All vessels have access to the following Ship Actions, providing they have the relevant Ship Systems;
As either a Simple or Reflexive Action, you can increase your Defence by a number equal to your vessel's Point Defence Rating against attacks from Attack Craft (including Assault Boats and Boarding Torpedos) and Ordnance (Torpedos and Missiles) until the beginning of your next Turn. You also gain +1 bonus dice on Pilot Tests to avoid Debris and similar effects.
On your turn, you can use a Simple Action to make an attack against enemy Attack Craft within range (typically 1 - 2 km for most Point Defence weapons); add your vessel's Point Defence rating to the attack as bonus dice, then resolve as with a normal attack.
This requires that your vessel is armed with a weapon with the Point Defence Trait.
Use a Full-Round Action to attempt to board a hostile vessel within 3 km. Make an Interaction Test against your target's Defence; on a success, you inflict 1 Wound on the target, and every Icon rolled above this inflicts an additional 1 Wound.
If you are targeted by boarders, you can attempt to repel them by using your Reflexive Action to make this Test an Opposed Interaction Test.
Use a Combat Action to make a Deep Scan Test against the Defence of a void ship within range. On a successful Test, you learn the Cruising Speed, current Wounds, and any unhidden weapon systems of the target vessel (this does not typically reveal ammunition/ordnance types). Shifts from this Test can be used to learn about additional systems and capabilities. This may also be used to assist any other Test by another character during the Round; the next Attack made against the same target by an ally gains +1 bonus dice plus an additional +1 bonus dice per Shifted Exalted Icon on the Deep Scan Test.
Deep Scan also allows you to attempt to discover hidden vessels, space stations, or attack craft, or to analyse astronomical bodies. When used in this manner, it requires a Full-Round Action (during which you can move up to your Cruising Speed) and has a radial range of 2 km (point in space) or 6 km (measuring from your ship).
The Deep Scan Action requires a functional Auger Array; if damaged, the Auger Array requires at least 24 hours of repairs and recalibration in order to be used again.
As a Combat Action you can deploy a squadron of attack craft (either Interceptors or Bombers); each squadron has its own stats, as determined by their type. On this and subsequent Turns, you can use your Simple Action to direct the squadron (& any other squadrons previously deployed), using their dice pool for any relevant Tests made.
The number of squadrons you can carry is determined by the size of your Hangar Bay;
Small: 2 squadrons
Medium: 4 squadrons
Large: 6 squadrons
Huge: 10 squadrons
You regain up to half your maximum squadrons on completion of a Respite, as damaged craft are recovered and reserve craft are prepared for battle. The Deploy Attack Craft Action requires a functional Hangar Bay; if damaged, the Hangar Bay requires at least 24 hours of repairs in order to be used again.
Use a Combat Action to attempt a quick, temporary field repair on your ship. Make a DN 2 Emergency Repairs Test to remove 1 Wound from the ship; for each Exalted Icon that can be Shifted, you repair an additional Wound.
A ship can use a Reflexive Action when targeted by an Attack to make a DN 3 Evasive Manoeuvre Test to gain +1 Defence until the beginning of its next Turn. Each Shifted Exalted Icon adds +1 additional Defence. A vessel can't perform Evasive Manoeuvres if it was stationary or used the Slow Ahead Movement option in its last Turn; using Evasive Manoeuvres means that it can’t perform any kind of Movement during its next Turn.
As either a Combat or a Reflexive Action, you may make a DN 4 Harden Shields Test. Until the beginning of your next Turn your Resilience increases by 1; each Shifted Exalted Icon adds +1 additional Resilience.
If you roll a Complication, your Void Shields are damaged and must be repaired using your Simple Action to make a DN 2 Tech Test on your next Turn; rolling a Complication on this Test renders your Void Shields inoperable until you can put into port for intensive repairs.
Use a Full-Round Action to launch a sensor probe. The probe has a Speed of 10 and can take the Deep Scan Action once per Round, using its mothership's Dice Pool plus 2 bonus dice.
Main Battery Weapons: Use a Combat Action to make a Ranged Attack Test against a Target within range. Multiple Main Battery weapon systems can be fired, whether at the same target, or different ones, using the normal Multi-Attack rules from the Core Rulebook. See Voidship Weapons: Battery Fire for more details about splitting fire between multiple targets.
Secondary Battery Weapons: If a target is within the short range of your vessel's Secondary Battery weapons, you can fire these as a Free Action on your Turn (or a Reflexive Action if it is another vessel's Turn); if it is within the standard range, you can use your Simple Action. If the target is at long range or beyond, then you must use a Combat Action as if it were a Main Battery weapon, incurring any Multi-Attack penalties that would apply.
Use your Combat Action to make a Ram Test against your target's Defence/Manoeuvrability; if the Test is successful, the target takes damage as if hit by a melee weapon with a Damage Value equal to your vessel’s Max Wounds. You can Shift Exalted Icons to add +1 ED per Shifted Icon. If you Ram while using Full Speed Ahead!, add +4 ED to the damage.
The Ramming vessel also takes damage as if hit by a melee weapon with a Damage Value equal to the target’s Max Wounds, adding +4 ED if the Ramming vehicle was using Full Speed Ahead!. Shifted Exalted Icons do not add to the damage inflicted on the Ramming vessel.
Regardless of whether the Test succeeds or fails, the vessel ends its Movement for the Round if the target is not destroyed. If the target is destroyed, the vessel can continue to move through the target up to its remaining Speed for the Round (though the GM may rule that the vessel's remaining Speed that Round is reduced, if appropriate).
A ship may attempt to avoid notice by going on silent running, shutting down non-essential systems and attempting to drift unnoticed past its opposition. Use your Combat Action to make a DN 3 Tech Test; on a success, the ship's Defence is increased by 1 against Deep Scans or attacks made from beyond visual range, adding an additional +1 for any Shifted Exalted Icons. When on silent running, a voidship’s Speed is reduced by half, and it cannot use the Full Speed Ahead!, Boost Engines, or Evasive Manoeuvres options.
If you fail any additional Tests made as part of a Multi-Action, or you succeed with a complication, some power surge or engine flare betrays your ship's presence, and any ships within sensor range become aware of you.
Voidships with the Archeotech Drive System Trait can use Silent Running as either a Combat or Simple Action.
As a Combat Action you may attempt to make a Warp Jump to another star system or similar location (see Movement: Warp Travel).