Void Crew Station Actions

Per-Station actions a crew member may attempt once per void round.

Each ship Station resolves one action per void round, in the fixed phase order: Command → Movement → Engineering → Sensors → Gunnery → Casualty. DCs come from this table and feed into the per-Station ResolveAction code in engine/game/shipcombat/Stations.go. Skill keys map to rules-data/skill catalogue ids.

Rules Reference

FieldValue
Data / 1 / ActionCoordinate
Data / 1 / Dc13
Data / 1 / Effect+2 to one station's check this round.
Data / 1 / StationCaptain
Data / 11 / ActionManeuver
Data / 11 / Dc10
Data / 11 / EffectExecute chosen movement (see TABLE-RANGE-BANDS).
Data / 11 / StationPilot
Data / 12 / ActionEvade
Data / 12 / Dc12
Data / 12 / Effect+4 Evasion; no weapons fire this round.
Data / 12 / StationPilot
Data / 13 / ActionRam
Data / 13 / Dc12
Data / 13 / EffectOpposed Pilot vs target Evasion; both take ram damage at Point-Blank range.
Data / 13 / StationPilot
Data / 14 / ActionDock/Board
Data / 14 / Dc15
Data / 14 / EffectAlign with target for boarding (TBL-BOARDING-ACTIONS step 1).
Data / 14 / StationPilot
Data / 15 / ActionFeather-Touch
Data / 15 / Dc20
Data / 15 / EffectDock silently; target sensors DC 18 to detect.
Data / 15 / StationPilot
Data / 16 / ActionTerrain Flight
Data / 16 / Dc14
Data / 16 / EffectNavigate hazard per TABLE-VOID-TERRAIN (Pilot DC varies).
Data / 16 / StationPilot
Data / 2 / ActionRally
Data / 2 / Dc15
Data / 2 / EffectRemove Shaken from all crew; +1 to all Will saves for 1d4 rounds.
Data / 2 / StationCaptain
Data / 21 / ActionAllocate Power
Data / 21 / Dc0
Data / 21 / EffectFree action; distribute power (see TABLE-SHIP-POWER-ECONOMY).
Data / 21 / Skill Id
Data / 21 / StationEngineer
Data / 22 / ActionRepair System
Data / 22 / Dc16
Data / 22 / EffectFix one critical hit (DC per TBL-VOID-SYSTEM-DAMAGE). 1d4 rounds of work.
Data / 22 / StationEngineer
Data / 23 / ActionBoost Shields
Data / 23 / Dc14
Data / 23 / EffectDouble shield regen this round; +2 power cost.
Data / 23 / StationEngineer
Data / 24 / ActionEmergency Override
Data / 24 / Dc16
Data / 24 / EffectRestore one disabled system for 1d4 rounds.
Data / 24 / StationEngineer
Data / 25 / ActionVent Core
Data / 25 / Dc18
Data / 25 / EffectDump reactor heat; prevent SCRAM for 1d4 rounds.
Data / 25 / StationEngineer
Data / 26 / ActionDamage Control
Data / 26 / Dc12
Data / 26 / EffectRestore 2 hull points (requires damage-control component).
Data / 26 / StationEngineer
Data / 3 / ActionScan Order
Data / 3 / Dc12
Data / 3 / EffectDesignate one target; all Gunnery +1 against it this round.
Data / 3 / StationCaptain
Data / 31 / ActionFire Hardpoint
Data / 31 / Dc12
Data / 31 / EffectOpposed against target Evasion; weapon damage pipeline on hit.
Data / 31 / StationGunner
Data / 32 / ActionCalled Shot
Data / 32 / Dc16
Data / 32 / EffectOpposed vs Evasion at -4; on hit roll TBL-VOID-SYSTEM-DAMAGE.
Data / 32 / StationGunner
Data / 33 / ActionSuppressing Fire
Data / 33 / Dc14
Data / 33 / EffectTarget ship -2 to all Gunnery this round.
Data / 33 / StationGunner
Data / 34 / ActionSnap Shot
Data / 34 / Dc14
Data / 34 / EffectOpposed vs Evasion at -2; reaction fire when target moves into range.
Data / 34 / StationGunner
Data / 35 / ActionTrack Target
Data / 35 / Dc12
Data / 35 / Effect+2 to next Gunnery check against same target.
Data / 35 / StationGunner
Data / 36 / ActionReload
Data / 36 / Dc0
Data / 36 / EffectFree action with Rapid Reload feat; reload a magazine-fed weapon.
Data / 36 / Skill Id
Data / 36 / StationGunner
Data / 4 / ActionAll Hands
Data / 4 / Dc18
Data / 4 / EffectOne extra action from another station this round (operator takes -2).
Data / 4 / StationCaptain
Data / 41 / ActionActive Scan
Data / 41 / Dc12
Data / 41 / EffectReveal target hull %, shields, power, weapon loadout.
Data / 41 / StationSensors
Data / 42 / ActionPassive Sweep
Data / 42 / Dc15
Data / 42 / EffectDetect stealthed/hidden ships in sensor range.
Data / 42 / StationSensors
Data / 43 / ActionJam Sensors
Data / 43 / Dc13
Data / 43 / EffectOpposed Hacking vs target Sensors; target sensors -4 for 1d4 rounds.
Data / 43 / StationSensors
Data / 44 / ActionBreak Target Lock
Data / 44 / Dc16
Data / 44 / EffectRemove one enemy's Targeting Matrix stack.
Data / 44 / StationSensors
Data / 45 / ActionSpoof Signature
Data / 45 / Dc14
Data / 45 / EffectShip appears as different size category on enemy sensors.
Data / 45 / StationSensors
Data / 46 / ActionKadiss Grid Link
Data / 46 / Dc10
Data / 46 / EffectLink to local grid for +2 to all Knowledge/Tactics checks.
Data / 46 / StationSensors
Data / 5 / ActionRead the Board
Data / 5 / Dc15
Data / 5 / EffectLearn one enemy ship's current hull %, shield status, power allocation.
Data / 5 / StationCaptain
Data / 51 / ActionPlot Jump
Data / 51 / Dc15
Data / 51 / EffectFold-Read to plot an FTL jump route (DC 15+ by hazards).
Data / 51 / StationNavigator
Data / 52 / ActionEmergency Jump
Data / 52 / Dc20
Data / 52 / EffectFull-round emergency jump (Fold-Slam); always off-target, ship survives.
Data / 52 / StationNavigator
Data / 6 / ActionDemand Surrender
Data / 6 / Dc13
Data / 6 / EffectOpposed Will; on success target crew -1 to all checks next round; crit success = surrender.
Data / 6 / StationCaptain
Data / 61 / ActionTriage
Data / 61 / Dc14
Data / 61 / EffectStabilise 1d4 crew casualties (Casualty phase).
Data / 61 / StationMedic
Data / 62 / ActionTreat Critical
Data / 62 / Dc18
Data / 62 / EffectSave one crew member from death.
Data / 62 / StationMedic
Data / 63 / ActionStim Deployment
Data / 63 / Dc12
Data / 63 / EffectOne station operator ignores penalties for 1d4 rounds.
Data / 63 / StationMedic
Roll Die1d6
Roll Die Sides6

