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).