Cats Have No Lord

Rimward is an adventure game about ragtag crews of spacefarers running jobs on the rim of the known galaxy. They face danger on all sides from the warring factions of the Galactic Supremacy and the Secret Insurgence to the Galacticorps and the Outlaw Syndicates with unknown dangers lurking in the open space in between it all.

Rimward is based on Cairn by Yochai Gal. Some elements of Rimward are inspired by Meteor by David Lombardo,Monolith by Adam Hensley, and Edge of the Empire by Fantasy Flight Games. The full text of Rimward is licensed under CC-BY-SA 4.0.

Work-In-Progress Version 0.1 - May 2023

Character Creation

Background and Traits

First, roll your character's background on the Background table. A character's background informs their potential knowledge and skills.

Next, roll for the rest of your character's traits (appearance, speech, mannerisms, beliefs, reputation, etc.) on the Character Traits tables.

Next, select a team role from the Roles table. A character's role also informs their potential knowledge and skills. Work with other players to determine the appropriate mix of roles for your team.

Finally, roll one bond from the Bonds table for each other member of the team. Your bonds inform your relationships to the other members of the team.

Ability Scores

Characters have three attributes: Strength (STR), Dexterity (DEX), and Willpower (WIL). Roll 3d6 for each ability score in order. You may swap any two results.

Hit Protection

Roll 1d6 to determine the character's starting Hit Protection (HP), which reflects their ability to avoid damage in combat. HP does not indicate health or fortitude; nor is it lost for very long (see Healing). If an attack takes a character's HP to exactly 0, roll on the Scars table.

Inventory

Characters have a total of 10 inventory slots: a backpack with six slots, one slot for each hand, and two slots for their upper body (such as the belt, chest, or head). The backpack can also double as an emergency sleeping bag but only if emptied of its contents.

Most items take up one slot, and small items can be bundled together. Slots are abstract and can be rearranged per the Warden’s discretion.

Bulky items take up two slots and are typically two-handed or awkward to carry. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0 HP.

A PC cannot carry more items than their inventory allows. Hovercarts (which must be pulled with both hands), hoverbikes, or hovercars can increase inventory. Hirelings can also be paid to carry equipment.

Starting Gear

All characters begin with:

Roll once on each of the Starting Gear tables to determine your character's armor, weapons, tools, and equipment. Pick only one item for each result.

See the Economy section for armor, damage, and slot values. Smaller items may sometimes be bundled together into one slot.

Background (d20)

1 Gambler
2 Naval Cadet
3 Mercenary
4 Smuggler
5 Miner
6 Performer
7 Outlaw
8 Servant
9 Scientist
10 Doctor
11 Merchant
12 Pickpocket
13 Soldier
14 Bounty Hunter
15 Diplomat
16 Racer
17 Spy
18 Hacker
19 Mechanic
20 Colonist

Character Traits (d10)

Physique
1 Athletic
2 Brawny
3 Flabby
4 Lanky
5 Rugged
6 Scrawny
7 Short
8 Statuesque
9 Stout
10 Towering
Skin
1 Birthmark
2 Dark
3 Elongated
4 Pockmarked
5 Green
6 Orange
7 Soft
8 Tan
9 Tattooed
10 Weathered
Hair
1 Bald
2 Braided
3 Spikes
4 Tails
5 Frizzy
6 Long
7 Filthy
8 Luxurious
9 Wavy
10 Glowing
Face
1 Bony
2 Broken
3 Chiseled
4 Elongated
5 Pale
6 Perfect
7 Whiskered
8 Sharp
9 Square
10 Sunken
Speech
1 Blunt
2 Booming
3 Cryptic
4 Droning
5 Formal
6 Gravelly
7 Precise
8 Squeaky
9 Stuttering
10 Whispery
Clothing
1 Antique
2 Bloody
3 Elegant
4 Filthy
5 Alien
6 Frayed
7 Frumpy
8 Uniform
9 Rancid
10 Soiled
Virtue
1 Ambitious
2 Cautious
3 Courageous
4 Disciplined
5 Gregarious
6 Honorable
7 Humble
8 Merciful
9 Serene
10 Tolerant
Vice
1 Aggressive
2 Bitter
3 Craven
4 Deceitful
5 Greedy
6 Lazy
7 Nervous
8 Rude
9 Vain
10 Vengeful
Reputation
1 Ambitious
2 Boor
3 Dangerous
4 Entertainer
5 Honest
6 Loafer
7 Oddball
8 Repulsive
9 Respected
10 Wise
Misfortunes
1 Abandoned
2 Addicted
3 Blackmailed
4 Condemned
5 Cursed
6 Defrauded
7 Demoted
8 Discredited
9 Disowned
10 Exiled

