TEXT: If a weapon has the Facing property, it can only be fired in 
  a 90-degree cone in the direction in which it was mounted. 
  You add your proficiency bonus and Dexterity modifier to an 
  attack roll you make with a ship’s weapon, but you don’t add 
  any ability modifier to the weapon’s damage rolls. 
   
  Open Fire. You can take the Attack action on your turn 
  to attack with one of the ship’s weapons. You can make mul-
  tiple attacks if you have a feature, such as Extra Attack, that 
  gives you extra attacks. If you score a critical hit on a ship, 
  you randomly disable one of the target ship’s systems.
   
  Readied Attack. You can use your action to ready an 
  attack with a ship’s weapon, just as you would ready an attack 
  with a normal weapon. 
  Gunner
  Each ship’s movement is limited to a cone of movement, 
  which extends in the direction your ship is facing and is 
  as wide as the ship’s Maneuverability score, measured in 
  degrees. 
   
  Move. You move the ship up to its speed within the 
  ship’s cone of movement. Once you have finished moving, 
  you can rotate the direction your ship is facing by up to its 
  maneuverability score.
   
  Evasive Maneuvers. Instead of moving, you add your 
  Dexterity modifier to the ship’s AC and have advantage on 
  Dexterity saving throws you make on behalf of the ship until 
  the beginning of your next turn. 
   
  Dogfighting. If your ship is Corvette-sized or smaller 
  and a ship of the same size classification is behind you within 
  1,000 feet, you can use your action to perform a complex 
  maneuver. Make a Dexterity (Piloting) check, contested by 
  the other ship. On a success, following several tight turns, 
  you switch places with that ship. The direction both ships 
  face remains the same.
   
  Hard Turn. You move your ship 500 feet in any direction 
  and rotate to face any way you choose.
   
  Ram. You can ram your ship directly into a target by 
  moving up to your speed within your cone of movement and 
  entering a ship or mega creature’s space. Your ship and the 
  target each take 2d10 mega bludgeoning damage. Larger 
  ships deal and take more damage in a ram: Transport ships 
  deal 3d10, Corvettes and Frigates deal 4d10.
  Pilot
  As the engineer, you can use your bonus action to change 
  the direction the ship’s shield faces. At the beginning of the 
  initiative order, the shield regains half its maximum shield 
  points, rounded up.
   
  Directing Power. You can deactivate the shield and 
  direct its power to the impulse engines or into one of the 
  ship’s weapons. If you invest the power in the engines, the 
  ship’s movement speed increases by half until the beginning 
  of your next turn. If you invest the power in one of the ship’s 
  weapons, a gunner can make one additional attack using that 
  weapon when they take the Open Fire action.
   
  Alternatively, you can draw power from the ship’s weap-
  ons and invest it in the ship’s shields. When you do so, until 
  the beginning of your next turn, the ship’s shields cover two 
  of its consecutive sides, instead of only one, and it regains 
  all of its shield points at the beginning of the initiative order, 
  instead of only half. In exchange, each gunner makes one 
  weapon attack fewer than normal when they take the Open 
  Fire action.
   
  Overcharge. If you are a spellcaster, you can use your 
  action to expend a spell slot with a level greater than or 
  equal to the Dark Matter engine’s class to overcharge the 
  engine. The shield recharges completely, and until the begin-
  ning of your next turn, power is invested in the ship’s engines 
  (increasing the ship’s movement speed by half) and every 
  gun (allowing each gunner to make one additional attack 
  using that weapon when they take the Open Fire action on 
  their turn). Once you use this ability, you can’t use it again for 
  1 minute.
   
  System Repair. You can use your action to repair a ship 
  system or weapon that has 0 hit points and is deactivated. 
  When you do so, make a DC 15 Intelligence (Technology) 
  check. On a success, the system or weapon regains 1 mega 
  hit point and reactivates at the beginning of your next turn.
   
  Void Jump. You can begin the charging process for a 
  void jump. Once a Dark Matter engine has begun to charge, 
  it will jump in 1 minute. No intervention can stop or slow 
  this process; once it is begun, nothing short of destroying 
  the ship can interrupt the jump. The pilot is responsible for 
  guiding the ship on the jump itself and rolls on the Jump 
  Navigation table when the jump begins.
  Engineer
  SHIP COMBAT
  Each character on a starship chooses one of the following roles 
  when they roll initiative. Each role lets a character to take special 
  actions to control the ship.
  As the captain, you roll initiative for the entire ship. The en-
  tire party acts on that turn in the initiative order, and you can 
  choose in which order the crew members take their turns.
   
  Brace for Impact. Each time your ship takes damage 
  before the beginning of your next turn, you can roll 1d6 and 
  subtract the number rolled from the mega damage your ship 
  takes, to a minimum of 1.
   
