Moving

The pilot of a starship has a variety of actions (see page 324) that allow her to guide her starship through the cold vastness of space. Unlike in battles between characters, starships face a specific direction, and this determines their firing arcs and shield quadrants, as well as their direction of movement.

Source

Core Rulebook pg. 317

A starship’s speed is the number of hexes it typically moves in a round. It can instead move fewer hexes than this amount, as determined by the pilot. This movement is in a straight line in the direction the starship is facing, though a starship’s facing can be altered while it moves by making turns (see below). A starship’s maximum speed modifies Piloting checks for that starship.

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Source

Core Rulebook pg. 319

While moving, a starship can make turns, altering its forward movement direction, firing arcs, and shield quadrants. One turn changes a starship’s forward facing by 60 degrees, or one side of a hex. Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability (see the table below). For example, a ship with average maneuverability making two turns in a round must move at least 2 hexes before its first turn, and at least 2 more hexes before its second turn. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point).

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Source

Core Rulebook pg. 319

Since the hexes in starship combat aren’t representative of three-dimensional distance, starships can move through hexes containing other starships, but they can’t end their movement there. If a starship moves through a hex containing an enemy starship, the enemy starship can fire any one of its direct-fire weapons from any arc at the moving starship, targeting its aft quadrant. This free attack doesn’t benefit from any bonuses or additional abilities from other actions taken aboard the enemy starship, such as divert or lock on. Any character currently in a gunner role can make this attack. If no one is designated as a gunner (often the case in starships with only one crew member), the enemy starship can’t make a free attack. A weapon used for this free attack can still be used as normal later in the round.

Source

Core Rulebook pg. 319

Instead of ordinary movement, pilots can attempt stunts with their starships (see Stunt on page 324), pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL).

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Source

Core Rulebook pg. 319

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