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Tactical Engagement Analysis
Welcome to the Starfinder 2e Tactical Datapad. This application synthesizes core combat maneuvers, class-specific strategic priorities, deep feature exploration, and comprehensive cinematic starship combat rules. The matrix below visualizes the estimated tactical focus of each primary class to aid in party composition and strategic planning.
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📊 Class Tactical Matrix
This visualization estimates how the core classes distribute their focus across five key combat pillars: Durability (survivability), Mobility (positioning), Support (buffs/healing), Area Control (multi-target management), and Single Target (focused damage).
SYS_INTERACTION: Hover or tap the data points on the radar chart to compare the distinct operational profiles of the core classes. Click legend items to toggle visibility.
⏱️ How Combat Works: The 3-Action System
At its core, combat is built around the 3-Action System. When it is your turn in the initiative order, you get exactly 3 Actions and 1 Reaction to use. That is the fundamental rule of the game!
You have complete freedom to spend those 3 actions however you like, choosing from any of the available action tabs in this datapad. You do not have dedicated "move actions" or "attack actions". Instead, you simply spend your actions on the things you want to do.
- Mix and Match: You can use all 3 actions to attack three times, use 1 action to move and 2 actions to cast a spell, or use 3 actions to sprint across the battlefield. Any combination works as long as you have the actions to spend.
- Reactions: You get 1 Reaction per round, which you can use when it's not your turn (like making a Reactive Strike if an enemy drops their guard).
- Free Actions: Some abilities are Free Actions. These cost 0 actions but usually have a specific trigger or can only be used once per turn.
Core Universal Actions
Every character receives 3 actions and 1 reaction per round. The actions below represent the most vital, frequently used core maneuvers in standard tactical engagements, ranked by their strategic value. Knowing when to utilize S-Tier utility or A-Tier defense instead of a heavily penalized D-Tier third attack is the key to survival.
Situational Actions & Exploration
These categorized maneuvers provide specialized tactical options for combat, defense, and environmental navigation. Note that Universal Actions are also populated within these categories for quick reference. The bottom section details Exploration Activities conducted outside of initiative order.
🚀 Movement Actions
⚔️ Offensive & Maneuvers
🛡️ Defensive & Reactions
🔧 General Utility
Exploration Activities
These activities are performed while exploring, traveling, or resting. They are typically measured in increments of 10 minutes to several days, rather than precise combat rounds. Chapter 4: Skills includes additional specific skill exploration activities.
🎓 Skill Feats
Powerful actions unlocked via skill proficiency. Extremely efficient when utilized correctly.
Class-Specific Action Guides
Select a class below to review their strategic priorities, key action economy loops, and deep-dives into their unique mechanical features. Understanding your class's unique rhythm is vital for dominating the battlefield.
Cinematic Starship Combat
Cinematic Starship scenes thrust players directly into the action without requiring them to learn a massive, grid-based tactical subsystem. They function similarly to complex hazards or standard encounters, prioritizing narrative pacing, dramatic choices, and collaborative crew actions.
1. Scene Structure & Formatting
📋A cinematic starship scene runs in initiative order and is built around a comprehensive "Scene Stat Block".
- Scene Description & Traits: The overarching theme of the encounter.
- Victory Conditions: How the PCs win (e.g., Defeat a Threat, Victory Points, Survival).
- Additional Objectives: Optional goals offering extra rewards or narrative boons.
- Choose a Role: Each player selects an available starship role prior to the scene starting.
- Roll Initiative: Players roll initiative using the skill associated with their chosen role (e.g., Piloting for the Pilot). Apply Starship Bonuses.
- Turn Order: Players and Threats take turns based on initiative.
2. The Action Economy
⏱️During the scene, each PC gets their standard 3 actions per turn.
- Select a Role: At the start of their turn, a PC selects an available, unoccupied role, maintaining it until the next round. Multiple PCs can occupy certain roles if allowed (like double Gunners).
- Perform Starship Actions: Most special starship actions granted by roles cost 2 actions.
- Personal Actions: Because ship actions cost 2 actions, PCs typically have 1 action remaining. This can be used for:
- Preparing to Aid an ally.
- Casting a 1-action spell like guidance.
- Handling internal threats (e.g., shooting a boarder).
SYS_OVERRIDE // GM Note:
Core class combat abilities (like an Operative's Aim or a Soldier's Suppressing Fire) do not apply to ship-to-ship weapons. Spells and feats should be allowed permissively if they make narrative sense, potentially rewarding powerful spells with bonuses.
3. Handling & Designing Threats
⚠️Unlike PCs, threats (Enemy Starships, Asteroid Fields, Space Fauna) operate using preset routines.
- Routines: Threats have a designated number of actions they use on their initiative to perform specific, pre-programmed Threat Actions. They do not use standard crew actions.
