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Downtime Rules
Chapter 2: Starship Combat
/
Starship Chases
/
Chase Rounds
Chase Actions
Source
Starship Operations Manual pg. 45
These are the actions available to a starship’s crew during each round of a starship chase, after the GM has presented an obstacle. No chase action can be taken two rounds in a row. Characters also can’t attempt an obstacle check and take a chase action in the same round.
Each action notes the crew members that can attempt the action; those crew members use one of the skills listed in Table 2–1: Starship Chase Skills to attempt a skill check. Each action includes any consequences for success or failure. GMs can also create their own chase actions tailored to a particular setting or chase, selecting crew roles appropriate for those actions.
Table 2–1: Starship Chase Skills
Starship Roles
Skills
Captain
Bluff, Diplomacy, Intimidate
Chief Mate
Acrobatics, Athletics
Engineer
Engineering
Gunner
Piloting
†
Magic Officer
Mysticism
Pilot
Piloting
Science Officer
Computers
†
A gunner can substitute their base attack bonus for their ranks in Piloting when attempting a Piloting check.
Table 2–2: Skill Check DCs
CR
Average DC DC
Hard DC
1
11
16
2
13
18
3
14
19
4
16
21
5
17
22
6
19
24
7
20
25
8
22
27
9
23
28
10
25
30
11
26
31
12
28
33
13
29
34
14
31
36
15
32
37
16
34
39
17
35
40
18
37
42
19
38
43
20
40
45
Covering Fire (Gunner)
Source
Starship Operations Manual pg. 46
Peppering an enemy ship with bullets or laser fire can force its pilot to take suboptimal evasive maneuvers, giving the firing ship a chance to catch up or bug out.
Success:
The crew gains 1 success.
Create Obstacle (Chief Mate, Engineer, Magic Officer, Science Officer)
Source
Starship Operations Manual pg. 46
Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning a cloud of technomagical nanites, a crew can put a dangerous hazard in the path of their opponent.
Success:
The crew gains 1 success.
Environmental Cover (Pilot)
Source
Starship Operations Manual pg. 46
A daring pilot might choose to fly much too low to the ground, enter a twisting canyon, or even brave an asteroid field in order to gain an advantage.
Success:
The crew gains 1 success.
Failure by 5 or More:
The starship takes 1 hit.
Evaluate Weakness (Captain, Science Officer)
Source
Starship Operations Manual pg. 46
Even in the heat of a tense chase, a canny crew can use intuition or equipment to zero in on a target’s vulnerabilities, giving them a leg up on their next move.
Success:
The crew’s next chase action gains a +2 bonus, and if it would result in 1 success, it results in 2 successes instead.
This action can’t be used again during this chase.
Negotiate Obstruction (Gunner, Science Officer)
Source
Starship Operations Manual pg. 46
Whether a force field or a civilian starship convoy, unexpected obstructions can be a bane or a blessing. A crew might blast or hack their way through a closing hangar bay door at the last minute or weave their way through the docking bays of a busy spaceport.
Success:
The crew gains 1 success.
Failure by 5 or More:
The starship takes 1 hit.
Outmaneuver (Pilot)
Source
Starship Operations Manual pg. 46
A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard turn to a trusty barrel roll. Of course, getting too fancy runs the risk of pushing a ship beyond its breaking point.
Success:
If the crew’s next chase action would result in 1 success, it results in 2 successes instead.
Failure by 5 or More:
The starship takes 1 hit.
Outspeed (Chief Mate, Engineer, Magic Officer)
Source
Starship Operations Manual pg. 46
A motivated crew can give the engines all they’ve got, either by pouring in extra fuel or magically boosting them, and gain just enough distance to outpace—or close in on—their opponent.
Success:
The crew gains 1 success.
Failure by 5 or More:
This action can’t be selected again during this chase.