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Star Trek Fate: Starships

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This post is going to cover a lot of information. So, I have broken it up into 7 sections:

Basic Starship systems
Taking Stress
Stations and Actions
Starship Character Sheet

Basic Starship Systems

Basic systems on a Starship

These are the basic systems every Starship will have.

  • Warp: A ship has Warp Factor 5, unless otherwise noted.
  • Impulse: This is represented by your SAMS
  • Teleporter: This action takes 2 rounds. If this action is interrupted all material being transported is lost.
  • Weapons: All weapons on the ship
  • Shields: Protective shield of the ship. If your shield rating is beaten by an opposed weapons test then shields are down and must be reset.
  • Sensors: The ability to detect what is outside of the ship
  • Life Support: Ability to provide livable atmosphere
  • Gravity: Gravity for living creatures traverse the ship


Ships have 2 major stats: CODIE and SaMS

CODIE stands for:

  • Crew and Cargo
    • Personnel
    • Supplies
  • Offensive Energy
    • Weapons
    • Tractor Beam
    • Deflector Dish
  • Defensive Energy
    • Shields
    • Force-fields
    • Life support
  • Information Energy
    • Sensors
    • Communications
  • Energy Manipulation
    • Transporters
    • Food Replicators
    • Warp Drive

Think of CODIE as a ships size or how much energy her main reactor creates.

  • When comparing ships of different size the bigger ship gets a bonus equal to how much bigger it is for:
    • Weapon Damage (weapons)
  • Codie signifies how many zones are on each ship
    • Also signifies the barrier between zones if trying to run to different parts of the ship.
  • CODIE signifies stress bar
  • CODIE signifies Refresh of vessel
  • CODIE signifies Warp calculations challenge (Scholarship check by helm)
  • CODIE signifies range, in hexes (if playing on a board) or zones, weapons are effective. Anything past that range and up to 2x size Suffers a -2 penalty.
  • CODIE signifies the range, in hexes (if playing on a board) or zones, the Teleporters are effective.
    • # of persons a ship can teleport in 1 action (this could take place over 1 or 2 rounds, depends on the level of technology) = CODIE squared.
  • CODIE signifies how far a torpedo goes in one round.
  • When ramming, damage to other ship on impact (+ current speed). You also take damage equal to other ships CODIE and current speed.
  • Armor against handheld weapons.
  • Weapons damage added to non-starship based targets.
  • The maximum number of ships you can do a joint attack with.
    • Example: A group of 6 ships that each have a CODIS rating of 3 can form into 2 groups of 3 fighters. Each group now acts as 1. 1 Ship from each acts as the main aggressor and each other ship adds a +1 to their weapons rolls. Since they are working together this can raise their score above their base CODIE of 3 to a total of 5. This tactic is used to get passed larger ships higher Shield Stability and actually do damage.
  • Maximum setting for:
    • Weapons
      • If you are in a Runabout (CODIE 2) and roll a Weapons check of +4, you can only use +2.
      • The only way to raise your total check over your CODIE, is to invoke an aspect or boost that is not from your ship.
        • Invoking a consequence that has been placed on another ship.
        • Invoking a boost you have previously placed on another ship.
    • Sensors
      • similar to weapons
      • Just like Weapons checks, this check can only be raised over your CODIE by invoking an aspect or boost outside of your ship.
    • Shields
      • If your CODIE is 9 and you roll a +5 to shields you still have a shield rating of 9, but your Shield Stability is at +5.
        • This means any damage below 5 places no stress on your ship.
        • Any damage between 5-9 places 1 damage on your ship.
        • Any damage over 9 does stress equal to the total over 9 and lowers your shields. Until your shields are back up you have a shield rating of 0.
    • Amount of Fate points a ship can hold
      • At the beginning of a scene, any PC on the ship may move 1 fate point onto the ship for anyone in the ship to use.

