Space Combat

Coriolis - The Third Horizon

Crew Positions

Each crew position has a dedicated phase in combat. Assign roles before battle begins.

Captain
COMMAND
Engineer
TECHNOLOGY
Pilot
PILOT
Sensor Op
DATA DJINN
Gunner
RANGED COMBAT

Small Crew Rules

Crew Size Ship Class Combined Roles
4 Crew Class II Pilot + Captain (no order bonuses)
3 Crew Class II Engineer + Sensor Op (2 actions/turn)
2 Crew Class I-II Pilot + Gunner (2 actions/turn)
1 Crew Class I Pilot covers all positions (4 actions/turn)
Lost Crew Penalty: If crew is lost (not designed for small crew), each extra action gives -2 to ALL actions that turn.

Range & Sensors

Combat Range (in Combat Units - CU)

Contact 0 CU
Short 1 CU
Medium 2 CU
Long up to 4 CU
Extreme up to 8 CU

Range Details

Range CU Notes
Contact 0 Same segment; ramming/boarding possible
Short 1 Visual contact limit
Medium 2 Passive sensor limit
Long up to 4 Active sensor limit
Extreme up to 8 Extreme sensor limit

Sensor Modes

Mode Range Signature EP
Passive Medium (2 CU) +0 0 EP
Active Long (4 CU) +2 1 EP
Extreme Extreme (8 CU) +2 1 EP

Detection (DATA DJINN)

Circumstance Modifier
Contact Range+4
Short Range+2
Medium Range0
Long Range-2
Extreme Range-4
No Radio Silence+2
Reactor Shut Down-3
Weapons FireAuto-Detect

Detection Success

Sixes Information Gained
1-2 Distance in CU, current course
3+ Distance, class, course, weapons
Transponder On: Ships with active transponders are automatically detected when entering sensor range.

Initiative

Initiative Roll
Captains roll COMMAND - highest single die = ship's initiative for the battle

Determining Initiative

  1. Each captain rolls COMMAND
  2. Highest single die wins initiative
  3. Ties: most dice showing highest number
  4. Still tied: highest COMMAND skill level
  5. Still tied: chance decides

Surprise Attack

If you attack an undetected enemy:

  • You get a free turn (only you act)
  • After first attack, you're auto-detected
  • Then roll initiative normally
One turn of space combat = several minutes (much longer than ground combat)

Turn Phases

Each turn has 5 phases. Within each phase, ships act in initiative order.

1
Order
2
Engineer
3
Pilot
4
Sensor
5
Attack
Phase Position Skill Key Actions Revealed
1 Order Captain COMMAND Choose order secretly, then reveal & roll Simultaneous
2 Engineer Engineer TECHNOLOGY Distribute EP, repairs, overload reactor Open
3 Pilot Pilot PILOT Move, evade, ram, board Open
4 Sensor Sensor Op DATA DJINN Target lock, break lock, data attacks Open
5 Attack Gunner RANGED COMBAT Fire weapons, launch torpedoes/mines Open

Energy Points (EP)

EP Pool
Ship's EP = Reactor output. Refreshed each turn. Cannot be saved between turns.

EP Costs

Action EP Cost
Captain's Orders 0 EP
Overload Reactor 0 EP
Pilot Actions = Ship Class
Fire Torpedo 0 EP
Launch Mine 0 EP
All Other Actions 1 EP

Overloading

Extra EP = Bonus

Each additional EP spent above base cost gives +1 to the roll.

Example: Spending 3 extra EP = +3 modifier

Systems Damage: EP damage first eliminates unspent EP, then destroys already-used EP.

Phase Actions

1 Order Phase - Captain (COMMAND)

Choose order secretly, reveal simultaneously, then roll COMMAND. Success = bonus equal to sixes rolled.

Order Bonus Applies To
REPAIR! Ship repairs (Phase 2)
EVADE! Evasive maneuvers (Phase 3) + Breaking target locks (Phase 4)
RETREAT! Movement away from enemy (Phase 3)
ATTACK! Movement toward enemy (Phase 3) + All attacks (Phase 5)

2 Engineer Phase - Engineer (TECHNOLOGY)

First distribute EP (no roll), then perform one action.

