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Narrative Starship Combat

Crew Actions

Source Starfinder Enhanced pg. 179
After the GM has chosen the enemy’s tactic for the round, the PCs can each perform an action related to their current role. Many actions require the PC to attempt a skill check. Some successful actions contribute to the number of skill checks needed to damage an enemy ship, while others alter the combat in other ways. These actions are listed below, sorted by role. An action that any PC can perform regardless of role is listed first.
When a PC attempts a skill check, they can choose any skill they like and describe how that skill relates to the action they want to perform. If they select a skill that’s listed as one of the action’s preferred skills, the DC for the check is the Average DC for their ship or the enemy ship, depending on the action. If they select any other skill, the DC is the Hard DC. A PC can’t take 10 or 20 on any skill check during narrative starship combat. Each round, a player must select a different skill than they used the previous round.
The PCs can take their actions in any order they wish. Some crew actions can provide extra benefits if the player spends 1 Resolve Point after they succeed at the skill check.

Any Crew Action

Source Starfinder Enhanced pg. 179
The following action can be taken by any crew member.

Provide Aid

Source Starfinder Enhanced pg. 179
You help out another crew member by lending your expertise.
Preferred Skills: Any.
Effect: Choose an allied crew member who hasn’t taken a crew action this round, and attempt a skill check against your ship’s DC. If you succeed, that crew member gains a +2 bonus to the skill check they attempt this round. If the result of the check exceeds the DC by 5 or more, this bonus increases to +3.
Resolve: By spending 1 Resolve Point, you can provide the same bonus to a second allied crew member who hasn’t acted this round.

Captain Actions

Source Starfinder Enhanced pg. 179
These actions can be taken only by a crew member who’s filling the captain role.

Enact Cunning Stratagem

Source Starfinder Enhanced pg. 179
You come up with and have the crew execute a clever plan to outwit the enemy forces.
Preferred Skills: Piloting, Profession (captain), Stealth.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Encourage Crew Member

Source Starfinder Enhanced pg. 179
With a few words, you bolster a crew member’s determination.Preferred Skills: Culture, Diplomacy, Intimidate.
Effect: Choose an allied crew member and attempt a skill check against your ship’s DC. If you succeed, that crew member regains 1 Resolve Point (up to their maximum).
Resolve: By spending 1 Resolve Point, a second allied crew member regains 1 Resolve Point (up to their maximum).

Give Orders

Source Starfinder Enhanced pg. 179
Your orders could spell the difference between life and death for you and your crew.
Preferred Skills: Any.
Effect: Choose an allied crew member who has already taken a crew action this round and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, that crew member can take a second action this round.
Resolve: By spending 1 Resolve Point, the targeted crew member receives a +2 bonus to the skill check on their second action.

Taunt Enemy

Source Starfinder Enhanced pg. 179
You relay some choice quips to your enemy over comms.
Preferred Skills: Bluff, Intimidate, Sense Motive.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Chief Mate Actions

Source Starfinder Enhanced pg. 179
These actions can be taken only by a crew member who’s filling a chief mate role.

Access Maintenance Panels

Source Starfinder Enhanced pg. 180
You know how to access and manipulate the mechanisms of your ship’s systems directly.
Preferred Skills: Acrobatics, Athletics, Engineering.
Effect: Choose an allied crew member in an engineer or science officer role who hasn’t take a crew action this round and attempt a skill check against your ship’s DC. If you succeed, the engineer or science officer can roll their next skill check twice and take the better of the two rolls.
Resolve: By spending 1 Resolve Point, you can grant this bonus to a second allied crew member, though they must be in a different role.

Deride Enemy Ship

Source Starfinder Enhanced pg. 180
You point out a number of flaws in your foe’s ship’s design or performance.
Preferred Skills: Engineering, Intimidate, Physical Science.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Maximize Crew Efficiency

Source Starfinder Enhanced pg. 180
You know how to get the most out of your fellow crew members.
Preferred Skills: Any.
Effect: Choose an allied crew member who hasn’t taken a crew action this round and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, the next time this round that this allied crew member succeeds at an action that grants skill check successes, the number of skill check successes that action grants is doubled.
Resolve: By spending 1 Resolve Point, the targeted crew member receives a +2 bonus to the skill check on their next action.

