Scanners

Every starship has a weakness ready to be exploited.

Scanners Benefits: The scanners increase the starship’s sensor range by the amount listed on the table below.

Helmed Scanners Benefits: The starship gains an item bonus to its Will saves equal to its Helmed Will Bonus value.

Click here to view Scanners upgrades.

Scanners Advancement
Grade Level Upgrades Helmed Will Bonus Increase to Sensor Range
Commercial 1 0 +0 +1 zones
Tactical 2 1 +0 +1 zones
Advanced 5 2 +0 +2 zones
Superior 8 2 +1 +2 zones
Elite 11 3 +1 +3 zones
Ultimate 14 3 +2 +3 zones
Paragon 18 4 +3 +4 zones

Commercial Scanners Level 1

Hack Comms [one-action]

Requirements A tech starship is within sensor range.

You forcibly open a channel of communication between your starship and a starship with the tech trait within sensor range. This lasts for 1 minute or until you end the communication as a free action. Crew members helming battle stations on your starship can use actions with the auditory or verbal traits (such as Demoralize) against the target for the duration. Creatures on board your starship can speak to creatures on board the target starship as a free action but must still share their language to successfully communicate as normal.

Seek Starships [one-action]


Scan within sensor range. The GM attempts a secret Computers or Perception check for you (your choice) and compares the result to the Stealth DCs of any hidden or undetected starships in the area or to the DC to detect each hazard in the area. Starships and hazards revealed in this way are known to creatures helming battle stations on your starship.
Critical SuccessAny hidden or undetected starship or hazard you critically succeeded against becomes observed by your starship.
SuccessAny undetected starship or hazard you succeeded against instead becomes hidden to your starship, and those that were hidden become observed.

Target Lock [one-action]


You focus the scanners on a starship within sensor range to determine its trajectory and weaknesses for your gunners. The target attempts a Will save against your Computers DC.
Critical SuccessThe target is unaffected.
SuccessThe target is off-guard to the next Strike from your starship made within 1 round.
FailureThe target is off-guard to your starship for 1 round.
Critical FailureThe target is off-guard to your starship for 2 rounds and can’t benefit from cover against your starship while off-guard in this way.

Tactical Scanners Level 2

Hack Battle Station [one-action]

Prerequisites trained in Computers
Requirements You target a tech starship within sensor range that has a battle station that you’ve identified.

You Hack into the systems of a tech starship within sensor range, causing the systems to rupture. Attempt a Computers check against the Fortitude DC of the target, and choose a battle station you’ve identified.
Critical SuccessThe battle station becomes malfunctioning, and the target has a –1 circumstance penalty to its Will saves while the battle station is malfunctioning in this way.
SuccessThe battle station becomes malfunctioning.
FailureThe battle station becomes malfunctioning until the start of the target starship’s turn.

Scan Target [one-action]


You scan the structure of a starship to locate its vulnerabilities and record the data in your starship’s computers. A battle station on a starship that’s identified with Scan Target is also identified on other starships with the same model name. Attempt a Computers check against the Will DC of a starship within sensor range.
SuccessYou learn the target’s model name and identify its battle stations. You also learn the sensor range of the target.
FailureYou learn the target’s model name and the names of the target’s battle stations. You identify one of the battle stations.

Advanced Scanners Level 5

Hack Munition [reaction]

Trigger You would be hit by a Strike from a tech starship within sensor range.

You quickly clock incoming fire from another starship, and with a succession of keystrokes, you hastily scramble the weapons systems of the triggering starship. Attempt a Computers check against the Will DC of the target.
Critical SuccessAs success, and the battle station that granted the triggering Strike action becomes malfunctioning.
SuccessThe Strike takes a –2 circumstance penalty to its attack roll, potentially changing the outcome.
FailureThe Strike takes a –1 circumstance penalty to its attack roll, potentially changing the outcome.
Critical FailureYour starship takes a –1 circumstance penalty to its Will saves for 1 round.