Action EP Effect Notes
Overload Reactor 0 Gain extra EP = sixes rolled Ship takes 1 HP damage per extra EP (1 HP on fail)
Repair Hull 1 Restore HP = sixes rolled Requires spare part; -2 without service station
Repair Systems 1 Restore EP = sixes rolled (next turn) Requires spare part; -2 without service station
Repair Critical 1 Fix one critical damage Requires spare part; -2 without service station
Repair Module 1 Restore disabled module Requires spare part; -2 without service station
Open Airlock 1 Open airlock to docked enemy ship Requires successful boarding (previous turn)

3 Pilot Phase - Pilot (PILOT)

Can perform multiple actions if enough EP. Each extra action after first gives -2 to ALL actions.

Action EP Effect Notes
Position Class Raise initiative = sixes rolled Takes effect next turn
Advance/Retreat Class Move 1 segment (+1 per extra six) Modified by Maneuverability
Evasive Maneuver Class Penalty to attacks vs ship = sixes Lasts until end of turn
Ramming Class Opposed PILOT; both ships take damage Must be at Contact range (0 CU)
Boarding Class Opposed PILOT at -2; dock with enemy Requires docking station; prevents retreat

4 Sensor Phase - Sensor Operator (DATA DJINN)

Action EP Effect Notes
Target Lock 1 Lock strength = sixes rolled Modified by target Signature; only 1 lock at a time
Break Lock 1 Remove enemy lock on your ship Modified negatively by lock strength
Pulse Attack 1 Deal EP damage (not HP) Modified by target Signature
Meme Attack 1 Data warfare against enemy Modified by target Signature
Disappear 1 Drop from enemy sensors Requires Stealth Tech; modified by lock strength
Target Lock Required: Torpedoes require a lock. Other weapons get -2 without a lock.

5 Attack Phase - Gunner (RANGED COMBAT)

Action EP Effect Notes
Fire Weapon 1 Attack with weapon system +Weapon bonus +Lock strength; -2 without lock
Launch Torpedo 0 Fire torpedo (moves 2 CU/turn) Requires target lock; can be shot down
Launch Mine 0 Place mine in current segment Triggers when other ships enter; no lock needed
Defensive Fire 1 Destroy incoming torpedo Requires autocannon/countermeasures; replaces offensive fire

Attack Bonus Effects (Extra Sixes)

More Damage

+1 damage per six spent (repeatable)

Critical Hit

Costs sixes = weapon's CRIT rating; roll 2D6 on critical table

Ship Damage

Damage Types

Hull Damage (HP)

Physical damage to ship structure. At 0 HP: reactor stops, weapons offline, explosive decompression.

Systems Damage (EP)

Damage to power systems. At 0 EP: reactor stops, ship dead in space (life support continues).

Armor

When hit, roll dice = Armor Rating. Each 6 reduces damage by 1.

Full Block: If armor reduces damage to 0, critical damage is also negated.

Ramming Damage

Both ships take damage = enemy ship's class. Defender takes additional HP = attacker's extra sixes.

Critical Ship Damage

Roll 2D6 when critical hit is scored. Extra sixes can be spent to reroll for worse result.

2D6 Critical Damage Effect
2 Limited Decompression Bridge/module breached; roll each turn - on 6, full decompression
3 Structural Damage Armor -2, Signature +2 until repaired
4 Damaged Sensors Sensor operator -2 to all rolls until repaired
5 Damaged Thrusters Maneuverability -2 until repaired
6 Damaged Power Coupling EP pool -2 until repaired
7 Destroyed Module Random module disabled; occupants at risk
8 Disabled Weapon Random weapon system stops working
9 Disabled Graviton Projector No propulsion; pilot cannot act
10 Destroyed Bridge Captain, pilot, sensor op cannot act; decompression
11 Chain Reaction Roll twice on this table
12 REACTOR DETONATION Ship destroyed; all crew at risk + decompression
Cumulative Effects: If same critical damage occurs again, modifiers stack.

