Hmm, I'll add a note to the OP
Besides that, I've been working on the rules for ship-to-ship combat:
(In case you're wondering, ships are semi-sentient. It's a useful side-effect of the emergent complexity in their neural circuits which makes communicating with and controlling them a lot easier. It also makes then vulnerable to telepathy, but the alternatives are too slow and outdated to control all of the systems found on a modern ship)
Ships-to-ship combat functions similar to normal combat, with some caveats:
Each crew member rolls and factors as normal, but splits the resulting factors in two pools. One pool is for personal actions such as repairs or mind hacking and the other pools are combined to form the ship's pool. From this pool, the following actions can be taken:
-Fire weapons. The success chance depends on the weapon's accuracy, the ship's sensor and neural systems and the distance. As always, the defense has to be broken before damage is dealt. Some weapons have a cap on how often they can be fired or on the minimum factor needed to fire them, so a balanced weapons load-out is advisable.
-Aim weapons at a specific part of an enemy ship, causing them to hit that if they break defense
-Engage in defensive maneuvers, temporally increasing defense.
-Move towards or away from enemy ships.
-Activate the stealth systems, which temporally makes the ship invisible to enemies but drains stealth power every round. Success chance depends on the used factor, the stealth level used, distance to the enemy and their sensors. (Stealth in Wild Strain is based upon the use of optic cloaking and cooling with
Phase change materials to suppress thermal emission, meaning it can only be kept active for a short spell of time. Hence the need to regenerate the stealth system after use.)
Besides these base actions, some ships have auxiliary systems that enable for special actions. Those can include Psy systems to fry the brains of enemy mind hackers, mine layers, expendable boosters and countermeasures against enemy weapons.
The success of most actions depend on the stats and equipment of the ships and some skills of crew members give bonuses to ship performances (I'll start filling in numbers soon, when I've mapped the main components of the game). These skills are generally not cumulative though.
Boarding is a part of ship-to-ship combat about which I'm a bit on the fence. Should it even be there? Combat usually takes place over long ranges, so getting close may be difficult unless you have an excellent stealth system (or an excellent team of mindhackers). On the other hand it's pretty damn cool to take the fight to the enemy directly. I was thinking that it could be initiated by using special boarding equipment (possibly short-range teleporters or boarding pods) when close to the enemy ship, at which point normal combat would be possible in addition to ship to ship combat (other ships are still out there, presumably firing on you and most actions go via a mind-to-mind interface with the ship anyway). So characters would have to divide their time between shipside combat and ship-to-ship combat.