New Rules

While the structure is the same as other combat encounters, tactical starship combat introduces new rules, traits, and conditions. These rules explain how a player starship works, how starships and hazards interact on the sensor map, how starships are damaged and destroyed, and other important concepts. The following rules come up in nearly every tactical starship combat.

Helming Battle Stations

Crew members can move around their starship's interior decks and rooms and take actions just as they normally would in a combat encounter, but if they want to challenge the threats on their sensor map, they'll need to helm a battle station and use its station actions.

To helm a battle station, a crew member must occupy its square and must have at least one free hand. A crew member can't helm the battle station if they're unconscious or otherwise incapacitated. A crew member keeps helming the battle station until they're no longer occupying the battle station's square. Only one character can helm a battle station at a time.

A character helming a station gains access to the battle station's various station actions. Battle stations often grant one or two additional effects, such as allowing a character in the pilot's console to use their Piloting DC in place of the starship's AC. Battle stations upgraded to a higher grade often grant additional station actions and benefits.

Zones

Distance on the sensor map is measured in zones rather than feet or squares. Zones represent distances in outer space that wouldn’t be reasonable to calculate using 5-foot squares. Unlike the typical squares of a battle map, zones are abstract; they represent approximate and relative positions of starships, hazards, and other objects in the vicinity, rather than specific distance measurements and exact locations. Any number of starships and objects can share the same zone on the sensor map. Zones are primarily used to determine whether starships’ attacks and abilities are in range of their targets. Starship weapon ranges are described in zones. For example, a weapon with a range of 1 zone can target enemies in its zone and up to 1 zone away. Starships occupying the same zone are locked in a close-up skirmish, while starships firing at one another from different zones are engaging in a long-range duel.

Whether to maneuver to a different zone is often an important decision in tactical starship combat; the pilot must consider the crew’s capabilities as well as their enemies’ weapon ranges and the proximity of features that provide cover or hide environmental hazards. Some actions require a target to be in the same zone as the starship, and other actions can be used from great distances or have different effects depending on range. For example, if a player starship has a gunnery, the crew can catch another starship off-guard by getting behind them before firing.

Starship Movement

Just like most creatures, starships have a Speed. This Speed is measured in zones, and determines how far their starship can travel through space. The most typical way of moving a player starship is using the pilot’s console to perform the Boost Thrusters action, which can usually be done only once per round.

Heading

A starship’s heading determines the direction it’s pointing toward on the sensor map. The GM usually determines the heading of all ships at the beginning of a starship encounter based on the circumstances that led to the encounter; if the player starship is approaching an enemy fleet, it doesn’t make sense for their starship to be facing the opposite direction! Otherwise, the crew member helming the pilot console determines the player starship’s heading at the beginning of combat. A starship changes heading when a crew member helming the pilot console uses Turn or another station action that changes the starship’s heading.

A starship is off-guard to attacks made from the opposite direction of the starship’s heading. Starships in the same zone always treat each other as being in the direction of their heading. Specific rules and actions might have different results depending on starships’ headings.

Areas On The Sensor Map

Many starship abilities and enemy attacks affect an area on the sensor map rather than a single target. Areas of effect on the sensor map are calculated similarly to those in non-starship encounters but with slight differences to account for the use of zones rather than squares.

Burst

An effect that’s a burst originates from the line bordering two zones and extends in both directions on the sensor map for a number of zones equal to the value of the burst. A 0-zone burst instead affects a single zone in range.

Cone

A cone starts from its origin (usually your zone) and extends in one direction for a number of zones equal to its value. A cone affects all targets in each of these zones, including your zone, but doesn’t affect the starship it originates from.

Emanation

Emanations extend to the listed distance from your zone; for example, an emanation of 1 zone affects your starship’s zone and one zone to either side on the sensor map. An emanation with a radius of 0 zones only affects your starship’s zone and doesn’t extend to other zones.

Line

A line starts from its origin (usually your zone) and extends in one direction for a number of zones equal to its value. A line effect can target only up to one starship in each zone it occupies, including your zone. When you use a line effect, you choose which target it affects from each zone.

Damaging Starships

A player starship's Hull Points, Shield Points, and saving throws are determined by its frame and level. The following rules cover damaging starships and affecting them with other abilities.