Combat Flowcharts

Space Combat Turn Structure
flowchart TD A[START OF TURN] --> B[Phase 1: ORDER
Captains choose secretly] B --> C[Reveal orders simultaneously] C --> D[Roll COMMAND for bonuses] D --> E[Phase 2: ENGINEER
Distribute EP] E --> F[Engineer actions
Repairs, Overload] F --> G[Phase 3: PILOT
Movement & Maneuvers] G --> H[Phase 4: SENSOR
Locks & Data Attacks] H --> I[Phase 5: ATTACK
Weapons Fire] I --> J[END OF TURN] J --> K{Battle Over?} K -->|No| A K -->|Yes| L[Combat Ends] style A fill:#161b22,stroke:#22d3ee,color:#f0f6fc style B fill:#161b22,stroke:#fbbf24,color:#f0f6fc style C fill:#161b22,stroke:#fbbf24,color:#f0f6fc style D fill:#161b22,stroke:#fbbf24,color:#f0f6fc style E fill:#161b22,stroke:#fb923c,color:#f0f6fc style F fill:#161b22,stroke:#fb923c,color:#f0f6fc style G fill:#161b22,stroke:#22d3ee,color:#f0f6fc style H fill:#161b22,stroke:#a78bfa,color:#f0f6fc style I fill:#161b22,stroke:#f87171,color:#f0f6fc style J fill:#161b22,stroke:#22d3ee,color:#f0f6fc style K fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style L fill:#2dd4bf,stroke:#14b8a6,color:#080a0f
Attack Resolution
flowchart TD A[Gunner Fires Weapon] --> B{Target Lock?} B -->|Yes| C[Add lock strength
to roll] B -->|No| D[Apply -2 penalty] C --> E[Roll RANGED COMBAT
+ Weapon Bonus
+ Order Bonus
- Evasive Penalty] D --> E E --> F{Any 6s?} F -->|No| G[Attack Misses] F -->|Yes| H[Deal Weapon Damage] H --> I[Target Rolls Armor] I --> J{Damage
Reduced to 0?} J -->|Yes| K[Attack Negated
No Critical] J -->|No| L[Apply HP/EP Damage] L --> M{Extra 6s
for Critical?} M -->|Yes| N[Roll 2D6
Critical Damage] M -->|No| O[Attack Complete] N --> O G --> O K --> O style A fill:#161b22,stroke:#f87171,color:#f0f6fc style B fill:#161b22,stroke:#22d3ee,color:#f0f6fc style C fill:#161b22,stroke:#4ade80,color:#f0f6fc style D fill:#161b22,stroke:#f87171,color:#f0f6fc style E fill:#161b22,stroke:#f87171,color:#f0f6fc style F fill:#161b22,stroke:#22d3ee,color:#f0f6fc style G fill:#161b22,stroke:#f87171,color:#f0f6fc style H fill:#161b22,stroke:#4ade80,color:#f0f6fc style I fill:#161b22,stroke:#60a5fa,color:#f0f6fc style J fill:#161b22,stroke:#22d3ee,color:#f0f6fc style K fill:#161b22,stroke:#4ade80,color:#f0f6fc style L fill:#161b22,stroke:#f87171,color:#f0f6fc style M fill:#161b22,stroke:#22d3ee,color:#f0f6fc style N fill:#f87171,stroke:#dc2626,color:#f0f6fc style O fill:#2dd4bf,stroke:#14b8a6,color:#080a0f
Torpedo Attack
flowchart TD A[Launch Torpedo
Requires Lock] --> B[Torpedo moves
2 CU per turn] B --> C{Reached
Target?} C -->|No| D[Continue next turn] D --> B C -->|Yes| E{Defender uses
Defensive Fire?} E -->|Yes| F[Roll RANGED COMBAT
Modified by lock strength] F --> G{Success?} G -->|Yes| H[Torpedo Destroyed] G -->|No| I[Torpedo Hits!] E -->|No| I I --> J[Roll Attack
Deal Damage] J --> K[Module occupants
roll 9 dice for injury] style A fill:#161b22,stroke:#f87171,color:#f0f6fc style B fill:#161b22,stroke:#22d3ee,color:#f0f6fc style C fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style D fill:#161b22,stroke:#22d3ee,color:#f0f6fc style E fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style F fill:#161b22,stroke:#4ade80,color:#f0f6fc style G fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style H fill:#161b22,stroke:#4ade80,color:#f0f6fc style I fill:#f87171,stroke:#dc2626,color:#f0f6fc style J fill:#161b22,stroke:#f87171,color:#f0f6fc style K fill:#f87171,stroke:#dc2626,color:#f0f6fc