Role (pick from list)

Pilot Co-Pilot
Navigator Communications
Mechanic Gunner
Muscle Face
Infiltration Hacking
Doctor Leader

Bonds (d20)

1 Romantic (secret)
2 Romantic (open)
3 Romantic (former)
4 Childhood friends
5 Rivals
6 Military buddies
7 Siblings
8 You saved their life
9 You both know where buried treasure is
10 You know their dark secret
11 You got them this job
12 You owe them a debt
13 You secretly hate them
14 College roommates
15 Former co-workers
16 Escaped prison together
17 In-laws
18 You are clones of each other
19 You are their mentor
20 You are their parent

Starting Gear (d20)

Armor
1-3 4-14 15-19 20
None Light Armor Medium Armor Heavy Armor
Helmets and Shields
1-13 14-16 17-19 20
None Helmet Shield Helmet and Shield
Weapons
1-5 6-14 15-20
Energy pistol, shock gloves, stun baton, knife Energy rifle, force pike, electro-club Heavy rifle, plasma blade, laser cutter
Bonus Item (roll on table indicated)
1-5 6-13 14-20
Tool or Trinket Expeditionary Gear Weapon
Expeditionary Gear
1 Voice communicator
2 Nightvision goggles
3 Hovercart
4 Chain (10 ft)
5 Scanner
6 Magnetic boots
7 Climbing gear
8 Hacking gear
9 Tracking beacon
10 Electro-lockbreaker
11 Manacles
12 Tablet computer
13 Spacesuit
14 Communications jammer
15 Emergency air supply
16 Synthrope (25 ft)
17 Binoculars
18 Electronic binoculars
19 Tent
20 Encrypted communicator
Tools
1 Hammer
2 Crowbar
3 File
4 Chisel
5 Cooking gear
6 Wrench
7 Shovel
8 Saw
9 Drill
10 Glue
11 Grease
12 Clock
13 Nails
14 Net
15 Sealant
16 Tongs
17 Wiring
18 Fishing gear
19 Bucket
20 Compressed air can
Trinkets
1 Bottle
2 Card deck
3 Dice
4 Face paint
5 Fake jewels
6 Horn
7 Incense
8 Instrument
9 Lens
10 Marbles
11 Mirror
12 Perfume
13 Pen
14 Salt
15 Small bell
16 Soap
17 Sponge
18 Tar pot
19 Twine
20 Whistle

General Rules

Saves

A save is a roll to avoid bad outcomes from risky choices or circumstances. Players roll d20 for the appropriate ability score. If they roll equal to or under the score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.

Strength (STR): Used for saves requiring physical power, like opening stuck airlocks, pushing crates, resisting toxins, etc.

Dexterity (DEX): Used for saves requiring poise, speed, and reflexes, like piloting, dodging, climbing, sneaking, etc.

Willpower (WIL): Used for saves for interpersonal skills (e.g., persuasion, deception, interrogation, charm) or mental tasks (e.g., astrogation, hacking, signal jamming) performed under duress

Healing

Resting for a few moments and having a drink of water restores lost HP but leaves the party exposed. Ability loss (see Critical Damage) can usually be restored with a week’s rest facilitated by a healer or other appropriate source of expertise. Some of these services are free, while magical or more expedient means of recovery may come at a cost.

Deprivation and Fatigue

A character deprived of a crucial need (such as food or rest) is unable to recover HP or ability scores. Anyone deprived for more than a day adds Fatigue to their inventory, one for each day. Each Fatigue occupies one slot and lasts until they are able to recuperate (such as a full night’s rest in a safe spot). Characters can also gain Fatigue through events in the fiction.

Armor

Before calculating damage to HP, subtract the target’s Armor value from the result of damage rolls. Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only while the item is held or worn. No one can have more than 3 Armor. Shields, gauntlets, and helms may provide additional benefits according to their use.

