Tonguez
A suffusion of yellow
In my approach all players get to do one of 5 actions:
1 Control Action in a Crew Station (control the ship)
2 Divert Action/Power to another Crew Station (Aid another)
3 React to Conditions (Repair actions)
4 Combat Actions
5 Personal Actions (eg Heal, use Abilities)
A Ship has four Stations (Propulsion, Deck, Helm and Hull) and all work together to control the Ship. Each station rolls D20 v DC and the rolls of each station accumulate to pass (eg if DC 20 Propulsion might roll 12 and Deck 7 and Helm 10 = 29)* DCs are High, its not easy to control a Starship
In Combat any character can make an attack either through unused weapons (Guns, Missiles) or special Crew Station Attacks.
An Ship attack can target the Crew Stations (each has its own AC) OR default to Hull
A Deck attack means crew are Injured*
A Propulsion attack affects Velocity
A Helm attack affects Manoeuvres
A Hull strike affects Ship HP**
*PCs can use the Brace command to shift crew damage to ships systems/rigging
**The Hull has sections as per size and HP is assigned per section, if half of sections are destroyed the ship is wrecked and adrift.
Anyway I developed the rules to work with both Sailing Ships and Space Ships
On the basis that space is filled with plasma and “Cosmic winds” refers to the Turbulance generated by the plasma atmospheres and gravity wells of stars, large stellar objects and even the motion of the starship itself.
A ship literally sails through 3D space, when Ships move the DM rolls 1D8 to determine the Atmosphere
1 Becalmed/Gravity Locked - No Propulsion Possible, DC 50 to break
2 Headwinds/Plasma Barrier - DC 40 to move (engines in Overdrive)
3 Forward resistence (Close Reach) - DC 25
4 Stabiliser Drag (Beam Reach) - DC 20 (each pip over 20 adds to acceleration)
5 Normal (Broad reach) - DC 15
6 Tailwind Thrust DC 25 doubles acceleration (Propulsion must beat DC 15)
7 Turbulence DC + 5
8 Storm DC 40 - failure means ship is uncontrolled and can not manoeuvre
* Turbulance Waves - Some skilled Engineers have learnt to use a ships momentum to generate Plasma Waves which they can direct to affect other ships.
1 Control Action in a Crew Station (control the ship)
2 Divert Action/Power to another Crew Station (Aid another)
3 React to Conditions (Repair actions)
4 Combat Actions
5 Personal Actions (eg Heal, use Abilities)
A Ship has four Stations (Propulsion, Deck, Helm and Hull) and all work together to control the Ship. Each station rolls D20 v DC and the rolls of each station accumulate to pass (eg if DC 20 Propulsion might roll 12 and Deck 7 and Helm 10 = 29)* DCs are High, its not easy to control a Starship

In Combat any character can make an attack either through unused weapons (Guns, Missiles) or special Crew Station Attacks.
An Ship attack can target the Crew Stations (each has its own AC) OR default to Hull
A Deck attack means crew are Injured*
A Propulsion attack affects Velocity
A Helm attack affects Manoeuvres
A Hull strike affects Ship HP**
*PCs can use the Brace command to shift crew damage to ships systems/rigging
**The Hull has sections as per size and HP is assigned per section, if half of sections are destroyed the ship is wrecked and adrift.
CREW STATION | CONTROLS | Notes | Combat Options |
Propulsion (Wis) | Ships Movement (Velocity and Acceleration), relative Altitude and Momentum control (Anchors) | Propulsion DC is set by Atmosphere (1d8) Movement can be Normal or Stealth | -Momentum in Ram Actions -and Turbulance Waves -Overdriving engines creates Thruster blasts -Engine overload to EM Pulse |
Deck (Int) | Ship Performance (Rigging), Scanning (Lookout) and Signals (Comms) | The Deck is the main crew area also operating the miscellaneous ship systems (eg Life Support) | - use Sensor Flares to Blind enemy scans -or Comms Overload (Deafn) reduces enemy manouvers - Grapple and Boarding Actions (including Tractor Beam) |
Helm (Dex) | Ships turning, pitch and other manouveres. A Manoeuvres have a velocity cost thus the ship must be moving | A ship can turn 45 degrees while maintaining velocity Other turns require manouveres including 90 Hard Turns and 180 Rotates | -Evasive Manoeuvres +2 AC—Pull Up - forces enemy to take evasive manouvers to avoid collision - Fly By (Broadsides) - manouvere to allow all guns to fire on a target |
Hull (Con) | Ships Stability, Hull Integrity and Shields. Gravity and is part of the Hull systems | The size of a ship determines how many sections it has (same as squares on a grid)The Ships Shields can be reinforced at each section and station | -Shift Shield + Station AC - Reinforce Hull +HP -Drop Mines/Barrels - Missiles |
Anyway I developed the rules to work with both Sailing Ships and Space Ships
On the basis that space is filled with plasma and “Cosmic winds” refers to the Turbulance generated by the plasma atmospheres and gravity wells of stars, large stellar objects and even the motion of the starship itself.
A ship literally sails through 3D space, when Ships move the DM rolls 1D8 to determine the Atmosphere
1 Becalmed/Gravity Locked - No Propulsion Possible, DC 50 to break
2 Headwinds/Plasma Barrier - DC 40 to move (engines in Overdrive)
3 Forward resistence (Close Reach) - DC 25
4 Stabiliser Drag (Beam Reach) - DC 20 (each pip over 20 adds to acceleration)
5 Normal (Broad reach) - DC 15
6 Tailwind Thrust DC 25 doubles acceleration (Propulsion must beat DC 15)
7 Turbulence DC + 5
8 Storm DC 40 - failure means ship is uncontrolled and can not manoeuvre
* Turbulance Waves - Some skilled Engineers have learnt to use a ships momentum to generate Plasma Waves which they can direct to affect other ships.
Honestly, it sounds like Comms and Engineering are the most boring jobs, which is usually the case. I think all roles should be equally exciting. Keeping track of statistics and distributing energy to others so they can do the fun things, is no fun if you're the one providing the energy.
This all sounds very similar to the boardgame Battlestations. It suffers from the same problem where most jobs on board a spaceship are boring, especially engineering. I think what you need is a system of rules where each job has various exciting strategic choices to make each round, and where engineers are forced to leave their station and go repair things manually, while their ship is tranformed into a hazardous gauntlet mid-battle.
But lets also not neglect the helm. The pilot needs to have access to interesting maneuvres. There has to be more to flying a spaceship than making a pilot check every round and moving the ship forward a few tiles. Spycraft actually has a couple of great rules for vehicle maneuvres during chases, that may serve as some inspiration.