Hull Points

Instead of Hit Points, starships have Hull Points (HP). A starship’s Hull Points represent its structural integrity. When a starship takes damage, reduce its current Hull Points by a number equal to the damage dealt. Some station actions, items, and other effects, including downtime repairs, can restore Hull Points to a starship. When a starship is repaired, it regains Hull Points equal to the amount repaired, up to its maximum Hull Points.

If it’s ever unclear whether an effect referencing HP is referring to Hit Points or Hull Points, check whether the effect has the starship trait, or originates from a starship or a starship hazard. Any such effect typically affects Hull Points rather than Hit Points.

Shield Points

A starship’s Shield Points (SP) represent how much damage its shields can sustain before being depleted. Track each starship’s current and maximum Shield Points separately from its current and maximum Hull Points; when a starship takes damage, reduce its Shield Points first, then apply any remaining damage to its Hull Points.

Shield Points can’t be restored by effects that restore Hull Points, but they can be restored by other means, such as the Generate Shields action at the generator battle station. An effect can restore a starship’s Shield Points even if it has 0 Hull Points; restoring shields has no effect on a starship’s Hull Points or any other conditions resulting from hull damage, but in this case, the Shield Points might still protect the ship from taking enough damage to be destroyed (see Destroying Starships below).

Starship Saving Throws

When the player starship attempts a save, any crew member can choose to roll on behalf of the starship. Some battle stations of higher grades grant an item bonus to one or more of the starship's saving throws as long as a crew member is helming that station. For example, if a crew member is helming a superior-grade pilot's console, the starship gains a +1 item bonus to Reflex saves, regardless of which crew member rolls the save for the starship. A crew member rolling the save can choose to spend one of their Hero Points to reroll, as the starship itself doesn't have its own Hero Points. Enemy and NPC starships roll saving throws much like monsters do.

Starship Immunities

Most starships are objects that are immune to bleed, death effects, disease, drained, fatigued, paralyzed, poison, sickened, spirit, vitality, and void. Starships can never become doomed or unconscious. Unlike other objects, most starships aren't immune to mental effects since such effects have an impact on a starship's crew. Living starships often have different immunities than constructed starships, as detailed in their stat blocks. While most objects are immune to nonlethal attacks or effects, starships aren't immune to nonlethal attacks or effects by default and can be incapacitated by nonlethal attacks or effects, assuming it comes from a source that can damage the starship in the first place. It's incredibly difficult, if not impossible, for most creatures to affect starships or starship-scale creatures without a starship of their own.

Destroying Starships

The rules governing the destruction of starships function in many ways like the death and dying rules described in Player Core, but with some key differences. When a player starship takes enough damage to reduce it to 0 Hull Points, it first becomes compromised (rather than dying), and its battle stations become malfunctioning. If the starship escapes destruction, usually by regaining Hull Points, it's wrecked (rather than wounded) until sufficiently repaired. These new rules are detailed below.

Becoming Compromised

Starships can't be reduced to fewer than 0 Hull Points. When most non-player starships reach 0 Hull Points, they're destroyed and removed from play. Player starships aren't automatically destroyed when they reach 0 Hull Points, however. Instead, they become much more difficult to operate and are at risk of destruction.

When a player starship is reduced to 0 Hull Points:
  • The starship gains the compromised 1 condition. If the effect that reduced the starship to 0 Hull Points was a critical success from the attacker or the result of the starship's critical failure, the starship gains the compromised 2 condition instead. If the starship has the wrecked condition, increase its compromised value by an amount equal to its wrecked value. If the damage was dealt by a nonlethal attack or nonlethal effect, the ship doesn't gain the compromised condition; it's instead inoperable with 0 Hull Points.

    A compromised starship is heavily damaged and difficult to operate. Compromised always includes a value; if this value reaches compromised 10, the ship is destroyed. While the ship is compromised, its compromised value can increase or decrease in three ways: hull integrity checks, taking damage, and ship repairs.
  • Each battle station on the starship gains the malfunctioning condition. This prevents most station actions from being used, though crew members can still move around the ship, fight boarders, and gain passive benefits (if any) from helming battle stations. Most importantly, they can conduct repairs to restore function to battle stations and stop the ship from being destroyed!
  • Note the initiative count when the starship became compromised. The starship enters initiative, positioned directly before the turn in which it was reduced to 0 HP. This is when it must attempt hull integrity checks in subsequent rounds, as described below. It leaves initiative if it ever loses the compromised condition.

