Archives of Nethys

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Chapter 2: Starship Combat / Squadron Combat

Squadron Minor Crew Actions

Source Starship Operations Manual pg. 56
The minor crew actions below are well-suited to squadron combat.

Harrying Shot (Gunnery Phase, Minor)

Source Starship Operations Manual pg. 56
You fire at an opponent to apply pressure and create an opening for one of your allies. If you succeed at a gunnery check (DC = 10 + the enemy pilot’s ranks in Piloting), your next ally who fires a starship weapon at that foe before the end of the round rolls their gunnery check twice and uses the better result. If the target starship has no one acting in the pilot role and didn’t take the glide minor crew action during its last turn, the DC for this gunnery check is 10.

At 6th level, you can spend 1 Resolve Point before attempting a harrying shot. If your gunnery check exceeds the target’s AC (for direct fire weapons) or TL (for tracking weapons) by 4 or more, you also hit and deal damage to the target with the weapon.

Swift Kick (Engineering Phase, Minor)

Source Starship Operations Manual pg. 56
With swift, physical encouragement, you can force a failing system to ignore its recent damage. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were one step less severe for the rest of the round (wrecked becomes malfunctioning, malfunctioning becomes glitching, and a glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core; however, you can’t affect a particular system with the swift kick action more than once per combat.