Reactions

When the characters encounter an NPC whose reaction to the party is not obvious, the Warden may roll 2d6 and consult the following table:

2 3-5 6-8 9-11 12
Hostile Wary Curious Kind Helpful

Hirelings

Characters can hire hirelings to aid them in their expeditions. To create a hireling, roll 3d6 for each ability score, then give them 1d6 HP and a simple weapon (d6), then roll on the Character Creation tables to further flesh them out. Hirelings cost between 1-3 credits per day, or a share of whatever payment the party obtains.

Debt and Economy

Debt

The economy and gameplay of Rimward revolve around debts, which are routinely accrued and settled over the course of the game.

Debt is measured in Units, which are abstract and represent the variety of forms of payment that may be used to settle them: currency, barter, services, favors, etc.

Debts may be accrued to acquire new equipment or ship parts, procure services, bribe officials, avoid conflict with dangerous factions, or any other cases where the Warden and Players agree it is needed.

The value of a particular debt is dependent on the circumstances under which it is acquired and is assigned at the discretion of the Warden. As a general guideline, 1 unit of debt is equal to about 100 credits worth of currency/bartered goods or services requiring about 1 week of work.

The Warden tracks the total Units of Debt for all players and uses this number to determine when the players may begin to experience consequences for not settling their Debts. Before each session, the Warden rolls d100. If the result is equal to or under the total Units of Debt, the Warden should work a consequence for that debt into the session and allow the players the chance to settle the debt or attempt to escape the consequences for the moment.

The Economy

Credits are the standard currency issued by the Galactic Supremacy. They are stored electronically on credit chips and are accepted in all but the most remote locations or those hostile to the supremacy.

Non-standard physical currency or barter may be used in some locations.

Equipment

Armor Credits
Energy Shield (+1 Armor) 10
Helmet (+1 Armor) 10
Heavy Clothing (+1 Armor) 15
Light Armor (1 Armor, bulky) 20
Medium Armor (2 Armor, bulky) 40
Heavy Armor (3 Armor, bulky) 60
Weapons Credits
Shock gloves, Stun baton, Knife, etc. (d6 damage) 5
Force pike, Axe, Electro-club, etc. (d8 damage) 10
Plasma blade, Laser cutter, etc. (d10 damage, bulky) 20
Dart gun (d4 damage) 5
Energy pistol and other handguns (d6 damage) 15
Energy rifle and other long guns (d8 damage, bulky) 20
Grenades and other thrown explosives (d8 damage, blast) 10
Heavy rifle and other large guns (d10 damage, bulky) 30
Equipment Credits
Emergency Battery Recharge 1
Replacement Battery 5
Voice Communicator 10
Video Communicator 20
Encrypted Communicator 40
Communications Jammer 15
Nightvision Goggles 5
Binoculars 20
Electronic Binoculars 40
Scanner 50
Tracking Beacon 10
Hacking Gear 50
Rations (3 days) 10
Air Filter/Respirator 20
Emergency Air Regulator (requires air tank) 30
Spacesuit (requires air tank) 100
Air tank (1 AS/10 minutes) 10
Air tank (3 AS/30 minutes) 15
Air tank (6 AS/60 minutes) 20
Air tank (12 AS/120 minutes) 30
Climbing gear (grappling hook, pitons, etc.) 25
Tablet computer 50
Hovercart (+4 slots, bulky) 30
Cooking gear 10
Hoverbike (+4 slots) 75
Hovercar (+8 slots) 200
Electro-lockbreaker 25
Manacles 10
Bedroll 5
Chain (10 ft.) 10
Ladder (10 ft., bulky) 10
Tools (hammer, crowbar, file, wrench, shovel, saw etc.) 5
Synthrope (25 ft.) 5
Magnetic boots 25
Tent (fits 2 people 20

Combat

Rounds

The game typically plays without strict time accounting. In a fight or circumstance where timing is helpful, use rounds to keep track of when something occurs. A round is roughly ten seconds of in-game time and is comprised of turns.

Actions

On their turn, a character may move up to 40ft and take up to one action. This may be attacking, making a second move, or some other reasonable action.

Each round, the characters declare what they are doing before dice are rolled. If a character attempts something risky, the Warden calls for a save for appropriate players or NPCs.

