Narrative Crew Actions

After the GM has chosen the enemy’s tactic for the round, the PCs can each perform an action related to their current role. Many actions require the PC to attempt a skill check. Some successful actions contribute to the number of skill checks needed to damage an enemy ship, while others alter the combat in other ways. These actions are listed below, sorted by role. An action that any PC can perform regardless of role is listed first.

When a PC attempts a skill check, they can choose any skill they like and describe how that skill relates to the action they want to perform. If they select a skill that’s listed as one of the action’s preferred skills, the DC for the check is the Average DC for their ship or the enemy ship, depending on the action. If they select any other skill, the DC is the Hard DC. A PC can’t take 10 or 20 on any skill check during narrative starship combat. Each round, a player must select a different skill than they used the previous round.

The PCs can take their actions in any order they wish. Some crew actions can provide extra benefits if the player spends 1 Resolve Point after they succeed at the skill check.

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Starfinder Enhanced pg. 179

The following action can be taken by any crew member.

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Starfinder Enhanced pg. 179

These actions can be taken only by a crew member who’s filling the captain role.

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Starfinder Enhanced pg. 179

These actions can be taken only by a crew member who’s filling a chief mate role (Character Operations Manual 146).

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Starfinder Enhanced pg. 179

These actions can be taken only by a crew member in an engineer role.

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Starfinder Enhanced pg. 180

These actions can only be taken by a crew member in a gunner role. For a gunner, a ranged attack roll counts as a valid option for a skill check; when a gunner chooses to make a ranged attack during narrative starship combat, they gain a +3 bonus to the roll.

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Starfinder Enhanced pg. 180

These actions can be taken only by the crew member who’s filling a magic officer role (Character Operations Manual 148).

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Starfinder Enhanced pg. 181

These actions can only be taken by a crew member who’s filling the pilot role.

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Starfinder Enhanced pg. 181

These actions can be taken only by a crew member in a science officer role.

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Starfinder Enhanced pg. 182

Some starship crews (whether PC or NPC) might try to board one of the opposing vessels during starship combat to take the fight to a more personal level. Pages 40–41 of the Starship Operations Manual describes one way to handle such an event during standard starship combat. A narrative starship combat boarding action can be resolved in a similar fashion.

If the enemy forces have the capability to board the PCs’ starship, they can do so as a Use a Special Ability tactic. Finish the round, allowing the PCs to take their narrative starship combat actions, and then pause the starship combat. Note any damage done to both starships in case the starship combat needs to resume, and then proceed to run a standard tactical combat. If the PCs triumph over the boarding party, the narrative starship combat can begin again; however, the GM might decide that the enemy forces have been completely defeated. If the PCs are defeated, then they might be taken captive or even killed, depending on the campaign.

If the PCs want to board an enemy starship, at least one PC should devote their narrative starship combat action to that course and attempt a skill check against the enemy ship’s Hard DC. Any number of PCs can attempt this check, and as long as at least one PC succeeds, the group can board the enemy ship. As stated above, note the damage done to all starships and run a standard tactical combat, this time with the PCs as the aggressors.

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Starfinder Enhanced pg. 179

In standard starship combat, PCs receive additional Resolve Points at the start of the fight to spend on high-level crew actions. The same is true for narrative starship combat. At 8th level, a PC receives 1 additional Resolve Point at the start of narrative starship combat. At 16th level, this increases to 2 additional Resolve Points. These points can exceed a PC’s normal pool of RP, and unspent points gained in this way are lost at the end of the starship combat encounter.

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Starfinder Enhanced pg. 180

A few classes grant abilities that can improve a character’s skill check, such as the envoy’s expertise and the solarian’s sidereal influence. Such abilities can be used in narrative starship combat, unless the ability states that it can’t be used in combat. If the ability takes an action to activate (such as a standard or move action), a PC can do so at the beginning of a round instead of changing roles; a spellcaster can use this opportunity to cast a spell that grants a bonus to skill checks, for instance, but they can’t target anyone on another ship (or a starship itself). If the ability has a duration, assume that a round of narrative starship combat takes about 1 minute.

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Starfinder Enhanced pg. 183

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