Combat Rounds
At the beginning of each round of narrative starship combat, each character can switch to a different starship role (or assume a role if they didn’t already have one). A character can switch to the captain or pilot role if that role would otherwise be vacant (or if the character currently in that role is unable to take actions).
Once every PC declares what starship role they’re performing, the GM chooses a tactic for each enemy ship. Then, each PC chooses and performs a starship role action in any order. The GM tallies the number of successful actions, comparing the result to the threshold of one of the enemy forces; each time that number meets or exceeds that threshold, that starship takes a hit. Any starship that takes a number of hits equal to its HP is out of the combat. If both sides of the fight remain (and no special victory or loss conditions have been met), the next round begins. Any skill check successes carry over into the next round.
Tactics are listed starting below, and crew role actions are described starting on page 179.
Source
Starfinder Enhanced pg. 177
Each round, the GM chooses one of the following tactics for each enemy vessel. GMs can also create their own tactics tailored to a particular setting or foe, basing them off the ones presented here. No two enemy ships can choose the same tactic in a round. Each tactic notes how it affects the combat in that particular round, usually by granting a bonus to an enemy ship or by imparting a penalty on the PCs or damaging their ship. Some tactics require the enemy ships to attempt a skill check before the tactic takes effect; these skill checks use the skill bonus listed for that starship. Source Starfinder Enhanced pg. 177 |