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# Starfinder Starship Combat
Reference Document
## **Rounds & Phases** There are three phases that happen in a specific order, once a phase has ended you can not go back to the phase until the next round. #### **Captains** Takes part in any phase, but can only act once per round. ### **Engineering Phase** **Captain, Chief Mate, Engineer, Magic Officer**
Engineers on either side take their turn at the same time. ### **Helm** **Captain, Chief Mate, Pilot, Science Officer**
Pilots each attempt a Piloting check to determine initiative. Science Officers and Pilots then determine who goes first in this phase. ### **Gunnery** **Captain, Gunners**
Gunners fire their weapons. After all Gunners have fired their weapons, damage is then rolled. ## **Ship Components** A ship is made up of the following components: #### **Frame** #### **Power Core** #### **Thrusters** #### **Armor** #### **Computer** #### **Crew Quarters** #### **Defensive Countermeasures** #### **Drift Engines** #### **Expansion Bays** #### **Security** #### **Sensors** #### **Shields** #### **Weapons** \columnbreak ## **Shields & Damage** ### **Regenerating Shields** (Engineering) **DC: 15 + 1.5 x *Starship's Tier***
Shields regenerate Shield Points at a set rate as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check. Any penalties from critical damage conditions apply to this check. ### **Critical Systems Damage**
(Engineering) **DC: Varies, See Chart Below**
Removing the critical damage condition from a system requires 10 minutes and an Engineering check. |DC|Severity| |:-:|:-| |15|Glitching| |20|Malfunctioning| |25|Wrecked| On a success, the system is no longer critically damaged and can function as normal. ### **Hull Damage** (Engineering) **Special**
**DC: 15 + 1.5 x *Starship's Tier***
To restore hull points, you must first stop the starship completely and in a safe location like a dock on a space station or in a space port, and the repairing character or characters must have access to the outside hull. In the Pact Worlds, crew can pay mechanics to repair the starship; the cost and time are up to the GM. If the crew wishes to make their own repairs, it costs 10 UPBs per point of damage and require 5 hours of work regardless of the number of points repaired. Character who succeeds on the check can cut either the cost or time in half. Every 10 points by which they exceed the DC, can reduce another factor by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can aid with this check. Failing the check instead increases the cost by 5 UPBs per point of damage. \pagebreakNum ## **Captain Actions** ### **Demand** (Intimidate) **DC: 15 + 1.5 x *Starship Tier***
Grant a +4 bonus to one specific check by intimidating the crew. You must use this action before the associated check is rolled, and an individual character can only benefit from this check once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself. ### **Encourage** (Diplomacy) **DC: 15** *or* **Same Skill at DC 10**
Grant a +2 bonus to one specific check by encouraging the crew. You must use this action before the associated check is rolled. ### **Taunt** (Bluff, Intmidate) **Push**
**DC: 15 + 1.5 x *Enemy's Starship Tier***
Select an enemy vessel and phase, and then roll Bluff or Intimidate. If successful, each enemy character acting during the selected phase takes a -2 penalty to all checks for 1d4 rounds. The penalty increases to -4 if the enemy's check is a push action. Cannot target the same enemy twice in combat. ### **Orders** (Computers, Engineer,
Gunnery, Piloting) **Push / Level 6 / Cost 1 Resolve Point**
**DC: 15 + 1.5 x *Starship Tier***
Grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a related skill check.
**Computers** for Science Officer
**Engineering** for Engineer
**Gunnery** for Gunner
**Piloting** for Pilot. Target gains another action if successful, but cannot take the same action twice. You cannot give yourself orders. ### **Moving Speech** **Push / Level 12 / Cost 1 Resolve Point**
**DC: 20 + 1.5 x *Starship Tier***
Use your action to give a moving speech to the crew during one phase of combat. For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions. \columnbreak ## **Chief Mate Actions** #### *Skills* - **Acrobatics** *or* **Athletics** ### **Hard Turn** **Push**
**Helm Phase / DC: 10 + 1.5 x *Starship's Tier***
Tthe pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. On a fail of 10 or more, you cause the ship's maneuverability to worsen by one step for the rest of this round. ### **Maintenance Panel Access** **Engineering Phase / DC: 10 + 1.5 x *Starship's Tier***
You can help the Engineer when they make a check, you must roll your check first.
