A grid-based aerospace and capital-ship combat system. Facing matters, movement is measured in squares, and attacks are usually d20 rolls against a DC.
HP represents a ship's ability to function. Usually the top half is shields and the bottom half is hull or systems.
At 0 HP, a ship is out of the fight. Destruction or salvage is determined by the DM/QM and the ship-loss rules.
Base attacks are 1d20 + modifiers vs DC 8 unless modified. Meeting or exceeding the DC hits. It is assumed the unit is attempting to target weak points to the best of it's ability.
Damage is 1 HP unless a weapon or unit rule says otherwise.
A single attack cannot destroy a full-health PC unit unless an exception is declared, such as a boss unit.
Diagonals count as 1.5 squares, rounded down. One diagonal is range 1; two diagonals are range 3.
Moving less than minimum base movement counts as begin stationary or crash-stopping and gives -4 Defense until the start of your next turn. Movement is life.
A solo subcapital may merge with friendly NPC fighters, usually a flight of three, or a gunship in the same grid to form a flight. The PC-led unit gains 3 temporary HP, or 2 temporary HP for a light freighter or gunship, and gains an extra attack using the flight leader's masteries. The extra attack is lost when the unit returns to base HP. If the NPC fighters are tracked assets, they can be lost.
If a subcapital starts the round with the same grid and facing as another unit, and attacks the same grid after that unit, it may use the other's unit's mastery rank to determine that attack. Declare the Squadron bonus when attacking. This does not affect defense.
Fighter/Subcapital: Destroyed. The pilot ejects as a solo PC using ground rules. On the next turn they must use the SAR special action, which automatically succeeds, to reship through any friendly capital ship (or join crew). This costs a missed turn.
Player-owned Corvette: At 0 HP in an Intrepid event, the owner's mechanical corvettes cannot be brought on Intrepid events for a fixed period, though they remain available for normal in-game mechanical use. PCs eject in pods that move 2 and receive one free move on ship loss, then must SAR next turn.
Player-controlled Faction Capital Ship: At 0 HP, roll the event outcome: 40% catastrophic destruction, 60% repairable hulk at the loss location. Salvage may be claimed by hostile forces if they hold the territory at battle end. PCs eject in pods and must SAR next turn. NPC-controlled ships have greater chances of total loss, at DM discretion.
Add half ranks, rounded up, to max movement, attack, and defense. Max movement bonus is +2. Applies to all ships and vehicles. Subcapital ships may make one 180-degree turn in a moved-into square once per turn at Mastery 1 or higher.
Leadership
May substitute for Piloting in capital ships only. Add half ranks, rounded up, to max movement, attack, and defense. Max movement bonus is +2. Corvettes may make one 90-degree turn in a moved-into square once per turn at Mastery 1 or higher. No 180-degree flips.
Engineering
Add half ranks, rounded up, to defense.
If a PC has multiple applicable masteries, use the best applicable mastery for movement, attack, and defense. They do not stack.
Force powers, devices, and other capabilities may be used in place of an attack to attempt buffs, debuffs, repairs, boarding support, or similar non-damaging effects. The DM/QM determines whether the action is possible and what it does. Unless the action says otherwise, roll d20 + full relevant mastery ranks, with the DC by default being 10, modified by opposing full ranks if applicable.
Battle Meditation: Requires at least one rank in Battle Meditation. Roll d20 + full mastery ranks. Affects one unit on the same map. DC 10 grants +1 attack. DC 15 upgrades existing +1 bonus to +2, or applies an existing bonus to a second unit. The effect lasts until the end of the event, until countered, or until the PC leaves their current ship or is defeated. It can be countered by hostile ECM or Force powers.
Repair: Roll with full Engineering, Devices, or Fabrication mastery ranks. Captains may repair normally; passengers may attempt repairs with lesser bonuses than those stated here. Repairs cannot exceed two-thirds of base HP, rounded down. Auto-success repairs 1 HP. DC 10 repairs one-eighth base HP, rounded up. DC 15 repairs one-quarter base HP, rounded up.
Boarding is allowed but high-risk and slow. It can capture ships for a faction, but may reduce mission success if it consumes too much time or material.
Boarding usually requires planning and faction NPC troops aboard a suitable craft.
Shuttles may be launched as a free action, creating NPC-piloted shuttles. They start moving as subcapitals on the next turn.
If shuttles enter the same grid as the target, boarding is a free action.
Boarding automatically succeeds against a target at or below 50% HP.
Otherwise, roll d20 + full ranks in relevant Piloting, Power Armor, Telekinesis, or Vacuum mastery against DC 10, opposed by relevant mastery if applicable. A successful boarding action grants an attack once inside.
Boarding pods or faster methods require special craft, troops, or rules.
Interior fighting uses standard ground combat: max move 2, attack range 0 unless told otherwise, and infantry block hostile movement through the same grid by ordinary movement. Targeting opposing leaders is at QM/DM discretion, but typically requires preparatory action(s).
At most two NPC units can target each PC unit per turn in narrow corridors.
Gunships can carry 1 platoon, corvettes up to 4, frigates up to 8. Larger ships are ruled on as needed.
Hostile units and player factions may have special rules or special units that are not known in advance. Declare player stakes, special exceptions, and ship-loss consequences before the battle begins whenever those consequences affect consent or player assets.
We are using Intrepid Space Grid. Declare ship, role, applicable masteries, and stakes before round one. Facing, movement, and ship-loss rules are active.