Realign Targeting Systems

Source Starfinder Enhanced pg. 180
With some solid tools and some muscle, you manually realign your ship’s targeting systems to better fire upon the enemy.
Preferred Skills: Acrobatics, Athletics, Perception.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Engineer Actions

Source Starfinder Enhanced pg. 180
These actions can be taken only by a crew member in an engineer role.

Engage Experimental Prototype

Source Starfinder Enhanced pg. 180
You have a new piece of equipment you know will turn the tide of battle.
Preferred Skills: Any.
Effect: Choose an action that grants skill check successes and attempt a skill check against your ship’s Hard DC (regardless of the skill used). If you succeed, the next time this round any ally succeeds at that action, the number of skill check successes that action grants is doubled.
Resolve: By spending 1 Resolve Point, the next time this round an allied crew member rolls a check for the targeted action, that crew member can roll the skill check for the targeted action twice and take the better of the two rolls.

Overpower Systems

Source Starfinder Enhanced pg. 180
You divert power to a system to help outmaneuver or outgun the enemy.
Preferred Skills: Computers, Engineering.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Patch Hull

Source Starfinder Enhanced pg. 180
With a few quick repairs, you restore your ship’s hull integrity.
Preferred Skills: Athletics, Engineering, Physical Science.
Effect: Attempt a skill check against your ship’s DC. If you succeed, the ship regains 1 HP (up to its normal maximum).
Resolve: By spending 1 Resolve Point, you also increase your ship’s DC to the Hard DC against enemy tactics the next round.

Vent Thruster Waste

Source Starfinder Enhanced pg. 180
Your ship expels some hazardous material in the path of an enemy ship.
Preferred Skills: Engineering, Physical Science.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Gunner Actions

Source Starfinder Enhanced pg. 180
These actions can only be taken by a crew member in a gunner role. For a gunner, a ranged attack roll counts as a valid option for a skill check; when a gunner chooses to make a ranged attack during narrative starship combat, they gain a +3 bonus to the roll.

Draw Fire

Source Starfinder Enhanced pg. 180
Your attacks draw the attention of an enemy vessel.
Preferred Skills: Athletics, Intimidate, ranged attack.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, that ship must take the Open Fire tactic against your ship next round.
Resolve: By spending 1 Resolve Point, the enemy ship must roll twice and take the worse of the two rolls when firing upon your ship next round.

Fire at Will

Source Starfinder Enhanced pg. 181
You open fire with your ship’s weapons on the enemy.
Preferred Skills: Acrobatics, Piloting, ranged attack.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, it counts as a skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Harry Enemy

Source Starfinder Enhanced pg. 181
Your shoot not to damage but to harass an enemy ship.
Preferred Skills: Bluff, Piloting, ranged attack.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, that ship takes a –2 penalty to skill checks in the following round.
Resolve: By spending 1 Resolve Point, this penalty applies to an additional enemy ship of your choosing next round.

Target Weak Spot

Source Starfinder Enhanced pg. 181
You attempt to hit an enemy ship in a vulnerable area.
Preferred Skills: Any (including ranged attack).
Effect: Choose an enemy starship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 10 or more, you also automatically deal 1 hit to that starship; this is in addition to any damage through normal skill check successes gained.

Magic Officer Actions

Source Starfinder Enhanced pg. 181
These actions can be taken only by the crew member who’s filling a magic officer role.

Channel Eldritch Energy

Source Starfinder Enhanced pg. 181
By pulling magic from the very fabric of space, you can hinder an enemy starship.
Preferred Skills: Any.
Effect: Choose an enemy starship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, the targeted enemy ship’s threshold is reduced by 1 in the next round.

Empower Crew

Source Starfinder Enhanced pg. 181
Either through the blessings of a divine power or by transmutation magic, you support the rest of your crew.
Preferred Skills: Diplomacy, Life Science, Mysticism.
Effect: Attempt a skill check against your ship’s DC. If you succeed, each other allied crew member on board who has yet to act this round gains a +1 bonus to any skill check they attempt.
Resolve: By spending 1 Resolve Point, this action also counts as a skill check success.

