WAYSTAR
GM Reference Screen — D&D 5e Sci-Fi Conversion — Playtest Alpha
← GM Screens| Action Type | Use |
|---|---|
| Action | Attack, cast, Dash, Dodge, Help, Hide, Ready, Search, Use object |
| Bonus Action | Class features, two-weapon fighting, certain spells |
| Reaction | Opportunity attack, counterspell, shield spell |
| Free Action | Drop item, speak briefly, simple interaction |
| Movement | Up to speed; split around actions/bonus actions |
Dash — double speed this turn. Disengage — move without provoking opportunity attacks. Dodge — attackers have disadvantage; DEX saves with advantage.
Attack roll: d20 + ability mod + proficiency bonus vs target AC.
Saving throw: d20 + ability mod (+ prof if proficient) vs DC.
Ability check: d20 + ability mod (+ prof if proficient) vs DC.
Advantage: Roll 2d20, take higher. Disadvantage: Roll 2d20, take lower. They cancel if both apply.
Critical Hit: Natural 20 — double damage dice. Critical Miss: Natural 1 — always misses.
Passive checks = 10 + modifiers. Used for surprise and hidden threats.
| Condition | Key Effect |
|---|---|
| Blinded | Auto-fail sight checks; attacks against: adv; attacks made: disadv |
| Charmed | Can't attack charmer; charmer has adv on social checks vs target |
| Deafened | Auto-fail hearing checks; no verbal communication |
| Exhaustion | 6 levels: disadv → half speed → disadv saves → half HP → speed 0 → death |
| Frightened | Disadv on checks/attacks while source visible; can't move closer |
| Grappled | Speed 0; ends if grappler incapacitated or moved out of reach |
| Incapacitated | No actions or reactions |
| Invisible | Effectively hidden; attacks: adv; attacks vs: disadv |
| Paralyzed | Incapacitated; auto-fail STR/DEX saves; attacks have adv; crits within 5 ft |
| Poisoned | Disadv on attack rolls and ability checks |
| Prone | Attacks vs: adv (melee) / disadv (ranged); attacks made: disadv; move costs double |
| Restrained | Speed 0; attacks vs: adv; attacks made: disadv; disadv DEX saves |
| Stunned | Incapacitated; auto-fail STR/DEX; attacks have adv |
| Unconscious | Incapacitated, prone; auto-fail STR/DEX; attacks adv; crits within 5 ft |
| Hacked Waystar | Disadv on Tech checks; cybernetics may behave erratically |
| Irradiated Waystar | Disadv on CON saves; cumulative — track exposure points |
Opportunity Attack: When a visible creature within reach moves out of your reach, use Reaction for one melee attack.
Two-Weapon Fighting: Bonus action attack with off-hand (no modifier unless class feature). Both weapons must lack Heavy property.
Range: Normal/Long. Attacking beyond normal range = disadvantage. Beyond long range = impossible.
Waystar: Cover rules apply to starship combat — hulls provide three-quarters cover (+5 AC/DEX saves) at range.
When you drop to 0 HP, roll d20 at the start of each of your turns. 10+ = 1 success. 9 or less = 1 failure.
Stabilise: DC 10 Medicine check on an unconscious creature (action). Or use a healer's kit (no roll).
Short rest: 1+ hours, spend Hit Dice (d[class HD] + CON mod). Long rest: 8 hours, regain all HP + half max Hit Dice.
| Levels | Prof Bonus | DC Examples |
|---|---|---|
| 1–4 | +2 | Easy 10, Medium 15 |
| 5–8 | +3 | Hard 20, Very Hard 25 |
| 9–12 | +4 | Nearly Impossible 30 |
| 13–16 | +5 | — |
| 17–20 | +6 | — |
| Task | DC |
|---|---|
| Use standard tech item | — |
| Jury-rig a device | 10–12 |
| Hack civilian system | 14–16 |
| Hack military/secure system | 18–22 |
| Override starship subsystem | 20–25 |
| Reverse-engineer alien tech | 25–30 |
Skills: Deception, Survival | Tools: Forgery kit, vehicles (space)
Feature: Underground Contacts — always know who to call in any port.
Skills: Persuasion, History | Tools: Computers, one gaming set
Feature: Corporate Access — bypass civilian security checkpoints with credentials.
Skills: Athletics, Perception | Tools: Navigator's tools, vehicles (space)
Feature: Space Legs — no disadvantage in zero-g; proficient with zero-g manoeuvring.
Skills: Athletics, Intimidation | Tools: Vehicles (ground), one weapon type
Feature: Military Rank — command respect from enlisted; access to military facilities.
Skills: Deception, Stealth | Tools: Thieves' tools, one gaming set
Feature: Criminal Contact — fenced goods, illegal goods sourcing.
Skills: Survival, Medicine | Tools: Herbalism kit, vehicles (ground)
Feature: Colonial Resourcefulness — create 1d4 doses of medicine from raw materials during long rest.
Starship combat uses the same turn structure as personal combat. Each crew station takes one action per round (or the GM can allow crew to double up on action types).
| Crew Station | Action |
|---|---|
| Helm | Manoeuvre (Pilot DC to evade), Ram, Disengage |
| Gunner | Fire weapon system (roll to hit vs ship AC) |
| Engineer | Boost shields (+shield HP), Damage control (repair Hull), Power shunt (+1 hit die damage to one system) |
| Comms | Jam sensors (disadv on attacks vs your ship, 1 round), Request aid, Broadcast |
| Sensors | Target lock (+2 to next hit roll vs target), Scan (reveal ship stats), Detect cloaked vessels |
| Class | Hull HP | Shields | AC | Crew |
|---|---|---|---|---|
| Shuttle / Fighter | 20–40 | 5–15 | 14–16 | 1–2 |
| Corvette / Scout | 50–80 | 20–30 | 13–15 | 4–10 |
| Frigate | 100–150 | 40–60 | 12–14 | 10–30 |
| Cruiser | 200–350 | 80–120 | 11–13 | 50–200 |
| Capital Ship | 500+ | 200+ | 10–12 | 500+ |
Shields absorb damage first. When shields reach 0, excess damage carries to Hull. Shields regenerate 10% of max per round if no damage taken that round (Engineer can boost).