Speed/acceleration, Maneuverability, and Stealth (SaMS)

SAMS is calculated using 40/CODIE

SAMS numbers are used for:

  • Piloting checks
  • Evasion from weapons (Piloting) :
    • This check can not exceed the current SAMS rating for Maneuverability of your ship.
      • Example: You roll a Piloting of +5. Your ship has a SAMS of 4. Your evasive maneuver result is 4.
    • Adds a negative modifier to all weapons damage ,AFTER seeing if you hit, equal to the Evasion rating.
  • Stealth (survival) checks have a maximum effectiveness = SAMS
    • This works for both ships with Cloaking devices and ships without cloaking devices.
      • A ship without a cloaking device has to come up with a reason how this would work. Federation ship can roll a Stealth check and say “We positioned ourselves behind the local moon so they wouldn’t spot us.
      • Cloaked ships can use this anywhere.
  • As with a CODIE check, a SAMS check can only be raised above your base SAMS score by invoking an aspect or boost that is outside of your ship.
    • A pilot can invoke the aspect “active geysers” on an asteroid to say it helps give his runabout the extra boost to escape another ship.
    • A Federation ship can create and invoke the aspect of “Planetary Magnetic Field” to give it an additional +2 on a Stealth check to remain hidden.

CODIE and SaMS work together

When you think of CODIE think about how big and powerful the ship is.

An example of CODIE on Star Trek Ships:

Runabout (20m) = 2
Small science vessel/fighter = 4
Klingon Bird of Prey B’rel class (100 m) = 6
Defiant (180m) = 7
Romulan,Klingon D7/Klingon K’t”inga (228m) = 8
Constitution, New Orleans/Cardassian Galor class (300m -350m) = 9
Ambassador Class Starship/ Klingon Vor’cha (500m-600m) = 10
Galaxy Class Starship, Klingon Bird of Prey K’Vort (650) = 11
D’DERIDEX-CLASS WARBIRD (1,353 meters) = 14

To find out what the SAMS rating is for a ship inverse of your ship size over 40 rounded up (max of 10)

Runabout (20m) = 2/40 = 40/2 = 10
Science Vessel/fighter = 4/40 = 40/4 = 10
Klingon Bird of Prey B’rel class (100 m) = 6/40 = 40/6 = 7
Defiant (180m) = 7/40 = 40/7 = 6
Romulan,Klingon D7 (228m) = 8/40 = 40/8 = 5
Constitution, New Orleans/Cardassian, Galor class/ Klingon K’t”inga (300m -350m) 9 = 4
Ambassador Class Starship/ Klingon Vor’cha (500m-600m) = 10 = 4
Galaxy Class Starship, Klingon Bird of Prey K’Vort (650) = 11 = 4
D’DERIDEX-CLASS WARBIRD (1,353 meters) = 14 = 3

Modifications to CODIE

Each group/species/federation has a different way they like to make Starships. A way to represent that is to include CODIE modifications. Lowering 1 system by 1 points means you can raise 1 other system by 1 point. If you want a system to be raised a 2nd point, 2 more points have to be removed. An example is below with the Cargo Ship.

Sometimes these modifications are as easy as saying it now raises or lowers your CODIE/SaMS score max whenever performing one of those checks. In other cases, as for Crew and Cargo, if the score it lowered that means it could negatively affect crew moral or mean you can only carry few supplies and thus have to constantly resupply.


-1 Speed and Acceleration +1 Defensive Energy
-1 Maneuverability +1 Information Energy
-1 Stealth +1 Crew and Cargo


-1 Defensive Energy +1 Offensive Energy
-1 Information Energy +1 Stealth
-1 Energy Manipulation +1 Maneuverability
-1 Crew and Cargo +1 Speed and Acceleration


-1 Speed and Acceleration +1 Offensive Energy
-1 Crew and Cargo +1 Stealth

Transport Ship

-1 Speed +1 Crew and Cargo
-1 Acceleration-1 Stealth +1 Crew and Cargo

Taking Stress on a Starship

The purpose of a Starship is to transport people from one place to another. If they easily fell apart then they wouldn’t serve much purpose. So, if it is either being hit with random space explosions or enemy fire, a Starship has to be tough.

The CODIE number signifies how big its stress bar is. If you are a Runabout, you are a small ship and only have 2 stress.  If you are a huge galaxy class starship you have 10. Obviously the Galaxy class starship can take more stress. If you were to take 2 stress in damage you simply fill in the 2nd bubble on your Stress bar. You could then take a 1 stress hit and fill in your 1st bubble. But, if you were to take another 1 stress damage it would become a stress hit of 3. This is because both your 1st bubble and 2nd bubble are both used. If you were in a runabout this would mean trouble, because if you take more stress than your Stress Track you are taken out of combat. This means you are blown up or whatever the attacker wants. If you want to stay in the fight then you have to give yourself consequences, which lower the stress hit. We will go into that later.

