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Rules > Starship > Chases
Starfinder Starship Operations Manual p.44
Sometimes, when danger threatens a starship crew, their best bet is to turn tail and flee rather than stay and hope that pure firepower can win the day. Other times, the PCs’ ship might be the predator in pursuit of prey. Whether you’re being hunted by a gargantuan space beast, pursuing an alien starship, or racing rivals to the score of the century, sometimes you’ll want an alternative to starship combat to capture the tension and grandeur of a thrilling chase.
This section introduces a narrative-focused system for running starship chases. Rather than using a combat grid, these starship chase rules place more emphasis on dynamic interactions among the involved ships and their environment. Above all, a starship chase should focus on the cinematic elements of a tense, high-stakes contest between speeding starships.
Below is a brief summary of how starship chases work.
At the beginning of each round of a starship chase, 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 only if that role would
otherwise be vacant (or if the character currently in that role is unable to
take actions).
Once every character has chosen a starship role, the GM can
present an obstacle. The PCs then decide together which chase action the starship
will take this round and which characters will attempt the skill checks associated
with both the obstacle (if present) and the chase action, in that order. Chase
actions are presented starting on page 45.
Each round, the GM can present one of the obstacles below. GMs can also create
their own obstacles tailored to a particular setting or chase, selecting crew
roles appropriate for those actions.
Each obstacle lists the crew members
who can attempt a skill check to overcome it. Those crew members can use one
of the skills listed in Table 2–1: Starship Chase Skills (page 46) to attempt
to overcome the obstacle. Succeeding at skill checks to overcome obstacles doesn’t
count toward the PCs’ total number of successes when determining the success
or failure of the starship chase. To determine chase CR and skill check DCs,
see page 47.
Space-time anomalies can cause all sorts of problems during a chase unless
an apt magic user can bend reality back into shape.
Failure:
The crew’s next chase action check takes a –2 penalty.
A cloud of debris—whether from a defeated opposing ship, the environment,
or some other source—obfuscates the path forward and presents immediate danger.
Failure: Take 1 hit.
A field of electromagnetic energy interferes with the ship’s sensitive equipment
at a critical moment.
Failure: The next engineer or science
officer check (whichever comes first) takes a –2 penalty.
Whether in the form of a turret or ground-based anti‑air forces, threats
from outside the chase can interfere with its progress.
Failure:
Take 1 hit.
Too much of a good thing can be destructive—and energy surges are a prime
example.
Failure: Take 1 hit.
A failing sensor or damaged system sounds a distracting alarm or even impedes
the normal function of other systems, requiring someone to turn it off—or possibly
even destroy it.
Failure: The crew’s next chase action check
takes a –1 penalty.
A geyser might be natural (scalding water or liquid metal) or a deliberate
venting of superheated plasma. Either way, dodging or predicting it is the only
way to avoid taking damage.
Failure: Take 1 hit.
Whether grappling hooks with cables or the vines of some massive flora, having
detritus attached to the hull increases drag and can interfere with weapon functionality.
Failure: The next Piloting check takes a –2 penalty.
Law enforcement, gutsy locals, or other meddlesome third parties sometimes
interject themselves into a chase and might be talked down from interfering.
Failure: The crew’s next chase action check takes a –2 penalty.
A sudden pocket of abnormal magical energy can interfere with a magic officer’s
best-laid plans.
Failure: The next magic officer check takes
a –2 penalty
Open comms or a loud broadcast speaker might allow an enemy to taunt or intimidate
a starship’s crew during a chase, but a clever retort or inspiring speech from
the crew’s captain can mitigate such distractions.
Failure:
The crew’s next chase action takes a –2 penalty.
A sudden reduction of available flight space presents a choice: blast a way
through or find a way to fit.
Failure: Take 1 hit.
Powerful spellcasters might throw up convincing illusions or dangerous effects
to impede their pursuers or prey, but a magic officer on their toes might be
able to counter such magic.
Failure: The crew’s next chase
action check takes a –2 penalty.
While the smallest meteoroids offer no real threat to modern spacecrafts,
a ship might still encounter the occasional space rock large enough to pose
a significant threat.
Failure: Take 1 hit.