Critical hits (natural 20) vs a ship bypass shields entirely — damage goes direct to Hull. Additionally, roll on the Critical Systems table.
| Weapon | Damage | Range | Notes |
|---|---|---|---|
| Point Defence (PD) | 2d6 | Short | Reaction: intercept incoming missiles/torpedoes |
| Laser Cannon | 3d8 | Medium | Standard energy weapon; ignores cover |
| Rail Gun | 4d10 | Long | Kinetic; penetrates shields (deal half to shields, half to hull) |
| Torpedo | 6d10 | Long | Slow (hits next round); can be intercepted by PD |
| EMP Burst | 3d6 (hull) | Short | On hit: target loses shield regen for 2 rounds; Hacked condition check |
| Nova Lance | 8d12 | Medium | Heavy; +3 turns to reload; can only fire every other round |
| Boarding Pod | — | Short | Delivers boarding crew; auto-hits; needs docking airlock or breach |
| d10 | System Hit | Effect |
|---|---|---|
| 1 | Sensors | Blinded: disadv on attacks until repaired (DC 15, 1 action) |
| 2 | Weapons | One weapon offline until repaired (DC 12, 1 action) |
| 3 | Engines | Half speed until repaired (DC 14, 1 action) |
| 4 | Shields | Shields offline for 3 rounds (can't be repaired mid-combat) |
| 5 | Comms | No communication actions until repaired (DC 10) |
| 6 | Life Support | Crew must seal suits in 2 rounds or take 2d6 per round |
| 7 | Power Core | All systems at half effectiveness for 2 rounds |
| 8 | Hull Breach | Compartment exposed to space (explosive decompression) |
| 9 | Fire | 3d6 hull damage per round until extinguished (DC 13 Athletics) |
| 10 | Reactor | Ship has 1d4 rounds before catastrophic failure — EVACUATE |
| Weapon | Damage | Range | Notes |
|---|---|---|---|
| Pistol, Light | 1d6 piercing | 40/160 ft | Finesse, light |
| Pistol, Heavy | 1d8 piercing | 50/200 ft | — |
| SMG | 1d6 piercing | 30/120 ft | Burst fire (2 ammo): 10 ft cone, DC = hit roll |
| Rifle, Assault | 1d8 piercing | 100/400 ft | Two-handed; burst fire available |
| Rifle, Sniper | 2d8 piercing | 250/1000 ft | Two-handed, heavy, reload (1 action) |
| Shotgun | 2d6 piercing | 15/60 ft | Two-handed; reload (1 action); 5 ft cone on Burst |
| Plasma Cutter | 2d10 fire | 10/30 ft | Two-handed; ignores half cover |
| Stun Baton | 1d6 lightning | Melee | On hit: DC 12 CON save or stunned until end of next turn |
| Vibroblade | 1d8 slashing | Melee | Finesse; counts as silvered |
| Mono-wire | 1d4 slashing | Melee 10 ft | Finesse; on crit: target loses action next turn |
| Frag Grenade | 5d6 piercing | Thrown 60 ft | 20 ft radius; DC 15 DEX save for half |
| EMP Grenade | 3d6 lightning | Thrown 60 ft | 10 ft radius; Hacked condition; Synths take max damage |
| Armour | AC | Stealth | Notes |
|---|---|---|---|
| Light Armour | |||
| Flight Suit | 11 + DEX | — | Integrated oxygen supply (4 hrs); vacuum rated |
| Tactical Vest | 12 + DEX | — | +1 to Investigation in firefights (tactical display) |
| Medium Armour | |||
| Combat Carapace | 13 + DEX(max 2) | Disadv | Standard military armour |
| Stealth Mesh | 12 + DEX(max 3) | — | +2 to Stealth; integrated cloaking (1/day, 1 min) |
| Heavy Armour | |||
| Exo-Frame | 17 | Disadv | STR 15 req.; +2 STR mod to melee damage |
| Powered Armour | 18 | Disadv | STR 17 req.; built-in weapon mount; must maintain fuel |
| Shield | |||
| Energy Buckler | +2 AC | — | 1/round reaction: redirect one hit to shield (no damage); recharge short rest |
| Upgrade | Effect | Slots |
|---|---|---|
| Reflex Booster | +2 initiative rolls | 1 |
| Subdermal Armour | +1 AC when unarmoured | 1 |
| Optic Implant | Darkvision 60 ft; advantage Perception (sight) | 1 |
| Wrist Blade | 1d6 piercing melee, retractable, hidden | 1 |
| Neural Jack | Plug into systems directly; adv on Hacking checks | 1 |
| Adrenaline Pump | 1/day Bonus Action: +10 speed, adv attacks for 1 round | 2 |
| Pain Dampener | Reduce damage taken by 2 (min 1) from any hit | 2 |
| Targeting System | +1 to attack rolls with firearms | 1 |
| Comms Array | Long-range communication without external device | 1 |
| Pneumo Legs | +10 ft movement speed; jump distance doubled | 2 |