House rules are available to make starship combat more interesting.
This is basically the same as personal combat.
Cool
(when ready) or Vigilance
(unexpected) check. Most goes first, ties fall to most .During each turn a character can perform the following:
Pilot only
Increase or decrease speed by 1.Pilot only
Dependent on the ship’s current speed.Pilot only
Silhouette 1-4. Speed 3+. Upgrade to for all attacks made against this ship until the end of the next turn. Also upgrades to to all attacks made by the ship until the end of the next round.Pilot only
Silhouette 1-4. Speed 3+. Upgrade to once for all combat checks from this ship. Active until the end of the next turn. Any attacks against this ship upgrades to once.Pilot only
Silhouette 1-4. Immediately go to maximum speed but causes 1 system strain per point of speed increased.Mechanics
check recovers 1 point of system strain per success. Difficulty depends on current system strain. See table 7-2 on page EotE:233.Pilot Only
Silhouette 1-4. Speed 4+. Make a Pilot check, difficulty is the relative speeds of the two vessels. See table 7-3 on page EotE:234. Success allows the attacker to ignore all penalties associated with Evasive Maneuvers until the end of the following round and the attacker chooses which defense zone he hits. Gain the Advantage can be cancelled out next turn by the target if they successfully make a Gain the Advantage action.Gunnery
check and selects all weapons of a single type within one or more firing arc. Those weapons fire this round. Until the end of the character's next turn, all vehicles silhouette 4 or smaller upgrade difficulty of any combat checks made against the ship once, plus one additional time per in the Gunnery
check. If the smaller's ship combat rolls they suffer one automatic hit dealing half the base damage (rnd up) of the selected barrage weapon above. If they suffer one automatic hit dealing the base damage of the barrage weapon.You can view the Critical Hits chart here.