Hull Integrity Checks

While a starship is compromised, it must attempt a hull integrity check each round on its turn. Any crew member can attempt this check. In the case of a tie with other characters and starships acting on that initiative, attempt this hull integrity check first. This is a flat check with a DC equal to 10 + the ship’s current compromised value to see if the ship gets better or worse.
Critical SuccessThe compromised value is reduced by 2.
SuccessThe compromised value is reduced by 1.
FailureThe compromised value increases by 1.
Critical FailureThe compromised value increases by 2.

Taking Damage

If a starship takes damage that isn’t completely mitigated (by Shield Points, for example) while it already has the compromised condition, increase its compromised condition value by 1, or by 2 if the damage came from an attacker’s critical hit or the starship’s own critical failure at a save. Additionally, each battle station on the starship gains the malfunctioning condition.

Ship Repairs

A starship doesn't regain Hull Points automatically the way a character does by resting and must be actively repaired. It's possible to restore Hull Points to a starship during combat with certain spells (such as cosmic repairs), with station actions (such as Jump Start), or station actions granted by upgrades and drones (such as Repair Hull). Outside of combat, starship repairs are typically handled with the Emergency Repairs exploration activity; this activity not only restores Hull Points, but is also the primary method of decreasing a starship's wrecked value.

Losing the Compromised Condition

A starship loses the compromised condition if it reaches compromised 0. A starship also loses the compromised condition if it gains 1 Hull Point or more. Any time a starship loses the compromised condition, it gains the wrecked 1 condition or increases its wrecked value by 1 if it already has that condition. Restoring Hull Points or removing the compromised condition from a starship doesn’t automatically remove the malfunctioning condition from its battle stations, though many actions that restore Hull Points, such as the Jump Start action, also remove the malfunctioning condition from battle stations.

Destruction

When a starship is destroyed, it becomes a ruin floating aimlessly in space. The starship’s battle stations stop working and can’t be repaired. The interior of the starship has zero gravity, and creatures on board need environmental protections or other means of life support to breathe. The starship can’t regain Hull Points unless it’s returned to a port or way station for repairs. Crew members on board a starship that’s destroyed are stranded unless they installed escape pods or possess another means of escape. In some adventures, an enemy starship might explode in a devastating blast that leaves no surviving crew.

Exploration Activities

Exploration mode occurs when a crew is traveling somewhere or investigating something on board a starship. While you’re aboard, tell the GM what you’d generally like to do on the way. This isn’t necessarily the only thing you’re doing while traveling in your starship, but what you’re busy with for the most part. This might be an appropriate time for your character to rest in preparation for more adventures, or perhaps you might be preparing for unforeseen dangers that could waylay you on your journey.

When you want to do something other than simply travel, you describe what you’re attempting to do. It isn’t necessary to go into extreme detail; you don’t need to say, “I activate the starship’s tactical-grade scanners and pinpoint the positions of all bogeys in zone 3,” for example. “I’m scanning for enemies” is sufficient.

New exploration activities are available to you while you’re traveling on board a starship. They often determine both where you are on the ship and what you can do if tactical starship combat breaks out. Many of the exploration activities available to your crew are determined by the battle stations on your starship.

These are the most common starship exploration activities.

Class Roles In Starship Combat

A PC's class is one of their most defining qualities, and it's important to consider each crew member's class when designing a starship for your campaign. The following guidelines can help, but every character is unique and different choices in skills and feats can radically alter their ideal play style and best roles as part of a starship crew. Archetypes and higher-level skill feats can especially change a crew member's preferred role, and the crew might decide to change their starship's battle stations, equipment, or layout to accommodate character progression.

Any class can helm any battle station, and most excel at helming more than one. It's not uncommon for a character to switch stations as battlefields evolve and enemies begin using unforeseen tactics. This is especially true when confronting starship hazards like boarding pods that can completely change the dynamics of an encounter. Crew members can find new and exciting ways to utilize their class abilities while fighting a tactical starship battle. For example, an envoy who leads from the front can use Into Position! to rush the crew to their battle stations when the starship is unexpectedly ambushed.

Naturally, any spellcaster excels when helming the magic conduit station, and when upgrading the crew's starship, they should install upgrades that are built for their class. Spellcasters should familiarize themselves with the starship's spell repository. The spells give options for dealing damage as well as for restoring Hull Points and Shield Points. Even if a spellcaster runs out of spell slots, they're likely to be as competent as any other character at most battle stations.