One thing special about starships is that most of them have shields. The way shields work in this game is they create a Block that the attack has to get passed. This works 2 ways.

  • CODIE tells us how strong your ships shields are. Every time you raise shields they are always going to be at your set level. To do extensive damage to your ship an attack is going to have to be above this level.
  • Shield Stability: When you raise your shields you make a Scholarship check to set your Shield Stability rating. This is how stable your shields are.
    • Any attack lower than your shield stability does 0 stress.  This prevents smallest ships from overpowering a bigger ship (Though, small ships can work together as stated previously).
      • Any weapon that has a weapons rating that hits in this range does not get to add its weapon rating to the damage.
    • Any attack that is between your Shield Stability rating and your CODIE rating does 1 damage to your ship.
      • Any weapon that has a weapons rating that hits in this range does not get to add its weapon rating to the damage.
    • Any attack that beats both your Shield Stability and your CODIE ranking automatically drops your shields and does whatever shifts of damage to your stress bar equal to the amount it beat your CODIE rating by.
      • Any weapon that has a weapons rating will now get to add that additional shifts of damage to the attack.

Whenever you take more damage than your Stress bar allows, and you don’t want to be taken out of the combat, you can elect to take a consequence to stay in.

The Captain of the ship decides what those consequences will be. If there is no Captain, it will then be decided by the Head of Engineering.

Consequences on a Starship

A Starship can have consequences with modifiers lower than their size (minimum -2 and -4).

  • A size 10 ship can have all consequences: -2, -4, -6, -8
  • A size 7 ship can have consequences: -2, -4, -6

Any other ship has free access to knowing all your ships consequences.

Starting at Size 1, Every 5 sizes you get an extra mild consequence. Every 10 sizes you get an extra moderate consequence.

  • Ship Size 2 his a -2, -4
  • Ship size 6 has a -2, -2, -4,
  • Ship size 7 has a -2, -2, -4, -6
  • Ship size 10 has a -2, -2, -4, -6, -8
  • Ship size 11 has a -2, -2, -2, -4, -4, -6, -8

Whenever you choose to take a Consequence you have 2 options:

  1. you will choose between one of the CODIE departments (C, O, D, I, E) or your SaMS. All systems inside that department are affected.
  2. You can choose an individual system inside of a CODIE department (that doesn’t have a consequence higher than the current consequence you are choosing), that system effected as if the CODIE department it was in were 1 consequence higher).
  • Mild Consequence (-2): 1 System is at half strength.
    • O = Offensive Energy is at half strength. All weapons checks are now maxed out at half of your CODIE.
    • SaMS = your impulse engines (Speed and Acceleration) and Thrusters (Maneuverability), as well as any Stealth capabilities are now maxed out at half your SaMS.
    • C = Crew and Cargo. If your crew or cargo takes a consequence that means you are guaranteed to lose crew members or other precious cargo you are transporting.
    • Teleporter = Since this is an individual system inside of the Energy Management Department of CODIE, the Teleporters are offline instead of just at half strength.
  • Moderate Consequence (-4):1 system is offline.
    • Any system chosen for a Moderate Consequence is offline, but can still be repaired while out in space.
  • Severe Consequence (-6): 1 System is completely destroyed.
    • Any system chosen for a Severe Consequence can not be repaired in space. Either you don’t have the parts or everything was completely destroyed. You must get repaired in a space dock.
  • Extreme Consequence (-8): Few choices. In almost all cases this means the ship is going down. An Extreme Consequence can not be fixed in space.

Whenever your ship takes a consequence a station (this could be a station on the bridge, or in engineering, or medical. Basically, where ever the players are) will explode with a weapons at +4: rating of 4. All characters currently at a station will make a  roll. The lowest result will receive the attack. This attack can be dodged with Athletics. If the character survives it will take them 1 round to find a new station and set it up for the desired task.

Fixing Consequences on a Starship

An engineer can fix almost any mechanical consequence on a starship (severe and worse consequence can only be fixed in a space dock).

To calculate how long it will take to fix a consequence:

Take the modifier of the consequence and multiply by it’s own thousand rating.