Notes

Data / 1 / Skill Id: Command

Data / 11 / Skill Id: Pilot

Data / 12 / Skill Id: Pilot

Data / 13 / Skill Id: Pilot

Data / 14 / Skill Id: Pilot

Data / 15 / Skill Id: Pilot

Data / 16 / Skill Id: Pilot

Data / 2 / Skill Id: Command

Data / 22 / Skill Id: Engineering

Data / 23 / Skill Id: Engineering

Data / 24 / Skill Id: Engineering

Data / 25 / Skill Id: Engineering

Data / 26 / Skill Id: Engineering

Data / 3 / Skill Id: Command

Data / 31 / Skill Id: Gunnery

Data / 32 / Skill Id: Gunnery

Data / 33 / Skill Id: Gunnery

Data / 34 / Skill Id: Gunnery

Data / 35 / Skill Id: Gunnery

Data / 4 / Skill Id: Command

Data / 41 / Skill Id: Sensors & Signals

Data / 42 / Skill Id: Sensors & Signals

Data / 43 / Skill Id: Sensors & Signals

Data / 44 / Skill Id: Sensors & Signals

Data / 45 / Skill Id: Sensors & Signals

Data / 46 / Skill Id: Sensors & Signals

Data / 5 / Skill Id: Command

Data / 51 / Skill Id: Astrogation

Data / 52 / Skill Id: Astrogation

Data / 6 / Skill Id: Intimidation

Data / 61 / Skill Id: Medicine

Data / 62 / Skill Id: Medicine

Data / 63 / Skill Id: Medicine

Columns

station

FieldValue
descriptionShip station.
labelStation

name: Station

action

FieldValue
descriptionStation action name.
labelAction
nameaction

skillId

FieldValue
descriptionCatalogue skill id; empty when no check.
labelSkill
nameskillId

dc

FieldValue
descriptionCheck DC.
labelDC
namedc

effect

FieldValue
descriptionMechanical consequence on success.
labelEffect
nameeffect