“You know, that ship’s saved my life quite a few times. She’s the fastest hunk of junk in the galaxy!”
―Lando Calrissian―



Permissions: Each party may have one party ship of Freighter size, and each player may choose to have an individual ship of fighter size.
Costs: None

Starships are a core part of the Star Wars galaxy. Each party starship has 6 skill points, 3 aspects, 1 stunts, is Size 4 and 3 starting refresh, and each individual starship has 2 skill points, 1 aspect, and 1 stunt and is Size 3 and 1 Refresh.

To improve a starship you must spend Refresh to buy Advances. You gain two Advances for a Refresh. One Advance can be spent to gain a Stunt or a Skill point or gain an Additional Aspect. The ship uses its own Fate points for all rolls, but you can contribute from your own in some circumstances. Size can be increased by one category for 2 skill points.

Most starship battles will be handled as Challenges or Contests instead of Conflicts. Players must Create an Advantage with Piloting or Systems before being allowed to fire on their enemies.

Some starship skills work slightly differently from player skills in that they add to a player’s skill rating. The starship skills are:


  • Adds to your roll when making attacks in the starship


  • Adds to your roll when piloting the starship


  • Each point grants the ship an additional mild consequence


  • Adds to Overcome rolls to repair ship systems or perform other mechanical/computer-based actions with the ship. This includes sensors and can be used to Create an Advantage of “Targeted” which can allow an attack. It also includes plotting jumps into hyperspace.


The size categories are 1: Person, 2: Speeder, 3: Fighter, 4: Freighter/Walker, 5: Corvette, 6: Frigate, 7: Cruiser, 8: Star Destroyer, 9: Battlecruiser, and finally*10: Dreadnought*. All rules for dealing with different scales are in effect. Each vehicle has 2 stress boxes by default and can take a Moderate and a Severe consequence, representing its hull integrity and various other systems. Increasing size provides more stress.

  • At Size +2 or +3, unlocks the ship’s 3-point stress box – Speeders and Starfighters
  • At Size +4 or +5, unlocks the ship’s 4-point stress box – Freighters and Corvettes
  • At Size +6 or +7, unlocks the ship’s 5-point stress box – Frigates and Cruisers
  • At Size +8 or +9, unlocks the ship’s 6-point stress box – Star Destroyers and Battlecruisers
  • At Size +10, unlocks the ship’s 7-point stress box – Dreadnoughts


NOTE: The alternate rules on Scale ( FATE System Toolkit pg. 67) are in effect for this game with a couple of changes. Whenever you’re attacking something of a size different from your own, you gain a +1 bonus on your attack roll per step of difference when the thing you’re attacking is larger, or you take a –1 penalty per step when the thing you’re attacking is smaller. However, if you hit, you take a –2 penalty to Damage per step on a larger target or a +2 bonus to Damage per step if the target is smaller. This means that it’s possible to hit something and deal no stress to it.

Smaller vehicles are also more maneuverable than larger ones. For each increment of size difference between two vehicles, the smaller vehicle gets +1 to its crew’s Pilot rolls to maneuver against the larger ship.

Starship skills do not need to be in a column or pyramid. The cap on starship skills is the same as the cap on player skills.


When ships of smaller size attack a larger vessel it is usually more effective (and more risky) to do so as a group. For every 4 vehicles that “form up” into an attack formation consider their Size increased by one point for the purposes of maneuvers, to hit rolls and doing damage to a larger target. A maximum of 12 vehicles can form up into a single group at one time. If that group loses members, either through damage or by leaving voluntarily, and goes below the 4 group threshold (at 4, 8 or 12) then it is considered a size smaller.

On the other hand concentrating ships into an attack formation makes them easier to target. Smaller ships lose their size bonus to defense when in formation and do not gain any immunity from the extra damage which is applied normally. Furthermore, when a squadron takes a hit, shifts in excess of what’s needed to take out one vehicle are applied to the next vehicle in the squadron, one at a time. In this way, it’s entirely possible to take out a squadron of four or five ships (or more!) in a single exchange.

So a full squadron of 12 Size: 3 starfighters can attack a Size: 6 Frigate as a group without the normal +3 to hit and -6 to damage. However, the Frigate does not suffer the -3 to hit them and it does get the customary +6 to damage. And if that squadron lost 5 members reducing their numbers to 7 survivors then the squadron is only considered Size: 4.

Recovering from Starship Consequences

  • You use an Overcome Roll (Usually Clever but can also be Careful or even something else depending on the situation) to help your ship recover from consequences. The overcome actions for recovery are assisted by your ship’s Systems skill.

Improving a Starship

  • At a minor milestone, you may change one of the ship’s aspects or stunts.
  • At a significant milestone, you may reassign the point values for the ship’s skills.


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