TEXT: Command Points
  Evasion 3
  Evasion 2
  Evasion 1
  Evasion 3
  Evasion 2
  Evasion 1
  Bonus
  Speed
  Fittings
  Weapons
  Drive
  Hull
  Armor
  Bonus
  AC
  Above and Beyond 
  Skill check against difficulty 9.
  success: gain skill level +1 CP
  failure: loose 1 CP
  Do your Duty
  Gain 1 CP.
  Deal with a Crisis
  General
  0
  0
  0
  Escape Combat
  Opposed Int/Pilot or Dex/Pilot
  + ship speed against fastes opponent.
  success: all enemies gain 1 Escape point
  Pursue Target
  Opposed Int/Pilot or Dex/Pilot
  + ship speed against target.
  success: shed 1 Escape point.
  Evasive Maneuvers
  Bridge
  Int/Pilot or Dex/Pilot difficulty 9.
  success: add Pilot skill to ship AC.
  2
  3
  4
  once
  Crash Systems
  Opposed Int/Program against target ship.
  success: target starts next turn with CP 
      penalty equal to Program skill.
  Sensor Ghost
  Int/Program vs difficulty 9.
  success: AC + Program skill
      until next turn.
  Defeat ECM
  Comms
  Opposed Int/Program against target ship.
  success: 2xProgram skill bonus to attacks
      against target.
  2
  2
  2
  once
  Fire all Guns
  Fire all guns mounted on ship.
  Choose target for each.
  3
  Target Systems
  A Fire One Weapon action may target
  a ship's sub-system this round.
  -4 to hit, half damage before applying 
  Armor. If damage gets through system
  is disabled. Drive is degraded by 1.
  1
  Gunnery
  Fire One Weapon
  Fire a single ship's weapon. 2
  Boost Engines
  Int/Fix vs difficulty 8.
  success: increase speed by 2 until
      start of next turn.
  Emergency Repairs
  Int/Fix vs difficulty 8.
  success: a disabled system is 
      repaired or a damaged drive
      rating restored by 1.
  3
  Engineering
  Damage Control
  Int/Fix vs difficulty 7.
  success: repair lost hitpoints equal to
      Fix skill x ship size multiplier.
  Each attempt of this action increases
  difficulty by 1.
  3
  2
  Captain
  Into the Fire
  Accept Crew Lost crisis. 
  Gain Lead skill +1 CP.
  0
  once
  Keep it Together
  Nullify enemy hit and roll crisis.
  0
  once
  Instant
  Support Depatment
  Reduce cost of single action by
  2 CP for chosen department.
  0
  once
  Above and Beyond 
  Skill check against difficulty 9.
  success: gain skill level +1 CP
  failure: loose 1 CP
  Do your Duty
  Gain 1 CP.
  Deal with a Crisis
  General
  0
  0
  0
  Above and Beyond 
  Skill check against difficulty 9.
  success: gain skill level +1 CP
  failure: loose 1 CP
  Do your Duty
  Gain 1 CP.
  Deal with a Crisis
  General
  0
  0
  0
  Hull Size     Multiplier
  Fighter
  Frigate
  Cruiser
  Capital
  2
  3
  4
  6
  Crisis
  Armor loss
  Cargo loss
  Crew lost
  Engine lock
  Fuel bleed
  Haywire systems
  Hull breech
  System damage
  Target decalibration
  VIP imperiled
  Cont.
  Acute
  Acute
  Cont.
  Acute
  Cont.
  Acute
  Cont.
  Cont.
  Acute
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Type
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/3rd Party/ship_combat_mat.pdf