  Fire at Will. One gunner of your choice can then use its 
  reaction to make one attack with a ship weapon.
   
  Full Speed Ahead. The pilot can then use its reaction 
  to move the ship half its movement within the cone of move-
  ment.
  Captain
  You can move your fighter’s entire speed on its turn and 
  use your action to fire its weapons. Movement and weapon 
  attacks follow the same rules as the Pilot’s Move action and 
  the Gunner’s Open Fire action, except that moving your 
  fighter doesn’t require an action. You can also take the Pilot’s 
  Dogfighting action.
   
  Targeted Attack. While you are within 1,000 feet of 
  another ship, you can to attempt to disable one of that ship’s 
  systems with a well-placed hit. Make an attack targeting the 
  ship with disadvantage. On a hit, you deal damage directly 
  to a system of your choice, a weapon of your choice, or the 
  ship’s impulse engines. If the attack is blocked by a shield, 
  the damage is subtracted from the target ship’s shield points 
  before it damages any system. Systems, weapons, and 
  engines have 10 mega hit points each. Damage to systems is 
  also deducted from the target ship’s hit points. 
   
  If a system or weapon drops to 0 hit points, it is dis-
  abled. If the engines drop to 0 hit points, the ship is crippled 
  and can only move at half speed.
  Dogfighter
  Classification
  Dimensions
  Fighter
  100 ft. (less than 1×1 sq.)
  Personal
  250×250 ft. (less than 1×1 sq.)
  Transport
  500×500 ft. (1×1 sq.)
  Corvette
  1,000×1,000 ft. (2×2 sq.)
  Frigate
  1,500×1,500 ft. (3×3 sq.)
  Light Cruiser
  2,000 × 2,000 ft. (4×4 sq.)
  Heavy Cruiser
  2,500 × 2,500 ft. (5×5 sq.)
  Capital
  4,000 × 4,000 ft. (8×8 sq.)
  Titan
  1 mile or longer in any dimension
  Size Classification
  
  Attack
  You make a melee or ranged weapon attack.
  Cast a Spell
  You cast a cantrip or a spell of 1st level or higher. See the spell’s 
  casting time.
  Dash
  You gain extra movement equal to your movement speed (plus 
  any modifiers) for the current turn.
  Disengage
  Your movement doesn’t provoke opportunity attacks for the rest 
  of the turn.
  Dodge
  Until the start of your next turn, any attack roll made against you 
  has disadvantage if you can see the attacker, and you make Dex-
  terity saving throws with advantage. You lose this benefit if you are 
  incapacitated or if your speed drops to 0.
  Help
  You help one creature with a task, giving that creature advantage 
  on the next ability check it makes for that task. Or you distract one 
  creature within 5 feet of you, and the next attack roll that an ally of 
  yours makes against that creature has advantage.
   
  Whichever option you choose, the advantage goes away 
  once used or when your next turn starts.
  Hide
  You make a Dexterity (Stealth) check in an attempt to become 
  hidden—unseen and unheard.
  Ready
  You wait for a particular circumstance before you act, which lets 
  you act using your reaction before the start of your next turn. You 
  must decide in advance (a) what perceivable circumstance will 
  trigger your reaction and (b) the action you will take in response to 
  that trigger.
   
