Tactical Rules

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Core Rulebook pg. 238

Combat in Starfinder is cyclical. After initial steps that begin a battle, every character acts in turn through a regular cycle of rounds until the combat ends. Regardless of how it plays out, combat follows this sequence.

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Core Rulebook pg. 238

This section presents the key terms and calculations needed to adjudicate the most basic elements of combat: attacking and defending. For a full breakdown of all actions characters can take in combat, see Actions in Combat on page 244.

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Core Rulebook pg. 244

The specific actions you can perform in combat are detailed in this section. For quick reference, specific combat actions are organized by their type in the Actions in Combat sidebar.

Actions In Combat
Standard Action
Activate an item
Attack (melee or ranged)
Cast a spell
Combat maneuver
Concentrate to maintain a spell
Covering fire
Dismiss a spell
Feint
Fight defensively
Harrying fire
Total defense
Use a special ability

Move Action
Crawl
Direct or redirect an effect
Draw or sheathe a weapon
Guarded step
Manipulate an item
Move your speed
Reload
Stand up
Swift Action
Change grips
Drop prone

Full Action
Charge
Coup de grace
Fight defensively
Full attack
Run
Withdraw

Reaction
Attack of opportunity

Other Actions
Combat banter
Delay
Drop an item
Ready an action
Use a skill
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Source

Core Rulebook pg. 240

Your Hit Points (HP) measure how hard you are to kill. No matter how many Hit Points you lose, you aren’t hindered in any way until your Hit Points drop to 0. In addition, you have Stamina Points (SP) that work like Hit Points but replenish more easily, and you have Resolve Points (RP), which you can use to keep yourself from walking through death’s door. See page 22 for more about Resolve Points.

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Core Rulebook pg. 250

Several factors can influence combat or grant you modifiers to attack rolls or other statistics.

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Core Rulebook pg. 253

It’s often very important to know where all the creatures involved in an encounter are, as well as what terrain and other objects are present. The rules for movement and positions work best when keeping track of positions using a battle map and miniatures. A battle map is typically divided into a grid of 1-inch squares, each of which represents a 5-foot-by-5-foot area. Starfinder uses miniatures on the 30 mm scale (meaning a miniature of a 6-foot-tall creature is approximately 30 mm tall), available at paizo.com or your local gaming store.

The rules below cover moving in environments with normal gravity conditions. For more about movement in zero gravity, see page 402.

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Core Rulebook pg. 255

Just as actions determine what you can do in combat and movement determines how you get there to do it, senses determine what you can perceive and how. Different alien races might have many different senses, but essentially all senses are separated into precise and imprecise senses. A specific creature’s senses are typically further refined into special abilities that more tightly detail how it perceives. These abilities include blindsight, blindsense, sense through, darkvision, and low-light vision, and the description of these abilities is found in Special Abilities beginning on page 262.

The broad definitions of creatures’ types of senses are below, followed by an explanation of how they function.

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Core Rulebook pg. 260

A number of creatures and characters with a variety of classes gain the use of special abilities. These abilities range from ones that can be activated in a way similar to spells to more static abilities that grant special senses or traits.

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Core Rulebook pg. 262

Throughout the course of her adventures, a character often comes under the effects of conditions, circumstances, magic, technology, or other factors that provide her with bonuses or penalties to certain game statistics, such as her Armor Class (AC), attack rolls, or saving throws. The situations that can grant bonuses or impose penalties in Starfinder are practically limitless, but bonuses and penalties all function using the rules described in this section.

While it’s always a good idea to keep track of all bonuses and penalties affecting your character at any given time, such tracking is particularly important during combat. After all, that +1 morale bonus to attack rolls from the envoy’s get ’em improvisation might mean the difference between either landing the blow that fells a security robot or allowing it to remain standing (and subsequently take out a wounded ally). GMs should take care to note all bonuses and penalties that are in effect during combat, but ultimately, it’s usually up to the player to track the bonuses and penalties affecting her character at any given time so that she has an accurate handle on how she performs in combat.

The rules that govern bonuses and penalties, as well as the different specific types of bonuses, are described below.

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Core Rulebook pg. 266

Whether an effect is created by a class feature, spell, or piece of equipment, it usually has factors such as area, duration, and range that are defined using specific game terms, as well as descriptors that indicate its type of power (and that sometimes affect how it works). The following section describes how effects’ areas, descriptors, durations, ranges, and targets work, and it also gives the mechanical definition of line of effect and line of sight—two factors key to determining whether a character can use a spell or piece of equipment effectively.

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Core Rulebook pg. 268

When you’re in a vehicle fleeing from enemies who are on foot, or you’re on foot yourselves trying to stop a vehicle, movement and combat are represented on a grid, such as a battle map. Different rules apply to chases between vehicles, since they involve much greater distances (see page 282).

Vehicles are objects, so they don’t have actions or reactions of their own—they must be piloted by a character or an AI autopilot (see page 280). However, they might still move when uncontrolled (see page 280). In some cases, a vehicle’s item level affects the DC of the pilot’s or passengers’ skill checks or otherwise factors into how these rules work. See pages 228–229 for the statistics of specific vehicles.

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Source

Core Rulebook pg. 278

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