check at disadvantage using your own Charisma modifier.

Charisma Saving Throws

Certain features call for a Charisma saving throw. When you make a Charisma saving throw, you roll a d20 and add your ship's Charisma modifier to the roll. If your ship is proficiently equipped in the saving throw, you also add the proficiency bonus of the crewmember at the helm to the result of the roll.