  If you ready a spell, it must have a casting time of 1 action, 
  and you must concentrate on it until you release it.
  Search
  You make a Wisdom (Perception) check or an Intelligence (Investi-
  gation) check to find something.
  Use a Magic Item
  You use a magic item which requires an action for its use.
  Use an Object
  You use an object, other than a magic item, that requires your 
  action for its use.
  Use a Special Ability
  You use a class feature or other special ability that requires your 
  action for its use.
  CONDITIONS 
  Blinded
  • A blinded creature can’t see and au-
  tomatically fails any ability check that 
  requires sight.
  • Attack rolls against the creature have 
  advantage, and the creature’s attack 
  rolls have disadvantage.
  Charmed
  • A charmed creature can’t attack the 
  charmer or target the charmer with 
  harmful abilities or magical effects.
  • The charmer has advantage on any 
  ability check to interact socially with 
  the creature.
  Deafened
  • A deafened creature can’t hear and 
  automatically fails any ability check 
  that requires hearing.
  Frightened
  • A frightened creature has disadvan-
  tage on ability checks and attack rolls 
  while the source of its fear is within line 
  of sight.
  • The creature can’t willingly move clos-
  er to the source of its fear.
  Grappled
  • A grappled creature’s speed becomes 
  0, and it can’t benefit from any bonus 
  to its speed.
  • The condition ends if the grappler is 
  incapacitated (see the condition).
  • The condition also ends if an effect re-
  moves the grappled creature from the 
  reach of the grappler or grappling ef-
  fect, such as when a creature is hurled 
  away by the thunderwave spell.
  Incapacitated
  • An incapacitated creature can’t take 
  actions or reactions.
  Invisible
  • An invisible creature is impossible to 
  see without the aid of magic or a spe-
  cial sense. For the purpose of hiding, 
  the creature is heavily obscured. The 
  creature’s location can be detected 
  by any noise it makes or any tracks it 
  leaves.
  • Attack rolls against the creature have 
  disadvantage, and the creature’s attack 
  rolls have advantage.
  Paralyzed
  • A paralyzed creature is incapacitated 
  (see the condition) and can’t move or 
  speak.
  • The creature automatically fails 
  Strength and Dexterity saving throws.
  • Attack rolls against the creature have 
  advantage.
  • Any attack that hits the creature is a 
  critical hit if the attacker is within 5 feet 
  of the creature.
  Petrified
  • A petrified creature is transformed, 
  along with any nonmagical object 
  it is wearing or carrying, into a solid 
  inanimate substance (usually stone). 
  Its weight increases by a factor of ten, 
  and it ceases aging.
  • The creature is incapacitated (see the 
  condition), can’t move or speak, and is 
  unaware of its surroundings.
  • Attack rolls against the creature have 
  advantage.
  • The creature automatically fails 
  Strength and Dexterity saving throws.
  • The creature has resistance to all 
  damage.
  • The creature is immune to poison and 
  disease, although a poison or disease 
  already in its system is suspended, not 
  neutralized.
  Poisoned
  • A poisoned creature has disadvantage 
  on attack rolls and ability checks.
  Prone
  • A prone creature’s only movement 
  option is to crawl, unless it stands up 
  and thereby ends the condition.
  • The creature has disadvantage on 
  attack rolls.
  • An attack roll against the creature has 
  advantage if the attacker is within 5 
  feet of the creature. Otherwise, the 
  attack roll has disadvantage.
  Restrained
  • A restrained creature’s speed becomes 
  0, and it can’t benefit from any bonus 
  to its speed.
  • Attack rolls against the creature have 
  advantage, and the creature’s attack 
  rolls have disadvantage.
  • The creature has disadvantage on 
  Dexterity saving throws.
  Stunned
  • A stunned creature is incapacitated 
  (see the condition), can’t move, and 
  can speak only falteringly.
  • The creature automatically fails 
  Strength and Dexterity saving throws.
  • Attack rolls against the creature have 
  advantage.
  Unconscious
  • An unconscious creature is incapacitat-
  ed (see the condition), can’t move or 
  speak, and is unaware of its surround-
  ings
  • The creature drops whatever it’s hold-
  ing and falls prone.
  • The creature automatically fails 
  Strength and Dexterity saving throws.
  • Attack rolls against the creature have 
  advantage.
  • Any attack that hits the creature is a 
  critical hit if the attacker is within 5 feet 
  of the creature.
  Exhaustion
  Level
  Effect
  1
  Disadvantage on ability checks
  2
  Speed halved
  3
  Disadvantage on attack rolls 
  and saving throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  Actions in Combat
  
  Extreme Temperature
  If you are exposed to extreme heat or cold while unprotected, you 
  take 1d6 cold or fire damage at the beginning of your turn. If you 
  are still exposed at the beginning of your next turn, you take 2d6 
  damage, and 3d6 damage at the beginning of the turn following 
  that, and so on, up to a maximum of 10d6. 
  Falling
  A fall from a great height is one of the most common hazards 
  facing a spacer. At the end of a fall, you take 1d6 bludgeoning 
  damage for every 10 feet you fell, to a maximum of 20d6. You 
  land prone, unless you avoid taking damage from the fall.
  Suffocating
  You can hold your breath for a number of minutes equal to 1 + 
  your Constitution modifier (minimum of 30 seconds).
   
  When you run out of breath or are choking, you can survive 
  for a number of rounds equal to your Constitution modifier 
  (minimum of 1 round). At the start of your next turn, you drop to 
  0 hit points and are dying, and you can’t regain hit points or be 
  stabilized until you can breathe again.
  Vacuum
  Upon entering a vacuum without a breathing apparatus, you can 
  survive a number of rounds equal to 1 + your Constitution modifi-
  er (minimum 2 rounds). At the start of your next turn, you drop to 
  0 hit points and are dying.
   
  Even if you have a breathing apparatus, you might still be 
  subject to Extreme Temperature if you don’t have other protective 
  equipment.
   