Envoy

If the person helming the scanners has Hacked the Comms of an enemy starship, envoys can bring their social skills to bear, especially if they want to use actions like Demoralize and Lie against the crew members on board other starships. Scanning also helps an envoy bolster their allies with directives, although effectively issuing directives like Get 'Em! requires the use of a drone console or gunnery to lead by example with a Strike.

An envoy with Get In There! can also help their entire crew reposition in the case of an enemy boarding their starship or if one of their crewmates needs help switching battle stations.

Mechanic

Mechanics are at home helming the generator, where they can Reposition Shield using Crafting or benefit from the mechanic generator module upgrade, but they can push practically any battle station they helm past its limit depending on the ship's equipment. The mechanic generator module allows a mechanic to add unique mods to a starship that can turn the tide of battle. The pet drone shell, mine deployment shell, and gunnery turret mount allow mechanics in starship combat to deploy their drones, mines, and turrets, respectively. Mechanics who invest in their mine exocortex might also want to helm a drone console with a pyrotechnics drone. Mechanics can Modify any gunnery weapon.

Mystic

Mystics find their group chat particularly useful in tactical starship encounters, especially if the crew doesn't have anyone to helm the scanners at the start of an encounter. They excel at helming the magic conduit, where they can heal both the crew and starship using their own abilities and a mystic magic module upgrade.

Operative

Operatives are excellent gunners and drone operators because they can Aim for an enemy's vital points to score extra damage with each hit. Note that an operative can Aim at any starship within the starship's sensor range. A dexterous operative pilot can drastically improve their starship's defenses or wield a gunnery weapon with unmatched skill.

Solarian

Solarians make great gunners, especially when they use a starship weapon crystal to unleash their solar flare attack as a starship weapon. Solarian pilots can equip solar generator crystals to attune a starship with their stellar power. They're fantastic mobile defenders whenever their starship gets boarded, although this role isn't recommended if the solarian is also helming the pilot's console.

Soldier

Soldiers shine while helming gunnery stations equipped with Auto-Fire and Area Fire weapons. They're stalwart defenders in boarding situations, suppressing enemies and soaking damage as the other crew members focus on taking out the enemy starships. A soldier might also hop in the drone console station and take a drone with a shield protocol installed out for a spin.

Technomancer

Technomancers can use many of their spells and abilities while helming a gunnery station, and those fluent in the DPS++ programming language can overclock a gunnery weapon. Technomancers with a high proficiency in Computers might sometimes helm the scanners to shut down enemies with Target Lock and Hack Battle Station. A technomancer magic module is a great choice for technomancers when helming a magic conduit station.

Witchwarper

Witchwarpers need a witchwarper magic module upgrade to use their quantum field in starship combat, although slowing down a boarding party is also an effective use of their reality-warping powers. Witchwarpers masterfully helm the magic conduit station, but precogs might prefer helming the pilot's station given their high proficiency in the skill. A witchwarper with Intelligence as their primary attribute could also excel at helming the generator.

