Coriolis - The Third Horizon
Each crew position has a dedicated phase in combat. Assign roles before battle begins.
| 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) |
| 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 |
| 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 |
| Circumstance | Modifier |
|---|---|
| Contact Range | +4 |
| Short Range | +2 |
| Medium Range | 0 |
| Long Range | -2 |
| Extreme Range | -4 |
| No Radio Silence | +2 |
| Reactor Shut Down | -3 |
| Weapons Fire | Auto-Detect |
| Sixes | Information Gained |
|---|---|
| 1-2 | Distance in CU, current course |
| 3+ | Distance, class, course, weapons |
If you attack an undetected enemy:
Each turn has 5 phases. Within each phase, ships act in initiative order.
| 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 |
| 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 |
Each additional EP spent above base cost gives +1 to the roll.
Example: Spending 3 extra EP = +3 modifier
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) |
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) |
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 |
| 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 |
| 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 |
+1 damage per six spent (repeatable)
Costs sixes = weapon's CRIT rating; roll 2D6 on critical table
Physical damage to ship structure. At 0 HP: reactor stops, weapons offline, explosive decompression.
Damage to power systems. At 0 EP: reactor stops, ship dead in space (life support continues).
When hit, roll dice = Armor Rating. Each 6 reduces damage by 1.
Both ships take damage = enemy ship's class. Defender takes additional HP = attacker's extra sixes.
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 |