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Beyond:Spacecraft

From Crucible Codex



Spacecraft

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In Beyond, spacecraft are built like characters: simple, purposeful, and defined by what they can do. A ship is not an accounting exercise. It is a vehicle for adventure.

A ship is defined by:

  • Attributes — core capabilities
  • Roles — what the ship is built for
  • Edges — special advantages and useful features
  • Drawbacks — flaws and complications
  • Tags — descriptive traits
  • Weapons — generic combat profiles

Ship Creation

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Step One: Concept

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Decide what the ship is.

Examples include:

  • Fast smuggler
  • Patrol corvette
  • Deep-space explorer
  • Mining barge
  • Passenger liner
  • Scout cutter
  • Frontier gunship

The concept guides every choice that follows.

Step Two: Attributes

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Each ship has four Attributes.

Hull
Durability, armor, structure, and ability to survive damage.
Drive
Speed, maneuverability, acceleration, and ability to control range.
Sensors
Detection, targeting support, scanning, communication, and electronic warfare.
Firepower
Ability to bring weapons to bear effectively.

Distribute 4 points among these Attributes.

  • All ship Attributes begin at 0
  • No Attribute may be lower than 0
  • No Attribute may begin higher than 4

A typical PC ship has 4 total Attribute points.

Step Three: Roles

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Assign 4 ranks across one or more ship Roles.

Roles describe what the ship is built to do.

Examples include:

  • Courier
  • Explorer
  • Fighter
  • Freighter
  • Mining Vessel
  • Passenger Liner
  • Patrol Ship
  • Scout
  • Smuggler
  • Warship

Roles do not add flat bonuses to every roll. When a Role clearly applies, it may grant a Signal Die, allow an action that would otherwise be questionable, or establish what the ship is capable of in the fiction.

Step Four: Ship Edges

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Choose 2 Ship Edges.

Ship Edges are mechanical advantages.

Advanced Sensors
Gain a Signal Die when scanning, detecting, or analyzing.
Armored Hull
Ignore the first damage step the ship would suffer each combat.
Booster Rockets
Gain a Signal Die when rapidly changing range, escaping pursuit, or making sudden maneuvers.
Cargo Handling Systems
Gain a Signal Die when loading, unloading, securing, or transferring cargo.
Drone Bay
The ship carries operational drones and may deploy them in combat.
Extra Energy
Gain a Signal Die when boosting systems, powering special equipment, or sustaining high-output operations.
Extended Fuel
Gain a Signal Die on long-duration travel, endurance situations, or operations far from support.
Fast Drive
Gain a Signal Die when changing range, fleeing pursuit, or making a high-speed approach.
Hardened Systems
Gain a Signal Die when resisting electronic attack, radiation, or system disruption.
Heavy Armor
Gain a Signal Die when resisting damage or hazardous environments, but suffer a Noise Die when changing range due to added mass.
Military Targeting
Gain a Signal Die when attacking at Short or Medium range.
Passenger Accommodations
Gain a Signal Die when transporting passengers in comfort or maintaining morale over long voyages.
Reinforced Hull
Gain a Signal Die on repair and damage-control rolls.
Smuggling Compartments
Gain a Signal Die when hiding cargo, passengers, or contraband.
Stealth Systems
Gain a Signal Die when avoiding detection.

Step Five: Drawbacks

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Choose 0–2 Drawbacks.

Drawbacks are flaws, liabilities, and complications.

Cramped
Long voyages are uncomfortable and stressful.
Debt-Laden
Someone has a financial, legal, or criminal claim on the vessel.
High Signature
The ship is easier to detect and track.
Old Ship
Breakdowns occur at inconvenient times.
Unreliable Drive
Risk complications when pushing the engines.
Wanted Transponder
The ship’s identity is known to authorities, criminals, or enemies.

Step Six: Tags

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Choose or write a few Tags.

Tags are descriptive. They do not grant automatic mechanical benefits.

Examples:

  • Ancient
  • Blocky
  • Cargo Vessel
  • Civilian
  • Factory Standard
  • Famous
  • Heavily Modified
  • Illegal
  • Jury-Rigged
  • Luxury
  • Military
  • Obsolete
  • Organic
  • Passenger Vessel
  • Prototype
  • Rugged
  • Stolen
  • Streamlined
  • Ugly
  • Unstreamlined

Tags help everyone picture the ship and may suggest when an Edge, Drawback, or Role matters.

Step Seven: Weapons

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Choose the ship’s weapon profile.

Weapons are listed generically. The exact weapon depends on the setting. A Close Weapon might be a pulse cannon, railgun, laser cluster, plasma sprayer, missile pod, or something stranger.

Weapon Profile Best Range Notes
Close Weapon Close Dogfighting and point-blank attacks
Short Weapon Short Standard ship-to-ship combat
Medium Weapon Medium Long-range engagement
Long Weapon Long Extreme-range or capital-scale attack
Defensive Weapon Close Anti-missile, anti-drone, or anti-fighter defense

A typical PC ship begins with one weapon profile.

A weapon used outside its Best Range suffers 1 Noise Die per range band of difference. The Referee may forbid attacks that are clearly impractical.

Additional weapon profiles may come from Edges, upgrades, military status, or the ship’s concept.

Step Eight: Final Details

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Give the ship a name, appearance, owner, history, and current problem.

