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.