**Divert:** If the Engineer takes the Divert action, they can choose two systems.
**Overpower:** If the Engineer takes the Overpower action, they can choose four systems. No system can benefit twice from the same action. On a fail of 10 or more, and the Engineer's actions take a -2 penalty. ### **Manual Realignment** **Helm Phase / DC: 10 + 1.5 x *Starship's Tier***
You can help the Science Officer when they make a check, you must roll your check first.
**Scan:** If the Science Officer takes the Scan action, they receive one additional piece of information as though their result were 5 higher. On a fail of 10 or more, no check to scan can be attempted this round. ### **Targeting Aid** **Push / 6 Ranks / Cost 1 Resolve Point**
**Engineering Phase / DC: 20 + 1.5 x *Starship's Tier***
One Gunner can take the Fire at Will or Broadside action without the associated penalty. On a fail of 10 or more, the Gunner instead takes a -2 penalty to attack rolls this round. This action can be taken more than once per round, but only once per Gunner. ### **Maximize Speed** **Push / 12 Ranks / Cost 1 Resolve Point**
**Helm Phase / DC: 25 + 1.5 × *Starship’s Tier***
Speed of the starship increases by 2 for this round. This is cumulative with other increases to speed. \pagebreakNum ## **Engineer Actions** #### *Skills* - **Engineering** ### **Divert** **DC: 10 + 1.5 x *Starship Tier***
You make an Engineering check to diver power to a specific system.
**Engines:** Speed increases by 2 for this round.
**Science:** All Science Officers get +2 this round.
**Weapons:** All damage rolls of 1 become 2 this round.
**Shields:** Restore Shield Points equal to 5% of PCU rating, up to maximum. You can distribute the restored Shield Points across the shields' four quadrants as you see fit. ### **Hold It Together** **DC: 15 + 1.5 x *Starship Tier***
Select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round.
**Wrecked** functions like it is Glitching
**Malfunctioning** functions like it isn't damaged.
**Glitching** functions like like it isn't damaged. This check is not modified by critical damage to the core. ### **Patch** **DC: Varies, See Chart Below**
You can patch a system that has taken critical damage, multiple engineers can take the same action to patch the same system. The number of actions to patch a system can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5, you must announce this before you roll. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). |Critical Damage
Condition|Actions
to Patch|DC| |:-:|:-:|:-| |Glitching|1|10 + 1.5 x Starship's Tier| |Malfunctioning|2|15 + 1.5 x Starship's Tier| |Wrecked|3|20 + 2 x Starship's Tier| This check is not modified by critical damage to the core. ### **Overpower** **Push / Rank 6 / Cost 1 Resolve Point**
**DC: 15 + 1.5 x *Starship Tier***
If successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round. \columnbreak ### **Quick Fix** **Rank 12 / Cost 1 Resolve Point**
**DC: 20 + 1.5 x *Starship Tier***
If successful, remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal. ## **Gunner Actions** #### *Skills* - **Base Attack Bonus** *or* **Piloting** ### **Fire at Will** **Push**
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty. ### **Shoot** You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc. ### **Broadside** **Push / Level 6 / Cost 1 Resolve Point**
Fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty. ### **Precise Targeting** **Level 12 / Cost 1 Resolve Point**
Fire one weapon at one target. If it hits and enemy shield are depleted in that quadrant, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time). \pagebreakNum ## **Magic Officer Actions** #### *Skills* - **Mysticism** ### **Eldritch Shot** **Push**
**DC: 10 + 1.5 x *Starship's Tier***
Choose one weapon on the starship and treat the range of that weapon as 5 hexes longer than nromal for 1 attack. This does not work on weapons with the Point property. ### **Procognition** **DC: 10 + 1.5 x *Starship's Tier***