Turns

The Warden will telegraph the most likely actions taken by NPCs or monsters. At the start of combat, each PC must make a DEX save to act before their opponents.

Attacking and Damage

The attacker rolls their weapon die and subtracts the target’s armor, then deals the remaining total to their opponent’s HP. Unarmed attacks always do 1d4 damage.

Multiple Attackers

If multiple attackers target the same foe, roll all damage dice and keep the single highest result.

Attack Modifiers

If fighting from a position of weakness (such as through cover or with bound hands), the attack is impaired and the attacker must roll 1d4 damage regardless of the attacks damage die.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

Dual Weapons

If attacking with two weapons at the same time, roll both damage dice and keep the single highest result.

Blast

Attacks with the blast quality affect all targets in the noted area, rolling separately for each affected character. Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.

Critical Damage

Damage that reduces a target’s HP below zero decreases a target’s STR by the amount remaining. They must then make a STR save to avoid critical damage. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a critical damage save.

Any PC that suffers critical damage cannot do anything but crawl weakly, grasping for life. If given aid and rest, they will stabilize. If left untreated, they die within the hour.

Ability Score Loss

If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious. Complete DEX and WIL loss renders the character unable to act until they are restored through extended rest or by extraordinary means.

Scars

When damage to a PC reduces their HP to exactly 0, they are sometimes changed irrevocably. See the Scars table for more.

Unconsciousness and Death

When a character dies, the player is free to create a new character or take control of a hireling. They immediately join the party in order to reduce downtime.

Detachments

Large groups of similar combatants fighting together are treated as a single detachment. When a detachment takes critical damage, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed.

Attacks against detachments by individuals are impaired (excluding blast damage). Attacks against individuals by detachments are enhanced and deal blast damage.

Retreat

Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to.

Scars

When an attack reduces a PC’s HP to exactly 0, they are uniquely impacted. Look up the result on the table below based on the total damage taken:

1 Lasting Scar: Roll 1d6 - 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP.
4 Broken Limb: Roll 1d6 - 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max HP, take the new result.
6 Reorienting Head Wound: Roll 1d6 - 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result.
7 Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result.
10 Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result.

Spacefaring

Ship Stats

Shields (SHD): Absorb damage before reaching the ship. Recharge to full in 10 minutes without taking damage.

Hull (HUL): Ability to take physical damage. Requires repairs taking 1 week and costing 100 credits per point of hull damage.

Systems (SYS): Ability to keep systems running despite damage. Requires repairs taking 1 week and costing 100 credits per point of systems damage.

Armor (ARM): Reduces damage dealt to HUL, does not affect SYS damage.

Speed (SPD): Sublight speed rating used for in-system travel and in combat.

Inventory (INV): Capacity to carry cargo or modifications. Modifications require variable numbers of slots. Unused slots may carry cargo as determined reasonable by the Warden. One ship inventory slot generally equals 10 standard inventory slots.

Ship Types

Ships come in two types (military and civilian) and five sizes (individual, small, medium, large, and giant). The base stats for each size and type are listed below. These may be improved with modifications to the ship.

Type/Size SHD HUL SYS ARM SPD INV
Military/Individual 10 12 12 1 4 2
Civilian/Individual 5 8 8 0 3 2
Military/Small 12 14 14 1 3 4
Civilian/Small 8 10 10 0 3 4
Military/Medium 14 16 16 2 3 8
Civilian/Medium 10 12 12 0 3 8
Military/Large 16 18 18 3 2 16
Civilian/Large 12 14 14 0 2 16
Military/Giant 18 20 20 3 1 32
Civilian/Giant 14 16 16 0 1 32

Ship Modifications and Weapons

Modifications
Name Function Inventory Credits
Weapon linking system Weapons of the same type may be fired simultaneously by a single operator, taking the single highest damage result 1 300
Hidden storage Provides hidden storage compartment with 2 inventory slots 1/2 500
Enhanced shield generator +5 SHD 1 800
Enhanced Armor +1 ARM 1 800
Reinforced hull plating +1 HUL 1 800
Reinforced wiring +1 SYS 1 800
Enhanced engine +1 SPD 1 1,000
Enhanced targeting computer Ignore penalties from differences in ship size/speed 1 1,000
Hangar bay Provides docking space for up to 5 individual size ships or 1 small size ship 10 10,000
Weapons
Name Damage Inventory Cost
Pulse blaster d6 HUL 1 200
Ion blaster d6 SYS 1 300
Energy cannon d8 HUL 1 500
EMP cannon d8 SYS 2 600
Torpedo launcher d10 HUL, ignore SHD, slow 2 800
Ion bomb launcher d10 SYS, ignore SHD, slow 900