Example Of Starship Combat

The following is an example of how tactical starship combat plays out. In this adventure, Aras is the GM. Dustin is playing Chk Chk, a moody shirren mystic; Jenny is playing Navasi, a roguish human envoy; Jessica is playing Iseph, a quiet android operative; and Mike is playing Obozaya, a gruff vesk soldier. The party is investigating a distress signal from a small, supposedly abandoned mining colony on an asteroid. Aras: The distress signal is coming from an asteroid a few hours of travel away from your current location. Are you doing anything as your starship slips through the void toward your destination?
Obozaya (Mike): “Time to Lock and Load.” I'm counting our ammunition in the gunnery.
Chk Chk (Dustin): “Let's see what secrets the void holds.” I'm Scanning for Magic. Do I feel anything through the magic conduit? Scan for Magic allows a character to detect the presence or absence of magic within the starship's sensor range much like the spell detect magic.
Aras: Nothing—for now, at least. Iseph (Jessica): I'm Flying the Ship. As always. I want to Boost Thrusters to get the starship away from all the rocks floating out here.
Navasi (Jenny): Chk Chk has magic covered, so I'll Scan our Surroundings for everything else. There's a hazard on the sensor map, so Aras rolls a secret check for Navasi to notice it. She fails to notice the tachyon burst, but it isn't the only danger.
Aras: The sensors ping, and a surge of divine rage blasts the magic conduit. A massive, purple vessel looms in the sensors. It's an ambush—roll for initiative!
Aras reveals the sensor map, placing an Azlanti Sovereign Dominator four zones behind the player starship. Everyone rolls Perception for their initiative. Jessica gets a total of 22. Jenny rolls 16, Mike rolls 10, and Dustin gets 14. Aras rolls for the Dominator and gets a 21, then records the initiative order from highest to lowest. Thanks to their choice of exploration activities, everyone but Chk Chk can take a special free action when they roll initiative. Since she was Locking and Loading, Obozaya can Lock On to the Dominator to get a bonus on her first attack. Iseph gets to Evade, granting their starship a +1 circumstance bonus to its AC until their first turn. Navasi can Scan Target, attempting a Computers check against the Dominator's Will DC. Jenny rolls a 26. The Sovereign Dominator has a Will DC of 27. The Scan Target fails, so Navasi still learns about the Dominator's model name and its battle stations—a generator, a gunnery, a pilot's console, and scanners—but she can identify only one of the battle stations, allowing the crew to target it with other actions later to potentially cause it to become malfunctioning.
Navasi (Jenny): I'll identify the gunnery. “Obo, try to take out their guns!” Aras: That'll have to wait—Iseph's up first.
Iseph (Jessica): Got it. I'll Change Heading with my first action, then Juke with my second.
Jessica rolls a 28 total on her Piloting check to Juke, which beats the Dominator's Perception DC of 27. With a success, the Dominator is off-guard to the player starship for 1 round.
Iseph (Jessica): “We've got them right where we want them.” I'll use my third action to Evade again.
Aras: You'll need that AC bonus—it's the Azlanti starship's turn. It Boosts Thrusters to get you in range, then hits you with a beam of amethyst energy. Someone roll a Will save!
Mike rolls a 9 and adds the starship's Will modifier of +12, for a total of 21—a failure against the Dominator's Lissala's Eye save DC of 23. With that failure, the player starship is now off-guard to all attacks from Azlanti starships for 1 round.
Aras: Finally, the enemy starship fires on you with a bolt of electricity.
Aras rolls a 34 for the Dominator's Strike, which is a critical hit on the starship's AC of 24 for a whopping 35 electricity damage. The player starship's 20 Shield Points are taken out instantly, and the remaining 15 damage is dealt to its Hull Points. The electrical discharge also triggers the tachyon burst hazard. The starship critically fails this time, causing the generator to become malfunctioning.
Navasi (Jenny): “I'd better fix that if we want to get our shields back online!” I Stride from the scanners to the generator, and I rolled a 17 on my Computers check to repair it.
Navasi needs to helm the generator to repair it, so she must Stride twice to reach its location on the starship map. The DC to repair a malfunctioning battle station is 15, so her 17 succeeds.
Aras: The generator buzzes back to life. You can use it to Generate Shields next turn. Chk Chk, you're up.
Chk Chk (Dustin): “Embrace the pain. I'll hold us together for now.” I use a 1st-rank spell slot to cast cosmic fortification from the magic conduit, then a 3rd-rank slot for cosmic bombardment to return fire.
Chk Chk can cast starship spells using his own spell slots while helming the magic conduit. Cosmic fortification restores a total of 7 Shield Points to the starship, and cosmic bombardment deals a total of 16 force damage to the Sovereign Dominator without requiring any checks.
Aras: The barrage of divine missiles leaves the Azlanti ship's shields battered and barely intact.
Obozaya (Mike): “Time to finish the job!” I'll Target Battle Station—choosing the gunnery Navasi pointed out, obviously—then Area Fire with our farseeker missiles.
Since Navasi's Scan Target identified the Dominator's gunnery, Obozaya can target it. Thanks to Obozaya's primary target ability, she first Strikes the Dominator as a free action, rolling a 25—a hit! The Dominator takes a total of 17 piercing damage, tearing through the rest of its shields and taking 1 Hull Point damage. Since Obozaya used Target Battle Station and the Strike dealt Hull Point damage, the Dominator's gunnery is malfunctioning. The Dominator rolls a 21 on its Reflex save against the Area Fire—a failure—and takes another 10 piercing damage.
Aras: The mighty Azlanti warship looks seriously battered as your missiles explode all around it. Its shields and guns are both down—this ambush probably isn't going the way that crew had hoped! But what's that seven-sided portal materializing at the edge of your sensors? Uh oh, it looks like Azlanti reinforcements have arrived!
This marks the end of the first round of combat. The second round moves back to the top of the initiative order with Iseph's turn, ready to press their advantage before more foes show up. Now, it's your turn…