Grant the pilot a +2 bonus to their Piloting check for determining Piloting order only. ### **Scrying** **DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures** You take the Science Officer's Scan action but instead use Mysticism for the check. ### **Mystic Haze** **Push / 6 Ranks / Cost 1 Resolve Point**
**DC: 20 + 1.5 × *Starship's Tier***
Provide your Starship with a +1 bonus to AC until end of next round. In addition, opposing Science Officers that attempt to take the Scan or Lock On actions before the end of the next round must roll twice on their checks and take the worse result. ### **Psychic Currents** **12 Ranks / Cost 1 Resolve Point**
**DC: 20 + 1.5 x *Starship's Tier***
Reduce the Starship's minimum distance between turns by 1 (to a minimum of 0) for this round. ## **Pilot Actions** #### *Skills* - **Piloting** ### **Fly** You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check. ### **Maneuver** **DC: 15 + 1.5 x *Starship Tier***
You move your starship up to its speed and reduce your starship’s distance between turns by 1 (to a minimum of 0). ### **Stunt** **Push**
**DC: Varies, See Chart Below**
You can attempt any one of the stunts below, see page 319. \columnbreak #### **Back Off** **DC: 10 + 1.5 x *Starship's Tier***
Move up to half speed backwards without turns. On a fail, move back 1 hex only. Fail by 5 or more, no movement and -4 to AC and TL until start of next round. #### **Barrel Roll** **DC: 10 + 1.5 x *Starship's Tier***
**Resriction: Large or smaller**
Move up to half speed and facings inverted for 1 round. On a fail, faces are not inverted. Fail by 5 or more, no inverted facings and -4 to AC and TL until start of next round. #### **Evade** **DC: 10 + 1.5 x *Starship's Tier***
Move up to full speed and gain a +2 to AC and TL until start of next turn. On a fail, no bonus. Fail by 5 or more, still move but -2 to AC and TL. #### **Flip and Burn** **DC: 15 + 1.5 x *Starship's Tier***
Move up to half you speed and turn 180°. Fail, no rotation. #### **Flyby** **DC: 15 + 1.5 x *Enemy's Starship's Tier***
Move normally and you can move through the hex of 1 enemy ship without provoking. During Gunnery phase, choose one arc of your ship to fire at a chosen arc of the enemy's ship at close range. On a fail, Gunnery phase is normal and movement provokes. #### **Slide** **DC: 10 + 1.5 x *Starship's Tier***
Move up to speed in the direction of either the forward-port or forward-starboard edge without changing its facing. On a fail, the ship moves forward up to half its speed and can't make turns. #### **Turn in Place** **DC: None**
Does not move but instead can turn to face any direction. **Clumsy** take a -4 to their AC and TL until next round.
**Poor** take a -2 to their AC and TL until next round.
**Average** or **Better** do not take a penalty. ### **Full Power** **Push / 6 Ranks / Cost 1 Resolve Point**
You move up to 1.5 times your speed and you can make turns during this movement, but you add 2 to your Starship's distance between turns. ### **Audacious Gambit** **12 Ranks / Cost 1 Resolve Point**
**DC: 20 + 1.5 x *Starship's Tier***
Move up to speed, treating turn distance as 2 lower (minimum 0), and can move through enemies without provoking. Can face any direction at the end of the movement. On a fail, you fly as if you took the Fly action and still lose the Resolve Point. \pagebreakNum ## **Science Officer Actions** #### *Skills* - **Computers** ### **Balance** **DC: 10 + 1.5 x *Starship's Tier***
Can shift SP from the shield in one quadrant to another quadrant, including to depleted shields. After rebalancing, every shield must have at least 10% of current SP. Alternatively, can add up the SP from all remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the Forward Quadrant. ### **Scan** **DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures**
You learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
**Basic Information:** Living crew complement and ship classification, size, speed, and maneuverability.
**Defenses:** AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU.
**Weapon:** Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
**Load:** Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
**Other:** Any remaining ship statistics. ### **Target System** **Push**
**DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures**
If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships. ### **Lock On** **Push / 6 Ranks / Cost 1 Resolve Point**
**DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures**
Your starship’s Gunners gain a +2 bonus to Gunnery checks against the target for the rest of the round. This action can be taken only once per round. \columnbreak ### **Improve Countermeasures** **12 Ranks / Cost 1 Resolve Point**
**DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures**
Gunners aboard the target starship roll twice and take the worse result for Gunnery checks during this round (including checks for tracking weapons). ## **Open Crew Actions** These actions can be performed regardless of a character's role and only require at least 1 rank in Computers, Engineering, Physical Science, or Piloting. Taking an Open Crew action counts as your action. Open Crew actions happen during the Engineering phase before any other actions. Each action can be performed only once per round. ### **Erratic Maneuvering** **Engineer Phase / Open**
You trigger erractic movement in the Starship's movement, granting a +1 bonus to the Starship's AC and TL against any opponents that perform the Flyby stunt this round. ### **Feign Disaster** **Engineer Phase / Open**
**DC: 10 + 1.5 x *Starship's Tier***
You attempt to fool the enemy's crew and they must make a Computers check against the DC (either the crew's Captain or the Science Officer with the highest bonus). If they succeed, this action has no effect. If they fail, they take a -2 penalty on their checks for the Scan and Lock On actions taken against your ship, as well as Piloting checks attempted while within 1 hex of your Starship. This action can only be taken once per combat. ### **Prioritize Calculation** **Engineer Phase / Open**
One crew member attempting a check this round and using a bonus from the ship’s computer increases that bonus by 1. ### **Range Finding** **Engineer Phase / Open**
Select one crew member filling the Gunner, Pilot, or Science Officer role. They gain +1 bonus to one attack roll or skill check of their choice related to starship combat before the end of this turn. ### **Ready Weapon System** **Engineer Phase / Open**
Select one weapon system when you perform this task. If that weapon is not fired this round but is fired on the next round after you have readied it, it deals +1 damage on a successful attack (+2 damage for starships of tier 6 and greater). \pagebreakNum ## **Minor Crew Actions** You can take a minor crew action regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. A minor crew action can be performed only once per round and doesn’t count as your action. ### **Glide** **Helm Phase / Minor**
**Prerequisite: No other Pilot Actions**
Starship moves up to half its normal speed, can take turns during this move but the distance between turns increases by 2. You can add your Piloting Ranks to the Starship's AC and TL for this round. ### **Quick Rescan** (Computers) **Helm Phase / Minor**
**Prerequisite: successful Scan action last round**
**- No other Science Officer Actions**
**- Visual Indentification not used**
**DC: 5 + 1.5 x *Target Starship's Tier*
+ Target's Defensive Counter Measures**
You receive one piece of information, such as the ship’s current Hull Points or its current distribution of Shield Points. ### **Snap Shot** **Gunnery Phase / Minor**
**Prerequisite: No other Gunnery Actions**
Fire one of the starship’s weapons with a –2 penalty to the Gunnery check. ### **Visual Indentification**
(Computers, Engineering, Perception) **Helm Phase / Minor**
**Prerequisite: No other Science Officer Actions**
**- Quick Rescan not used**
**DC: 10 + 1.5 x *Target Starship's Tier***
You learn the first unknown piece of information on the list below. Information already obtained from a Scan action or a Quick Rescan minor action is not unknown. You learn only one unknown piece of information, regardless of your total check result. Subsequent successful checks reveal new pieces of information, continuing down the list below. **Basic Information:** Size, speed, and maneuverability.
**Defenses:** Total Hull Points, total Shield Points, and power core PCU value.
**Weapon:** Information about one weapon, including its firing arc and the damage it deals, selected at random. \columnbreak ## **Speed & Movement** The speed is the number of hexes it can move in a round. A Starship can move fewere hexes than this amount. This movement is in a straight line in the direction the Starship is facing, unless it moves by making a turn. |Speed|Piloting Check Modifier| |:-:|:-:| |4 or less|+2| |6|+1| |8–10|—| |12|–1| |14 or more|–2| ### **Turns** While moving, Starship can make a turn, altering its forward movement direction, firing arc, and shield quadrants. One turn changes a Starship's forward facing by 60 degrees, or one side of a hex. Every round a Starship turns, it must move a certain number of hexes before each turn based on its maneuverability. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point). A ship’s maneuverability also modifies Piloting checks for it. |Maneuverability|Distance Between Turns|Piloting Check Modifier| |:-:|:-:|:-:| |Clumsy|4|–2| |Poor|3|–1| |Average|2|0| |Good|1|+1| |Perfect|0 (see above)|+2| ## **Critical Damage** | d100 |System|Effect |:-:|:-|:-| |1–10|Life Support|Condition applies to all captain actions| |11–30|Sensors|Condition applies to all science officer actions| |31–60|Weapons Array|Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)| |61–80|Engines|Condition applies to all pilot actions| |81–100|Power Core|Condition applies to all engineer actions except Hold it Together and Patch; a malfunctioning or wrecked power core affects other crew members’ actions|