An engine stall can happen at any time during a frantic chase, putting a
starship in dire straits—even if only momentarily.
Failure:
The next Piloting check takes a –2 penalty.
While no chase is exactly a smooth ride, particularly rough atmosphere or
fancy maneuvering during a chase can make it difficult for the chief mate to
get exactly where they need to be, for a magic officer to properly focus, or
for a gunner to lock on to their target.
Failure: The next
chief mate, gunner, or magic officer check (whichever comes first) takes a –2
penalty.
These are the actions available to a starship’s crew during each round of
a starship chase, after the GM has presented an obstacle. No chase action can
be taken two rounds in a row. Characters also can’t attempt an obstacle check
and take a chase action in the same round.
Each action notes the crew members
that can attempt the action; those crew members use one of the skills listed
in Table 2–1: Starship Chase Skills to attempt a skill check. Each action includes
any consequences for success or failure. GMs can also create their own chase
actions tailored to a particular setting or chase, selecting crew roles appropriate
for those actions.
STARSHIP ROLE | SKILLS |
---|---|
Captain | Bluff, Diplomacy, Intimidate |
Chief Mate | Acrobatics, Athletics |
Engineer | Engineering |
Gunner | Piloting† |
Magic Officer | Mysticism |
Pilot | Piloting |
Science Officer | Computers |
† A gunner can substitute their base attack bonus for their ranks in Piloting when attempting a Piloting check.
CR | AVERAGE DC | HARD DC |
---|---|---|
1 | 11 | 16 |
2 | 13 | 18 |
3 | 14 | 19 |
4 | 16 | 21 |
5 | 17 | 22 |
6 | 19 | 24 |
7 | 20 | 25 |
8 | 22 | 27 |
9 | 23 | 28 |
10 | 25 | 30 |
11 | 26 | 31 |
12 | 28 | 33 |
13 | 29 | 34 |
14 | 31 | 36 |
15 | 32 | 37 |
16 | 34 | 39 |
17 | 35 | 40 |
18 | 37 | 42 |
19 | 38 | 43 |
20 | 40 | 45 |
Peppering an enemy ship with bullets or laser fire can force its pilot to
take suboptimal evasive maneuvers, giving the firing ship a chance to catch
up or bug out.
Success: The crew gains 1 success.
Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning
a cloud of technomagical nanites, a crew can put a dangerous hazard in the path
of their opponent.
Success: The crew gains 1 success.
A daring pilot might choose to fly much too low to the ground, enter a twisting
canyon, or even brave an asteroid field in order to gain an advantage.
Success: The crew gains 1 success.
Failure by 5
or More: The starship takes 1 hit.
Even in the heat of a tense chase, a canny crew can use intuition or equipment
to zero in on a target’s vulnerabilities, giving them a leg up on their next
move.
Success: The crew’s next chase action gains a +2 bonus,
and if it would result in 1 success, it results in 2 successes instead.
This
action can’t be used again during this chase.
Whether a force field or a civilian starship convoy, unexpected obstructions
can be a bane or a blessing. A crew might blast or hack their way through a
closing hangar bay door at the last minute or weave their way through the docking
bays of a busy spaceport.
Success: The crew gains 1 success.
Failure by 5 or More: The starship takes 1 hit.
A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard
turn to a trusty barrel roll. Of course, getting too fancy runs the risk of
pushing a ship beyond its breaking point.
Success: If the
crew’s next chase action would result in 1 success, it results in 2 successes
instead.
Failure by 5 or More: The starship takes 1 hit.
A motivated crew can give the engines all they’ve got, either by pouring
in extra fuel or magically boosting them, and gain just enough distance to outpace—or
close in on—their opponent.
Success: The crew gains 1 success.
Failure by 5 or More: This action can’t be selected again during
this chase.
A starship chase ends after 6 rounds or after a ship has taken a number of hits dependent on its size category (4 for a Tiny ship, 5 for a Small ship, or 6 for a Medium or larger ship), whichever comes first. If the chase ends due to the PCs’ ship taking too many hits, the chase is a failure. The GM determines what happens at the end of the starship chase, based upon the number of successful chase actions taken by the PCs. Table 2–3: Chase Outcomes provides the typical results for a starship chase. These are expressed in general success or failure, the percentage of Shield Points and Hull Points that the ship loses, and how many systems (determined randomly) that gain the wrecked critical damage condition. The GM can adjust these outcomes as needed for their adventure; failure need not mean destruction. For example, if the PCs are fleeing a squad of Azlanti fighter ships but manage only 2 successes, they might still escape—just barely—but their failure might mean they are powerless to stop the Azlanti ships from going on to capture an important ally or location.