  • Mild consequence is -2. Thus, 2×2,000 = 4,000 points.
    • Engineer as a base craftsmanship of +4, that means he can “fix” 4 points a round.
    • 10 rounds a minute.
    • 10×4 = 40 points a minute.
    • 4,000 points/40 = 100 minutes, or 1 hour and 40 minutes.
  • A moderate consequence is a -4. Thus, 4×4,000 = 16,000 points.
    • If your engineer has a base craftsmanship of +4 that means he can “fix” 4 points a round.
    • There are 10 rounds a minute.
    • 10×4 = 40 points a minute.
    • 16,000/40 = 400 minutes, or 6 hours and 40 minutes
    • It is then lowered to a Mild consequence
      • You must have a mild consequence open before beginning this repair.
  • A severe consequence is a -6. Thus, 6×6,000 = 36,000 points.
    • 4 points fixed a round
    • 40 points a minute.
    • 36,000 points/40 points a minute = 900 minutes, or 15 hours.
    • It is then lowered to a Moderate consequence
      • You must have a moderate consequence open before beginning this repair.

If your engineer has a higher Physique score than craftsmanship he can supplement that to his score. Giving him a +1 to his craftsmanship.

Stations and Actions on a Starship

On the bridge:


Red Alert: Everyone gets a “Red Alert Status” boost they can use 1 time in appropriate situations.

  • preventing injury from falling due to taking damage
  • Getting to your station quickly

Open hailing frequencies: You can initiate communication by making a Rapport check.

Hacking Communications: You can perform a Scholarship Check to hack into an enemy Ships internal Communication system so they have to listen to you.

Communications Jamming: You may attempt to block any communication, within the range of your CODIE, by using Scholarship as a block.

Customs Information Dump: You have the quickest access to Starfleet Database on Customs of Species. You may attempt a Customs check in an attempt to get relevant information or attempt Exposition.


Evasive Maneuvers: Perform evasive actions by making a Piloting check. Makes your ship harder to hit. Makes your weapons do less damage.

Activate Warp: If you want to get to warp quickly your Helmsman will have to quickly make the calculations. This is a Scholarship check with the difficulty for this check being equal to your CODIE. The bigger the ship the harder it is to get her lined up and all systems going to jump to warp.

Out maneuver: You can attempt a Piloting check to outmaneuver and get an advantage on another ship. You make an opposed Piloting check (CODIE still restricts). If you are successful you get a boost on your own ship (specifically not placed on the other ship).

Hide in plain sight: Ships without cloaking devices can still find places to hide. Make a Piloting check to know exactly where to park or float. Max is still your SaMS.

Keep her Steady: This action places both a positive boost and a negative boost on your ship of “Flying steady” that may be used whenever appropriate. A ship can only have 1 such boost on itself.


Fire Weapons: Make a Weapons Check. You may only fire 1 weapon at a time.

Acquire Target: Place a negative boost of “Target acquired” on a target. This boost can be used as normal (to give you a plus 2 or a reroll), or if the target takes a consequence from your weapon attack you can use this boost to choose what consequence they take and what that consequence is.  If the target is making evasive maneuvers you must make a Weapons check to place the boost.

Activate Force Fields: Control of force fields anywhere on the ship.

Emergency Teleportor Control: Control of Emergency Teleporter.  In an emergency you can use all the teleporters on the ship to do a mass transport by making a Discipline check.

Tactical Information Dump: You have the quickest access to Starfleet Database on Military Protocol and Procedures. You make make a Protocol check in an attempt to get relevant information or attempt Exposition.

Activate Cloaking Device: Survival check.  Max is double your SaMS.


Scan Action: Perform a Scan action. This is used to either gather information, or place boosts.

  • An active scan is performed with Investigation, while passive is done with Notice.
  • If this beats an enemy Shield Stability you will get a random piece of information. If you beat Their current Shield rating you will get the specific piece of information you are looking for.
  • If you are looking for a Cloaked vessel you will be looking to beat the ships current Stealth rating.

Scientific Information Dump: You have the quickest access to StarFleet Database on Scientific phenomena. You may make a Scholarship check in an attempt to get relevant information or attempt Exposition.

Captains Chair

Command Authority: Once per scene, you can make an order for your ship. Pay a Fate point, all crew members receive a boost the can use whenever following that order. Additional uses of this stunt cost a fate point.

  • If you already have this stunt, the boost can be invoked 2 times before it is removed.