Ship Travel

Sublight

Sublight travel times vary by ship speed. Travel between any two major locations within a star system (e.g., planets, moons, space stations) generally takes 16 hours at Speed 1, 8 hours at speed 2, 4 hours at speed 3, 2 hours at speed 4, or 1 hour at speed 5 (travel may take longer at the Warden's discretion if two locations are particularly far apart or if there are navigational hazards between them). A ship may travel at any speed up to its SPD rating and may choose to travel slower to conserve fuel. Sublight travel between two locations uses 1 unit of fuel per speed (e.g, 1 unit at Speed 1 or 4 units at speed 4). One ship inventory slot can hold 10 units of fuel.

Jump

Travel between one star system and the next closest system(s) is instantaneous with a jump drive and uses 5 units of fuel. It is not possible to travel between systems without a jump drive. Jump travel typically consists of a series of jumps between systems, and traveling from one side of the galaxy to the other typically requires at least 10 jumps.

Calculating a jump requires no save under normal circumstances. Calculating a jump under duress (e.g., in combat or a dangerous situation, such as an asteroid field) or attempting to calculate a single jump further than one of the next closest systems requires a WIL save. On a failed save, roll on the jump failure table to determine the consequences.

Jump Failures (d10)
1 You reappear 100 ft. to the left of where you initiated the jump
2 You appear safely at a different random system
3 You appear at your destination but your ship suffers d10 HUL damage
4 You appear at your destination but your ship suffers d10 SYS damage
5 You appear in the correct system but inside an asteroid cluster
6 You appear halfway between two systems near an unknown rogue planet
7 You appear dangerously close to the star of your intended system
8 You appear at your destination 1 year after you left
9 You appear at your destination but your jump drive fails
10 You appear at your destination in the middle of a space battle

Ship Combat

Rounds

The game typically plays without strict time accounting. In a fight or circumstance where timing is helpful, use rounds to keep track of when something occurs. A round is roughly ten seconds of in-game time and is comprised of turns.

Actions

On their turn, a character may move up to 40 ft. within the ship and take up to one action. This may be piloting the ship between range bands, performing a difficult piloting maneuver, firing a shipboard weapon, operating shipboard equipment, or some other reasonable action.

Turns

The Warden will telegraph the most likely actions to be taken by NPC ships. Sensor scans may provide more detailed information.

The ship (and all individuals aboard it) with the highest SPD generally acts first, with turns alternating after that point. At the start of combat, a player piloting a ship may make a DEX save to act first, but failure on the save allows all attacks against their ship to be enhanced for one round.

Positioning

Positioning is abstract. Ships are assumed to be moving at all times at the same relative distance to each other unless they use an action to change their relative distance. Ships may be at Short, Medium, or Long range from each other, taking an action to move between bands. Collisions are likely at Short range, while weapons are ineffective beyond Long range.

Retreat

The ability to retreat from a ship combat depends on the relative speed of the ships involved, and retreat can typically only be attempted if the ship is already at long range from any opposing ships.

If the ship attempting to retreat is faster than the pursuing ship, it may retreat at any time with no save unless there are obstacles, which may require a DEX save from the pilot.

If the ship attempting to retreat is equal in speed to the other ship, the pilot must make a DEX save to retreat.

If the ship attempting to retreat is slower than the other ship, it cannot retreat without a plan or special maneuver to overcome this disadvantage (possibly requiring one or more saves) as determined reasonable by the Warden.

Ships equipped with a jump drive may attempt to retreat at any time, but calculating a jump under duress requires a WIL save to complete the jump safely. On a failed save, roll on the jump failure table.

Attacking and Damage

The attacker rolls the weapon die for the shipboard weapon they are operating and subtracts the armor of the target ship, then deals the remaining total to the target ship's SHD.