SUCCESSFUL CHASE ACTIONS | OUTCOME | SP LOST | HP LOST | WRECKED SYSTEMS |
---|---|---|---|---|
5 or more | Success | 0% | 0 | 0 |
4 | Success | 10% | 10% | 1 |
3 | Failure | 50% | 50% | 2 |
2 or fewer | Failure | 100% | 100% | 5 |
Each round of a starship chase proceeds as described below.
The GM picks an obstacle (either from pages 44-45 or one of their own creation), and one of the PCs attempts a check to overcome it. If the PC fails the check, the consequences are noted.
The PCs decide on a single chase action (either from page 46 or one of their own invention, at the GM’s discretion) and one PC attempts the skill check associated with that action. Any relevant failure or success is noted and takes effect.
If it isn’t the 6th round and the PCs’ ship has not taken the maximum number of hits, the chase continues with the GM setting a new obstacle.
When designing a starship chase, use the following guidelines to help you
build a balanced encounter. The following instructions are provided for chases
with 6 checks. If you want to have a shorter chase, remove checks and adjust
the outcome (see Table 2–3 above) accordingly by subtracting the required number
of successes for each outcome; if you want a longer chase, add to the number
of checks and required successes instead.
Determine Challenge Rating:
Most starship chases should have a Challenge Rating equal to the PCs’ average
party level and award XP as a combat encounter of that CR (Core Rulebook 390).
Determine Skill Check DCs: Reference Table 2–2: Skill Check
DCs, using the starship chase’s CR.
Environmental Effects and Obstacles:
Decide whether to include any environmental effects (see below) or custom obstacles
based on the circumstances of the chase, and take note of their details.
Some chases might take place in unusual environments or under specific circumstances that alter available chase actions or provide different results for the duration of the chase. The following are example environmental effects GMs can add to a chase to make it more variable; GMs should feel free to use these examples whole cloth in their games, create their own, or mix and match as needed to create compelling starship chases for their group.
Chases don’t always involve the best and brightest—a fact that a canny crew
can use to their advantage.
Effect: A successful evaluate
weakness action causes the crew’s next chase action to result in 3 successes
instead of 2.
Sometimes simply obscuring a visual is just what’s needed for a hasty escape—all
the better when there’s little risk of taking damage from the surrounding environment.
Effect: Failing an environmental cover action does not cause
the ship to take a hit.
Some particularly aberrant or ghostly enemies can ignore at least some of
the laws of physics, giving them a distinct advantage against foes.
Effect: Increase the DC of the create obstacle and environmental
cover actions by 5.
Even those trying to get out of the way of a dangerous chase can prove a
significant impediment in a high-speed situation.
Effect:
Increase the DC of the negotiate obstruction action by 5.
Whether through a deliberate hindrance or an accidental anomaly, magic‑dampening
fields can complicate a magic officer’s job.
Effect: Increase
the DC of magic officer skill checks by 5.
Starting a starship chase directly after a harrowing combat might raise the
stakes and make a ship more fragile to begin with.
Effect:
The PCs’ starship begins the chase with half the number of hits needed to end
the chase based on its size (rounded down).
A saboteur can cause failures at the most inconvenient moments.
Effect: Failing an outspeed action results in 1 hit.
In some circumstances, a crew might find itself the target of one (or more)
experienced trackers, who are used to staying on the tail of fleeing ships—or
getting out of their own scrapes.
Effect: Increase the DC
of the outmaneuver action by 5.
A crew involved with a chase that features several small craft might have
a more difficult time hindering any one particular starship.
Effect:
Increase the DC of the covering fire action by 5.
Firing a ship’s weapons with abandon isn’t always the wisest choice, depending
on the reactivity of the surrounding atmosphere.
Effect:
Taking the covering fire action causes the firing ship to take 1 hit.
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