Access to any station: You have simultaneous access to the abilities of any other station (except for instant database access)

Off the Bridge:


Raise Shields: Make a Scholarship check to establish the Shield Stability setting.

Reroute power:

You may reroute power from one major system to another.

  • These can only be changed 1 time a round.
  • Changing energy allocation constitutes an action.
  • You place 2 boosts on your ship. 1 is for the system you want to add energy to. 1 is from the system you are taking energy from.
  • Systems:
    • Sensors (Science and Tactical): Offensive Energy and Information Energy
    • Shields (engineering): Defensive Energy and Energy Manipulation
    • Engines (helm): SaMS
      • Example. You are losing a battle and you want to get out quick so you Reroute power from Sensors to Engines. You place a positive boost of “Power to Engines” and place a negative boost of “Weapons drained”. Your pilot can use the “Power to Engines” boost to help him make the Scholarship Check to send the ship into warp. The downside is your enemy gets a free invoke on the “Weapons Drained”.


Treat wounded: Technology set up specifically to investigate and treat ailments. This can be done with a simple Scholarship check.

Create Solution: Special Technology to create special mixtures.

Starship Stunts

With ships having a Refresh that means they can have their own stunts. These are some examples of stunts that each ship can have. A ship can spend up to its Refresh on stunts.

Starship Stunts

-1     Phasers: This vessels gains Phasers. +2 to weapons checks
-1    Not a rust bucket: The ship gets an additional two mild consequences.
-1    She is a tough bird: Whenever an opponent would invoke one of your ships consequences they get a +1 instead of a +2. If the opponent tries a reroll when in a physical confrontation with the ship you may lock down one of the dice.

Any Military Vessel

-2     Photon Torpedoes: This vessel gains Photon Torpedoes. Weapons rating of 6
-2     Offensive Tractor Beam: Places aspect “Tractor beamed”. A ship with the aspect “Tractor beamed” Can not use their SAMS (Speed, Acceleration, Maneuverability, Stealth). A weapons check greater than the Tractor Beam roll removes the aspect “Tractor Beamed”.
-1     Fire at will: 1 time per scene, you may add 2 weapons to 1 die roll. Additional use of this stunt in the same scene requires 1 fate point.
-2    Fire all weapons: 1 time per scene, you may add 3 weapons to 1 die roll. Additional use of this stunt in the same scene requires 1 fate point.
-1    Advanced Warp Technology: Capable of going warp factor 9.5
-1     Intimidating size: The first time a character sees this vessel this vessel makes a Mental attack on the character using this ships Size vs. The Characters ship size + Discipline. If successful the character gains the aspect “Provoked”.

  • Each additional ally (of half size or greater) adds a +2 to this attack.


-1    Resolute: Her crew know they are part of something good and won’t be Provoked. +2 on all Discipline rolls when another ship tries to Provoke them. Every other ally vessel in your fleet gives you a +2 on this roll.
-1    Setting good relations: Whenever trying to set up good relations between the Federation and another Race you get a +2 to Rapport Rolls.


-2     Cloaking device: You are invisible and very hard to detect. Survival check to remain undetected (you have no shields).

  • Max is double your SaMS
  • Your Survival roll +  passive bonuses vs Notice/Investigation +  passive Bonuses.
  • If you travel above warp 6 your SAMS rating is cut in half and you must make a new survival roll.

-1     Disruptors: This vessel gains Disruptors. Disruptors  are a +1 to Weapons check with a weapons rating of 2 (additional 2 stress if they hit past or without shields).


-2     Cloaking device: You are invisible and very hard to detect. Survival check to remain undetected (you have no shields).

  • Max is double your SaMS
  • Your Survival roll +  passive bonuses vs Notice/Investigation +  passive Bonuses.
  • If you travel above warp 6 your SAMS rating is cut in half and you must make a new survival roll.

-1     Disruptors: This vessel gains Disruptors. Disruptors  are a +1 to Weapons check with a weapons rating of 2 (additional 2 stress if they hit past or without shields).

Starship Sheets

Here are some Examples of Sharship Sheets

USS Enterprise NCC-1701

Miranda Class Vessel

Constellation Class Vessel

D7 Vessel

Klingon K’t”inga


Author: Burn Everything Gaming

Website that mostly produces Actual Play Podcast as well as game reviews and other musings on the topic. Hope you enjoy.

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