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(Ancillary Skill)

Diplomacy encompasses the full range of the art of communication. It is not generally used in play but there are some instances where it comes in handy such as negotiation, information gathering, bluffing and morale.

Professional Diplomats wear purple uniforms.

Use Diplomacy for:

  • Approaches to start some missions as indicated.
  • Haggling on prices.
  • Demoralizing enemies.
  • Rallying your crew (or a prized enemy crew).
  • Confusing enemies.

Diplomatic Approach

(Diplomacy vs. MD)

If a mission calls for a Diplomatic Approach, it means that you have already warped in and are moving toward a hostile planet, ship, or installation at Speed 2 using your skills at communication to bluff or bluster your way closer. The Diplomatic Approach indicates how close you get before they decide to begin hostilities. The ship begins at a distance of 18 hexes and pointed in the right direction. One character at any battlestation may make a Diplomacy check against a target number of MD. This counts as your action for the first Phase just as warping in would. Success moves the ship one hex close. Each 3 additional successes move the ship an additional hex closer. This marks the official start of the mission and you begin Phase one just as if you'd warped in.

Confuse Enemy

(Diplomacy vs. distance, in squares or hexes, +3 per additional penalty)

You can use double-talk, intimidation, coercion etc. to influence an enemy's effectiveness. This works the same for ship to ship as it does in person.

If successful, target is at +1 difficulty on all actions and -1 movement until the end of their next turn.



You needn't bother with morale unless one of the heroes is interested in calling for enemy surrender. Heroes are never subject to morale but any freebooters or allies are.

A crew's morale level indicates its willingness to fight.

Roll 2d6 and consult the morale chart to find a crew's starting morale. Some circumstances would dictate morale. Zoallans fighting to protect their queen would start at “Fanatic” but a slave ship pressed into service might begin at “Poor” morale. Successful demoralizing or rallying attempts will lower or raise the morale respectively by forcing a morale check.

12 Fanatic fight fearlessly to the death
10-11 High stay and fight unless things start going poorly
8-9 Steady stay and fight as long as things go well
6-7 Fair open to negotiations but maintains readiness to fight
4-5 Weak will not initiate hostile action
2-3 Poor flee if possible or fight if cornered
- Routed flee if possible or surrender if cornered

Note that morale can only be moved a maximum of one step in each direction on each Phase.

Demoralize Enemies

(Diplomacy vs. ½ Distance)

You may add +3 per bonus penalty you with to give to all morale checks they attempt this Phase.

Success forces a morale check. A morale check is treated as a hull check with the following modifiers.

Enemy ship bigger +1
Outnumbered +1
Bonus penalties +1

A failed morale check lowers the enemy's morale level by one step.

Rallying your Crew

(Diplomacy vs. 0 / +3 per +1 bonus to the morale check)

If successful, make a hull check. If this is successful, your crew's morale increases by one step. This is also used for rallying an enemy crew on a ship you have prized.

If you can bring their morale up high enough, they will work to accomplish your goals.

Modify this check based on the opposite of the Demoralize Enemies chart above. There is no consequence for a failed Rally attempt.

content/official/rules/diplomacy.txt · Last modified: 2017/11/05 01:40 by curufea