- Complications: Some threats exist to stymie PCs, such as a nebula imposing a flat check on attacks unless negated by a crew member's action.
- Indiscriminate Threats: Hazards that damage every side (e.g., solar flare), requiring a basic saving throw from all ships in the area.
- Multiple Starship Threats: For swarms of fighters, divide the HP of a standard threat into groups. PCs take heavier damage if all hit, but can destroy smaller chunks of HP much faster to thin the herd.
👨🚀 Crew Roles
- Captain Guides crew, inspires, or demoralizes enemies.
- Engineer Diverts power, manages engines, battlefield repairs.
- Gunner Operates weapon systems. Usually 2-action attacks.
- Magic Officer Operates esoteric systems, scrying sensors, rituals.
- Pilot Dictates course, navigates hazards, Plots Course.
- Science Officer Scans objects, manages tech. Uses Computers/Lore.
- Niche Roles Custom narrative roles (negotiator, cook, medic).
⚙️ System Rules
- Weapon Ranges: No range increments. Assume ships are several hundred feet apart. No grid maps required.
- Shields: Temporary HP that regenerate automatically at the start of every round.
- Disablement: 0 HP equals disabled, not destroyed. Allows for repairs or boarding.
- Persistent Damage: Resolved at the end of each round. Engineer can spend 2 actions for Assisted Recovery (reduces DC to 10 + immediate check).
- Balancing Players: Extra players provide utility, not damage. Damage is capped by available gunner stations.
🕹️ Standard Crew Actions
While the specific actions available to you will be dictated by the GM's custom "Scene Stat Block" (e.g., "Navigate the Nebula" or "Seal the Breach"), the following represents the baseline actions and activities expected of each role during a cinematic encounter.
Aid an Ally General
Prepare to help a crewmate. Because most ship actions take 2 actions, utilizing your 3rd action to prepare to Aid (then using your reaction) is the most common and efficient use of action economy.
Tactical Note: Because most ship actions take 2 actions, utilizing your 3rd action to prepare to Aid (then using your reaction) is the most common and efficient use of action economy.
Personal Actions General
Use your remaining single action to cast a 1-action enhancement spell (like guidance) to buff a crewmate's skill check, or handle internal threats like taking a shot at an enemy boarder.
Tactical Note: Guidance, localized buffs, or readying an action to shoot a boarder are excellent ways to optimize your 3rd action.
Inspire / Demoralize Captain
Provide instruction and guidance to the crew to grant mechanical bonuses, or use an open comms channel to recite demoralizing quips to the enemy starship crews, applying penalties.
Tactical Note: A Captain's buffs/debuffs mathematically swing the entire space battle. Always prioritize Inspire for key Gunner or Pilot rolls.
Divert Power / Repair Engineer
Act as the technical expert. Divert power to specific starship systems (like boosting shields or engines) or complete rapid battlefield repairs to restore the ship's Hit Points.
Tactical Note: Restoring shields or boosting engines before a critical evasive maneuver can save the ship from critical disablement.
Assisted Recovery Engineer
When the ship takes persistent damage (resolved at the end of the round), spend 2 actions to reduce the flat check DC to 10 and immediately attempt an extra flat check to end the damage.
Tactical Note: Persistent damage in starship combat is lethal because HP pools are small. Ending it quickly is a top priority.
Fire Starship Weapons Gunner
Operate the myriad weapon systems of a starship and target threats. Whether unleashing a swarm of missiles or blasting magitech electricity, this is the primary source of damage output.
Tactical Note: Coordinate with the Science Officer to identify the weakest quadrant of enemy shields before firing.
Esoteric Operations Magic
Operate esoteric systems powered by magical traditions. Use Arcana, Nature, Occultism, or Religion to operate scrying sensors or perform rituals to increase the ship's combat capabilities.
Tactical Note: Magic officers provide buffs that tech cannot easily replicate, such as localized scrying or curse infliction on enemy crews.
Navigate / Maneuver Pilot
Dictate the ship's course using the Piloting skill. Attempt maneuvers to navigate hazardous environmental threats, line up a better shot for gunners, or evade enemy targeting.
Tactical Note: Evading grants AC bonuses. Always consider an evasive maneuver if the enemy gunners have you locked in their sights.
Scan / Counterhack Science
Employ high-tech sensors using Computers to scan interstellar objects, or use Lore skills to Recall Knowledge about enemy ships. Can also attempt counterhacking endeavors to clear electronic debuffs.
Tactical Note: Information is power. Scanning reveals enemy weaknesses and shield values, allowing gunners to optimize their strikes.
Quick Reference Database
A centralized repository for common tabletop rules. Quickly lookup the mechanical effects of status conditions, categorize damage types, review weapon traits, or clarify environmental variables.