Crew Action Summary

Captains, Commanders, and Chief Officers

Captains, Commanders and Chief Officers generally command the direction and actions of a vessel. They are responsible for coordinating with all crew members, forming strategies and tactics to deal with hostile vessels, and improve crew morale.

  • Aid Another: A Captain can spend their standard action assisting crew members. By rolling a 10 or higher on the same check a crew member has made, the Captain can provide a +2 bonus to that crew member’s check.
  • Complex Maneuver: A Captain can direct the actions of an entire ship’s crew and provide valuable insight to help get the job done faster. As a full-round action, the Captain can select a number of crew members equal to his Charisma bonus; the Captain then makes a DC15 Charisma check, and if successful, provides a +2 competence bonus on any skill checks (but not attack rolls) by those designated members of the crew.
  • Tactical Orders: A Captain’s grasp of tactics can mean the difference between life and death in the midst of combat. By coordinating the efforts of both Pilots and Gunners, the Captain can maneuver the ship into a position where it has a tactical advantage over its enemies. A Captain can take a full-round action to provide a +1 bonus to the ship’s Defense, or a +1 bonus on the attack rolls of all Gunners aboard the ship.

Pilot

Pilots maneuver the vessel, both while traveling and while in hectic combat. They perform daring feats to evade enemy attacks, as well as avoiding obstacles and dangers in their path. Many pilots often double as gunners as well.

  • Perform Combat Maneuver: As a move action, the Pilot can perform one of the combat maneuvers listed in Starship Combat Maneuvers. See each maneuver for specific details on initiating and completing that maneuver.

Co-pilot

Co-pilots provide support to pilots, and can take over for wounded, incapacitated, or absent pilots. They also can double as gunners or sensor operators.

  • Aid Another: A Co-pilot can spend their standard action assisting crew members, particularly the Pilot. By rolling a 10 or higher on the same check a crew member has made, the captain can provide a +2 bonus to that crew member’s check.
  • Perform Combat Maneuver: As a move action, the Co-pilot can perform one of the combat maneuvers listed in Starship Combat Maneuvers when the Pilot is unable to do so. See each maneuver for specific details on initiating and completing that maneuver.

Gunner

Gunners control a single weapon system on the vessel, as well as grappling systems. Ships with multiple weapons systems usually have multiple gunners.

  • Provide Cover Fire: Talented Gunners can ward off enemy attacks by laying down heavy cover fire in strategic patterns so that opponents shy away instead of focusing on their target. As a full-round action, the Gunner can provide a +2 bonus to her starship’s Defense against attacks made by enemies within range of that Gunner’s weapon or weapons.

Sensor Operator

Sensor Operators use sensors and communication systems in order to assist the Captain, Pilot, Co-Pilot and Gunner with their actions, as well as providing information and baffling enemy sensors.

  • Aid Another: A Sensor Operator can spend their standard action assisting the Pilot with Pilot checks, or the Gunner with attack rolls. By rolling a 10 or higher on the same check a crew member has made, the captain can provide a +2 bonus to that crew member’s check.
  • Alert With Sensors: A good Sensor Operator provides valuable data on incoming attacks to the pilot or copilot. As an attack action, the Sensor Operator can make a DC 15 Computer Use check to provide the ship with a +1 bonus to Defense for 1 round.
  • Jam Targeting Data: Using the communications systems aboard a starship, the Sensor Operator is able to send out confusing signals and static that causes targeting systems to fail. As an attack action, the Sensor Operator can make a DC 15 Computer Use check to negate any attacking ship’s targeting computer bonus on attack rolls.
  • Jam Transmissions: Similar to the methods used to jam targeting data, a Sensor Operator can make it impossible for a starship to send a transmission. As a full-round action, the Sensor Operator can select a single starship within sensor range to jam; if that target ship wishes to send a transmission, its Sensor Operator must make an opposed Computer Use check against the jamming ship’s Sensor Operator to break through the interference.
  • Pinpoint With Sensors: Sensor Operators can use the ship’s sensors to enhance the targeting computer’s effectiveness. As an attack action, the Sensor Operator can make a DC 15 Repair check to increase the targeting computer’s bonus on attack rolls by 2. Any equipment that would negate the targeting computer’s bonus on attack rolls also negates this bonus.

Engineer

Engineers are responsible for keeping the vessel functional, especially in dangerous situations where damage is regular and life-threatening. Repairing or replacing the systems of a ship are entirely the responsibility of the engineering crew.

  • Angle Shields: An Engineer can reinforce a ship’s shields (if present) to more effectively ward off attacks. By making a DC 15 Computer Use check, the Engineer can shift shielding from one side of the ship to another. The Engineer selects one side of the ship (fore, aft, port, or starboard) to take shielding away from, and one side to gain the benefits of angling the shields in that direction. Any attacks targeting the side of the ship where the shields were taken from bypass shields entirely and apply damage directly to the starship’s hit points. Any attacks targeting the side of the shield to which the shielding was angled have their damage halved. As a move action, the shields can be restored to their normal coverage.
  • Reroute Power: As a full-round action, an Engineer can reroute power from one system to another. The Engineer makes a DC 15 Computer Use check to perform this action. First, the Engineer selects one of the following systems from which power will be rerouted:

Defense Systems: Disable one of the starship’s defense systems.

Engines: Reduce the ship’s tactical speed by 500 feet (1 square).

FTL: Disable the ship’s faster-than-light travel capabilities.

Minor Systems: Disable one minor internal system (communications, life support, or artificial gravity, for example).

Sensors: Disable the ship’s sensors or targeting computer.

Shields: Reduce shield power by half its remaining HD (minimum 1 HD), if the starship has shields.

Weapons: Disable one weapons system (weapon batteries count as one weapons system, though fire-linked weapons do not).

Once the power has been drained from one of the above systems, the power can be rerouted to a single other system. Select one of the following systems and related effects from the list below:

Engines: Increase the ship’s tactical speed by 500 feet (1 square).

Shields: Increase the shield power by half its remaining HD (minimum 1 HD), if the starship has shields.

Weapons: Increase the damage of an energy-based weapon by one-half its base damage (for example, an energy weapon that deals 6d12 points of damage now does 9d12). Fire-linked weapons gain an increase equal to half the base damage of the linked weapons, not half of the linked damage dice (for example, two fire-linked weapons that deal 6d12 points of base damage and 9d12 linked deal 12d12 points of damage when benefiting from this action).

  • Restore a System: Restore one system deactivated in a previous power-rerouting attempt.
  • Restore Shields: A starship’s Engineer must be adept at keeping the ship’s shields working at all times. As an attack action, the Engineer can make a DC 15 Repair check to restore a number of HD to shields equal to her Intelligence bonus. The ship’s shields can never exceed its normal maximum amount.

Crew Action Summary

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