EVE HOUSERULES. SAGA USED AS A STARTING POINT
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All ships have shields, armor, and hulls. Shields regenerate at a rate of 5 per round, and are destroyed first. From there, the armor is damaged, and then finally the hull. Frigates are divided into Tech 1 and Tech 2 variants, with Tech 1 being the baseline and Tech 2 being the advanced versions.

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NEW SKILLS
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Gunnery (Dex)

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FEATS
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Light Autocannons
Medium Autocannons
Heavy Autocannons
Light Laser
Medium Laser
Heavy Laser
Light Hybrid
Medium Hybrid
Heavy Hybrid
Light Missile Bay
Heavy Missile Bay
Cruise Missile Bay
Evasive Manuvering (I,II, and III)
Covet Ops (Cloaking Devices)
Electronics (I, II, and III)
Repair Systems
Afterburners
Hull Upgrades
Weapon Upgrades
Shield Upgrades
Navigation
Electronic Warfare (Warp Jammers, Webifiers, so and so)1
Stealth (!, II, and III) (Added to a Ship's Sensor Cross Section)

The skills with Roman Numerals increase checks. Class I adds +1, class II adds +3, and class III adds +5

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COMBAT
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Combat is similar to the SAGA system. The main difference is that your sensors must achieve lock on a target. If there is no lock, attacs are at a -5 penalty and missiles automatically miss. To achieve a lock, A Perception Check must be rolled against the enemy ship's sensor cross section. Cross section depends on ship type. A perception check is d20+Ship's Sensors if you are running active systems, or d20+Character's Perception score if you are running passive sensors.

Attacks are made as d20+BAB+Gunnery Skill

Reflex Defense is 10+Ship Base+Piloting

Any ship may 'Run Silent'. All active sensors deactivate, resulting in automatic failure of sensor sweeps, lock-on checks,  -5 on attack checks, and half-speed, but results in a +5 on Sensor Cross Section.

A comabt square is one cubic kilometer.

A ship may activate a Small or Medium slot as a swift action.

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WARPING
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Warping requires three rounds of charging before the drive activates. You cannot Warp if you are under the effects of a Warp Scramblers.

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FRIGATES
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GALLENTE INCURSUS
	2 Low Slots, 3 Medium Slots, 3 High Slots (3 Turrets/Equipments)
	Shield Rating: 313, Armor Rating: 368, Hull Rating 368
	Max Velocity: 300 m/s (5 Space Scale Squares)
	Base Reflex Defense: 4
	Sensors: 3
	Sensors Range: 37km
	Sensor Cross Section: 11

CALDARI KESTRAL
	2 Low Slots, 3 Medium Slots, 4 High Slots (4 Missiles )
	Shield Rating: 391, Armor Rating: 313, Armor Rating: 268
	Max Velocity: 260 m/s (4 Space Scale Squares)
	Base Reflex Defense: 5
	Sensors: 3
	Sensors Range: 40km
	Sensor Cross Section: 10

MINMATAR BREACHER
	2 Low Slots, 2 Medium Slots, 4 High Slots (3 Missiles, 1 Turret/Equipment)
	Shield Rating: 351, Armor Rating: 313, Hull Rating: 250
	Max Velocity: 300 m/s (5 Space Scale Squares)
	Base Reflex Defense: 5
	Sensors: 3
	Sensors Range: 32km
	Sensor Cross Section: 13

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DEVICES
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Warp Scrambler
	Range: 24km
	Effect: No Warping
	Time: 5 rounds, then must recharge 5 rounds
	Size: Medium
	
Warp Disruptor
	Range: 9km
	Effect: No Warping
	Time: 10 rounds, then must recharge 5 rounds
	Size: Medium

Hull Repairer
	Range: Self
	Effect: Repairs 5 hull per round 
	Time: 5 rounds, then must recharge 5 rounds
	Size: Medium

Shield Recharger
	Range: Self
	Effect: Double shield regeneration from 5 per round to 10 per round
	Time: 5 rounds, them must recharge 5 rounds
	Size: Small

Shield Booster
	Range: Self
	Effect: Adds 50 shield strength
	Time: 10 rounds, then must recharge 5 rounds
	Size: Small

Afterburner
	Range: Self
	Effect: Adds 3 squares to speed
	Time: 5 rounds, then must recharge for 5 rounds
	Size: Small

Ship Scanner
	Range: 40km
	Effect: Gives readout on armament, shield strength, armor, and goods carried
	Time: Instant
	Size: Medium

ECM Generator
	Range: 30km
	Effect: All ships within 30km (Except the generating ship and any ships with ECCM) automatically fail any lock-on checks, sensor sweeps, or other use of electronics.
	Time: 5 rounds, then must recharge 5 rounds
	Size: Medium

ECCM Generator
	Range: Self
	Effect: Ship disregards ECM jamming.
	Time: Persistent
	Size: Medium

Cloaking Device
	Range: Self
	Effect: Ship is under the effect of Running Silent but does not take penalties. Sensor sweeps may still pick it up but sufffer a -10 penalty
	Time: 10 rounds, then must be recharged 5 rounds
	Size: High