Space Combat
Controlled Explosions in Merciless Vacuum
“Rule one of a space fight: there’s no ‘behind cover.’ There’s ‘behind the hull.’ And the hull is three centimeters of recycled Monolith scrap. So when I say ‘brace,’ I mean pray.”
Captain Dex Okafor
Ship combat in GLOOM is not a dogfight. It is a slow, dreadful chess game played at insane distances, where every decision burns fuel, every hit can decompress a deck, and the most dangerous thing on your ship is your own Reaction Mass tanks. There are no roaring engines in vacuum. There is only the shudder of the hull, the clatter of shell casings, and the hiss of escaping atmosphere.
The Combat Round
Each Combat Round represents roughly 30 seconds of ship-time. Combat proceeds in structured phases to ensure every crew member has a job and a reason to sweat.
Phase Order
| # | Phase | Who Acts | What Happens |
|---|---|---|---|
| 1 | SCAN | Netrunner | Detect targets, analyze threats, attempt electronic warfare. |
| 2 | HELM | Pilot | Set ship vector, evasive maneuvers, pursuit, or retreat. |
| 3 | FIRE | Soldier / Anyone on a turret | Weapons fire. PDC bursts, torpedo launches, mining laser. |
| 4 | DAMAGE | GM | Resolve hits. Roll on the Hit Location Table. Apply Hull Damage. |
| 5 | REPAIR | Engineer | Patch hull breaches, reroute power, fix damaged systems. |
| 6 | CRISIS | Medic / All Crew | Treat injuries. Fires. Decompression. The AI screaming. |
Attack & Defense Rolls
To Hit: The gunner rolls their relevant Skill + Attribute vs. a Target Number set by range and the enemy Pilot’s evasion.
| Range Band | Base DL to Hit | Flavor |
|---|---|---|
| Extreme (500+ km) | 20 | You’re shooting at math, not a ship. |
| Long (50–500 km) | 16 | Torpedoes and prayers. |
| Medium (1–50 km) | 13 | Standard engagement range. |
| Close (< 1 km) | 10 | You can see their hull rivets. |
Evasion Modifier: The defending Pilot adds their Piloting Skill Bonus to the DL. A good pilot is worth more than armor.
Electronic Warfare: If the Netrunner successfully jams enemy sensors (INT + Hacking vs. enemy INT), the DL increases by +3. If the enemy Netrunner jams YOUR sensors, the DL decreases by −3.
Hit Location Table
When a weapon hits, the operator rolls 1d20 to determine where the shot lands. Not all hits are equal. A PDC burst into the cargo hold is bad. A PDC burst into the Reaction Mass tanks is extinction-level.
| d20 | Location | System Affected | Critical Effect (on Max Damage) |
|---|---|---|---|
| 1-2 | Bridge (Deck 1) | Helm, Ops, AI Cortex | Console explosion. Crew on bridge take 1d6 shrapnel. |
| 3-4 | The Snout | Sensors, Gloom-Spire | Sensors blind. Gilder must navigate the Gloom without aid. |
| 5-7 | Cargo Hold (Deck 2) | Hull integrity, cargo | Breach. Explosive decompression in 3 rounds. |
| 8-10 | Cryo-Bay (Deck 2) | Cryo pods, shielding | Pod failure. Sleeper wakes screaming. Or doesn’t wake. |
| 11-13 | Shift Drive (Deck 2) | The Black Sphere | Gravimetric pulse. All crew make VIGOR Save or be knocked prone. Gravity inverts for 1 round. |
| 14-16 | Fuel Tanks (Deck 3) | Reaction Mass | CATASTROPHIC. Fuel leak. Engineer has 3 rounds to seal it or the ship detonates. |
| 17-18 | Reactor (Deck 3) | Fusion Core, power grid | Power failure. All ship systems go dark for 1d4 rounds. |
| 19-20 | Engines (Aft) | Torch Drive, thrusters | Dead in the water. No thrust until repaired (DL 17). |

