New Rules
Helming Battle Stations
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
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
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
Burst
Cone
Emanation
Line
Damaging Starships
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
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
Starship Immunities
Destroying Starships
Becoming Compromised
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
Taking Damage
Ship Repairs
Losing the Compromised Condition
Destruction
Exploration Activities
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
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
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
Mystic
Operative
Solarian
Soldier
Technomancer
Witchwarper
Example Of Starship Combat
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…