Prognosticate

Source Starfinder Enhanced pg. 181
You attempt to predict the future by reading the weft and weave of probability.
Preferred Skills: Culture, Mysticism, Sense Motive.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, the GM must immediately decide on that ship’s tactic and perform that action next round. The first action that targets that ship next round gains a +2 bonus.
Resolve: By spending 1 Resolve Point, the first two actions that target that ship in the next round gain the +2 bonus.

Scry on Enemy

Source Starfinder Enhanced pg. 181
You try to mystically spy on the enemy’s bridge crew.
Preferred Skills: Mysticism, Perception.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Pilot Actions

Source Starfinder Enhanced pg. 181
These actions can only be taken by a crew member who’s filling the pilot role.

Engage Full Thrusters

Source Starfinder Enhanced pg. 181
You open your ship’s throttle to escape from the enemy forces.
Preferred Skills: Acrobatics, Engineering, Piloting.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, that ship must use your ship’s Hard DC for any tactics, and it takes a –1 penalty to its skill check.
Resolve: By spending 1 Resolve Point, you can increase this penalty to –3.

Hold Steady

Source Starfinder Enhanced pg. 182
You try to keep an enemy starship in your gunners’ sights.
Preferred Skills: Athletics, Perception, Piloting.
Effect: Choose an allied crew member in a gunner role who hasn’t take a crew action this round and an enemy starship. Then, attempt a skill check against that ship’s DC. If you succeed, the gunner gains a +3 bonus to any action that grants skill check successes and targets the same enemy starship.
Resolve: By spending 1 Resolve Point, you can grant this bonus to a second gunner, though they must target the same enemy starship.

Outmaneuver

Source Starfinder Enhanced pg. 182
The enemy forces are no match for your piloting skill.
Preferred Skills: Acrobatics, Piloting.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Perform Audacious Stunt

Source Starfinder Enhanced pg. 182
You fly your ship in such a way to confound and surprise the enemy.
Preferred Skills: Any.
Effect: Choose an enemy starship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, you gain 2 skill check success toward that ship’s threshold.

Science Officer Actions

Source Starfinder Enhanced pg. 182
These actions can be taken only by a crew member in a science officer role.

Improve Countermeasures

Source Starfinder Enhanced pg. 182
With a few tweaks to various systems, you enhance your ship’s ability to deflect attacks.
Preferred Skills: Computers, Engineering, Physical Science.
Effect: Attempt a skill check against your ship’s DC. If you succeed, your ship’s DC increases to the Hard DC against enemy tactics the next round.
Resolve: By spending 1 Resolve Point, an allied crew member in the engineer role can attempt a Patch Hull action immediately for free at a –2 penalty; this doesn’t count as that engineer’s action for this round, and they can attempt it even if they have taken their action this round, but they can’t spend a Resolve Point on the action if they are successful.

Scan Enemy

Source Starfinder Enhanced pg. 182
You scan an enemy vessel with your ship’s sensors to learn more about it.
Preferred Skills: Computers, Perception.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, you gain 1 skill check success toward that ship’s threshold. If the result of the check exceeds the DC by 5 or more, this action counts as 2 successes.

Search Database

Source Starfinder Enhanced pg. 182
You quickly scour a downloaded dataset for pertinent information about the enemy.
Preferred Skills: Computers, Culture, Piloting.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, all skill checks attempted against that ship’s DC gain a +1 bonus this round.
Resolve: By spending 1 Resolve Point, this action also counts as a skill check success.

Target System

Source Starfinder Enhanced pg. 182
Using the ship’s weapons, you target a specific system of an enemy ship.
Preferred Skills: Any.
Effect: Choose an enemy starship and attempt a skill check against that ship’s Hard DC (regardless of the skill used). If you succeed, and if that ship takes at least 1 hit this round, it takes an additional hit.
Resolve: By spending 1 Resolve Point, this action also counts as a skill check success.