  Casting a spell with a verbal component is impossible in a 
  vacuum.
  Extreme Gravity
  Blind Jump
  d100
  Jump
  01–20
  The Black. Your ship emerges from its jump in deep 
  space. You are no closer to your destination. 
  21–50
  Off Target. Your void jump sends you wide of your 
  intended target. At the GM’s discretion, there is a 10% 
  chance that you encounter an undiscovered planet, 
  derelict spacecraft, spatial anomaly, or other significant 
  location. You are up to 50% closer to your destination 
  than you began.
  51–80
  Near Target. You are close enough to your target to 
  reach it with 10 minutes of sublight travel.
  81–00
  Perfect Jump. Your ship emerges from the void jump 
  precisely where you intend to, often near a spaceport 
  or in orbit around a planet.
  Blasters
  Blasters are ammunition-less ranged weapons which use two dam-
  age dice instead of one, but don’t add your ability score modifier 
  to damage.
  Mega Damage
  Ships use mega hit points and mega damage, each worth one 
  hundred normal points. Ship weapons can’t target non-mega 
  creatures. 
  Mega Spells
  Mega spells deal mega damage. A mega spell fails if any part of 
  its effect would intersect with an area of gravity or artificial gravity.
  Hacking
  Hacking requires the use of an interface rig and an Intelligence 
  (Data) check. In general, a hacking attempt requires 1 minute of 
  work using the technology, though the GM can decide that certain 
  tasks might take only an action. On a successful check to hack a 
  device, you can perform operations on the system as if you had 
  full access. On a failed check, roll a d6. On a 6, the device locks 
  down and no further attempts can be made to hack it. More se-
  cure devices might lock on a roll of 5 or 6, or on a roll of 4 to 6, as 
  determined by the GM.
  Typical Save DCs
  Difficulty
  DC
  Very Easy
  5
  Easy
  10
  Moderate
  15
  Hard
  20
  Very Hard
  25
  Nearly Impossible
  30
  Typical Ability Scores
  Scores
  Skill Level
  1
  Abysmal
  5
  Poor
  10
  Average
  15
  Exceptional
  20
  Peak
  25
  Superhuman
  30
  Godlike
  Weight
  Movement 
  Speed
  Other Rules
  Zero 
  Gravity
  Nullified
  None, 
  unless 
  climbing
  Once a creature or object is 
  set into motion, it can’t stop 
  moving until it collides with an 
  obstacle.
  Light 
  Gravity
  Halved
  Normal
  You take half damage from 
  falling.
  Heavy 
  Gravity
  Doubled Costs 1 
  extra foot
  If you are prone and wish to 
  stand up, you must succeed a 
  DC 12 Strength check.
  Extreme 
  Gravity
  Quadru-
  pled
  Costs 1 
  extra foot
  You take bludgeoning damage 
  at the beginning of your turn: 
  1d4 if Small, 1d6 if Medium, 
  1d8 if Large, 1d10 if Huge, 
  1d12 if Gargantuan.
  Acrobatics (Dexterity)
  Animal Handling (Wisdom)
  Arcana (Intelligence)
  Athletics (Strength)
  Data (Intelligence)
  Deception (Charisma)
  History (Intelligence)
  Insight (Wisdom)
  Intimidation (Charisma)
  Investigation (Intelligence)
  Medicine (Wisdom)
  Nature (Intelligence)
  Perception (Wisdom)
  Performance (Charisma)
  Persuasion (Charisma)
  Piloting (Dexterity)
  Religion (Intelligence)
  Sleight of Hand (Dexterity)
  Stealth (Dexterity)
  Survival (Wisdom)
  Technology (Intelligence)
  Skills
  Cover
  Cover
  Effect
  Half-cover
  +2 to AC and Dexterity saving throws
  Three-quarters cover +5 to AC and Dexterity saving throws
  Total cover
  Can’t be targeted directly by attacks or spells
  Darkness and Obscurity
  Obscurity
  Effect
  Lightly 
  Obscured
  Creatures have disadvantage 
  on Wisdom (Perception) 
  checks which rely on sight.
  Dim light, patchy 
  fog, moderate 
  foliage
  Heavily 
  Obscured
  Vision is blocked; creatures 
  are effectively blinded.
  Darkness, opaque 
  fog, dense foliage
  Damage Severity by Level
  Character Level
  Setback
  Dangerous
  Deadly
  1st–4th
  5 (1d10)
  11 (2d10)
  22 (4d10)
  5th–10th
  11 (2d10)
  22 (4d10)
  55 (10d10)
  11th–16th
  22 (4d10)
  55 (10d10)
  99 (18d10)
  17th–20th
  55 (10d10)
  99 (18d10)
  132 (24d10)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Starter Kit/Dark Matter GM Screen.pdf