A good ship should feel like a place as well as a machine.

Using Ships

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A ship action uses the operator’s training and either the operator’s natural ability or the ship’s capability, whichever is better.

2d6 + Career + higher of Character Attribute or Ship Attribute

Only one Attribute is used.

Examples:

Change Range
2d6 + Spacer + higher of Agility or Drive
Fire Weapons
2d6 + Soldier or Spacer + higher of Agility or Firepower
Scan Target
2d6 + Scout, Scientist, or Technician + higher of Intellect or Sensors
Repair Damage
2d6 + Technician + higher of Intellect or Hull
Command the Ship
2d6 + Officer + higher of Presence or the ship’s relevant Attribute

Ship Edges may grant Signal Dice when relevant. Drawbacks may impose Noise Dice.

Drones

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Some ships carry drones: small remote craft used for attack, defense, scouting, repair, or support.

A ship must usually have the Drone Bay Edge to deploy drones in combat.

Launching a drone is an action:

2d6 + Technician or Spacer + higher of Intellect or Sensors

On a success, deploy one drone with a defined role.

Attack Drone
Makes one attack at Short range using the ship’s Firepower.
Defense Drone
Imposes a Noise Die on one incoming attack.
Scout Drone
Grants a Signal Die to scan, detection, or targeting actions.
Utility Drone
Grants a Signal Die to one repair or technical action.

Drones are fragile. A single hit, focused defensive fire, or harsh environmental hazard usually removes them from play.

Example Ship

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The Red Comet — Fast Smuggler

Concept
Fast smuggling courier with a dubious registry and a temperamental drive.
Attributes
Hull 1, Drive 2, Sensors 1, Firepower 0
Roles
Courier 2, Smuggler 1, Freighter 1
Edges
Fast Drive, Smuggling Compartments
Drawbacks
Unreliable Drive, Wanted Transponder
Tags
Stolen, Ugly, Heavily Modified
Weapons
Close Weapon

The Red Comet is quick, slippery, and useful for illegal work, but it is not built for a fair fight.

Starship Combat

Starship Combat

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Starship combat in Beyond is fast, cinematic, and decisive. It uses range bands instead of maps, facing, thrust, or vectors.

Position matters, but only at the level that affects choices in play.

Range Bands

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Range Effect
Close Signal Die to attacks
Short No modifier
Medium 1 Noise Die
Long 2 Noise Dice
Close
Dogfighting distance. Boarding, point defense, and knife-fight maneuvers happen here.
Short
Standard engagement range.
Medium
Extended combat distance.
Long
Extreme range. Only suitable weapons and sensors are useful here.

Changing Range

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The pilot rolls:

2d6 + Spacer + higher of Agility or Drive

On a success, shift one range band closer or farther.

On a strong success, shift two range bands or gain an additional advantage.

On a failure, range does not change, or the Referee introduces a complication.

Attacking

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The gunner rolls:

2d6 + Soldier or Spacer + higher of Agility or Firepower

Apply range modifiers.

A ship must have a weapon profile capable of attacking at the current range, unless the Referee allows a desperate or improvised shot with Noise Dice.

The usual target number is:

9 + target Defense

Target Defense may come from evasive action, Drive, scale, armor, cover, stealth, or circumstances.

Aiming

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A gunner may spend an action to aim.

The next attack with that weapon gains a Signal Die.

Evasive Maneuvers

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The pilot may take evasive maneuvers.

Until the next round, attacks against the ship suffer a Noise Die.

The ship may also suffer a Noise Die on its own attacks while evading, at the Referee’s discretion.

Defensive Weapons

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A Defensive Weapon may be used against missiles, drones, boarding craft, or small attackers at Close range.

Defensive fire may cancel an incoming attack, impose a Noise Die, or reduce damage, depending on the situation.

Armor and Damage

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Armor and defensive Edges may reduce or ignore damage steps, but most attacks still inflict at least one step unless clearly ineffective.

Ships with armor Edges are typically slower, heavier, or less efficient. This may be reflected through Tags or Drawbacks.

Damage Track

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Ships use a simple damage track.

State Effect
Operational No penalty
Strained Noise Die to one category of ship action
Damaged Noise Die to all ship actions
Disabled Ship cannot fight

Most successful attacks inflict one damage step.

Strong hits, heavy weapons, scale advantage, or a well-positioned attack may inflict additional steps.

Strained Systems

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When a ship becomes Strained, choose or roll which part of the ship is affected.

System Effect
Hull Noise Die on repair and damage-control rolls
Drive Noise Die on changing range or evasive maneuvers
Sensors Noise Die on scans, targeting support, and communications
Firepower Noise Die on attacks

Repairs

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The engineer rolls:

2d6 + Technician + higher of Intellect or Hull

On a success, restore one damage step.

Repairs made during combat are temporary. Full repairs require time, tools, parts, and a safe location.

Boarding

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Boarding requires Close range and a plausible method of contact.

Once boarding begins, resolve the action at personal scale.

The attacking crew may need to overcome locks, pressure doors, defensive weapons, hostile boarders, security systems, or vacuum hazards.

Ending Combat

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Starship combat ends when:

  • One ship is Disabled
  • One side disengages
  • A ship surrenders
  • Boarding begins
  • The situation changes

Guiding Rule

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Control the range, control the fight.