Attack Modifiers

Attacks may be enhanced or impaired based on the relative size and speed of the ships involved in the combat (see table). Smaller and/or faster targets are assumed to have greater maneuverability to position themselves in the best way to avoid damage. Larger and slower targets cannot do so.

The pilot of an attacking ship may make a DEX save to attempt to overcome the difference in size and/or speed and improve the attack roll from impaired to standard or from standard to enhanced for the next round of combat.

Target Relative Size/Speed Attack
Smaller/Faster Impaired
Smaller/Equal Standard
Smaller/Slower Standard
Same/Faster Impaired
Same/Same Standard
Same/Slower Enhanced
Larger/Faster Standard
Larger/Same Enhanced
Larger/Slower Enhanced

Critical Damage and Ship Score Loss

Damage that reduces a ship's SHD below 0 decreases the target ship's HUL or SYS by the remaining amount depending on the weapon type. The pilot must then make a HUL or SYS save as appropriate to avoid critical damage.

If a ship suffers critical damage, roll on the critical damage table to determine the nature of the damage.

If a ship's HUL is reduced to 0 it is destroyed catastrophically. Those on left onboard will die unless they are equipped with spacesuits or can use an escape pod.

If a ship's SYS is reduced to 0 it is immobilized and all systems shut down.

Characters with the appropriate background/role and the necessary equipment may attempt a WIL save to repair critical damage or to restore 1 point of HUL or SYS.

Critical Damage (d20)
1 Spinning: DEX save required to regain control. 2-in-6 chance each round of a collision (d6 HUL) with nearby objects until successful save
2 Jump Drive Failure: Unable to jump until repaired
3 Engine Damaged: SPD reduced to 1 until repaired
4 Weapon Damage: A random weapon becomes inoperable until repaired
5 Life Support Failure: Oxygen supply will expire in d4 rounds
6 Targeting Computer Damage: All attacks are impaired until repaired
7 Fire: Fire breaks out in a random part of the ship and will spread quickly if not contained
8 Hull Breach: A random part of the ship will depressurize in d4 rounds
9 Shields Damage: Shields cannot recharge until repaired
10 Communications Damage: Communications systems offline until repaired
11 Sensor Damage: Sensors offline until repaired
12 Flight Controls Damage: Ship cannot be steered until repaired
13 Hull Damage: Take d6 HUL damage
14 Systems Damage: Take d6 SYS damage
15 Door Malfunction: Internal doors randomly become locked or unlocked until repaired
16 Airlock Malfunction: Airlock offline until repaired
17 Visual Obscurement: Viewports obscured by smoke or blackening of glass
18 Shake: Explosion shakes ship, all inside must make DEX save or take d6 STR damage
19 Breaking Up: Ship begins falling apart and will break up completely in d4 rounds
20 Violent Sound: Loud explosion sends painful soundwaves through ship causing d4 WIL damage to all inside

Exploration Procedures

Confined Spaces

Procedures for exploring confined spaces, such as ships, built structures, or natural structures (e.g., caves).

Turns

Exploration Cycle

Actions

Searching
Resting

Conditions

Panicked

Common Elements of Confined Spaces

Light
Battery and Power Management
Air Supply
Doors
Traps

Exploration Events Table

Result Name Description
1 Encounter Roll on an encounter table. Possibly hostile (see NPC Reactions)
2 Environment Surroundings shift or escalate
3 Loss Battery failure on a light or other piece of electronic equipment
4 Exhaustion Characters must rest for 1 turn or take one fatigue
5 Sign A clue, track, abandoned lair, scent, victim, or other sign of activity in the area
6 Quiet The party is left alone (and safe) for the time being.

The Known Galaxy

Coming soon

NPCs

Coming soon

Conversion from FFG Games

NPCs

HP = Wound Threshold

Armor = Soak Value/4 rounded down

STR = Brawn*4 rounded down

DEX = Agility*4 rounded down

WIL = Willpower*4 rounded down

Attack = pick corresponding weapon or assign minimum die with range including listed damage

Ships

Size = Approximate based on description. Fighters are Individual Size and Capital Ships are Giant Size SHD = Sum of all shield zone values HUL = Hull Trauma Threshold SYS = System Strain Threshold ARM = Armor SPD = Speed INV = Customization Hardpoints*4 - represents available inventory space not already occupied by modifications Attack - pick closest corresponding weapons or assign minimum die with range including listed damage