| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
Goblin who eats lasers will put a bid in for the ring.
Gain some skills
Gain Fabricate Tech magical hack (unless it's worthless ... depends on DM's rule)
Gain Daze and Overheat spells
Lasereater
Male space goblin xenoarchaeologist technomancer 2 Alien Archive
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense SP 6 HP 11 RP 4
--------------------
EAC 14; KAC 15
Fort +1; Ref +3; Will +3
--------------------
Offense
--------------------
Speed 35 ft.
Ranged flame pistol +4 (1d4 F; critical burn 1d4; 20 ft. line, unwieldy) or
. . azimuth laser pistol +4 (1d4 F; critical burn 1d4) or
. . frag grenade I +1 (explode [15 ft., 1d6 P, DC 13]) or
. . smoke grenade +1 (explode [20 ft., smoke cloud 1 minute, DC 15])
Offensive Abilities tinker[FC]
Technomancer Spells Known (CL 2nd)
. . 1st (3/day)—flight, overheat, supercharge weapon
. . 0 (at will)—fabricate scrap, mending, psychokinetic hand, psychokinetic hand, transfer charge
--------------------
Statistics
--------------------
Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 17 (+3); Wis 10 (+0); Cha 8 (-1)
Skills Computers +7 (1 ranks), Culture +5, Engineering +9 (2 ranks), Life Science +8, Mysticism +4, Perception +1, Physical Science +8, Piloting +7 (1 ranks), Sleight Of Hand +8, Survival +2 (+4 when astrogating throughout the Pact Worlds system); (reduce the DC to identify rare, ancient, or alien tech by 5)
Feats Grenade Proficiency
Languages Castrovelian, Common, Eoxian, Goblin, Kasatha, Shirren, Vesk, Ysoki
Other Abilities fabricate tech, spell cache (item type)
Combat Gear frag grenades I (3), smoke grenade; Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), flame pistol, frag grenades I (3), smoke grenade, battery, binders, industrial backpack, standard petrol tank, [i]starstone compass[/i], titanium alloy cable (50 ft.), credstick (374 credits)
--------------------
Special Abilities
--------------------
Tinker (Ex) (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
| Val'nor |
New stuff: HPs: 15, Operators Exploit: Combat Trick: Improved Init. Also, I realized that I was missing some languages, so added Shirren, and Ysoki. Also added Culture. Level 2 Stats:
Male human spacefarer operative 2 Archetypes Starfinder Forerunner,
CG Medium humanoid (human)
Init +7; Senses Perception +5
_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 12; KAC 13
SP 14 HP 15 RP 3
Fort +1, Ref +5, Will +3
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 30'
Melee baton, tactical +3 (1d4+1 , critical -; Analog.operative)
Ranged laser pistol, azimuth +4 (1d4, critical Burn 1d4; -)
_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 12, Dex 14, Con 12, Int 12, Wis 11, Cha 12,
Base Atk +1; Grp+2
Feats Advanced Melee Weapon Proficiency, Improved Initiative, Skill Focus (Computers, Engineering), Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +8, Athletics +7, Bluff +7, Computers +10, Culture +7, Engineering +10, Intimidate +6, Life Science +3, Medicine +7, Perception +6, Physical Science +7, Sleight of Hand +8, Stealth +8,
Languages Common, Shirren, Vesk, Ysoki
Combat Gear r2e (5), serum of healing mk 1 (2),
Other Gear laser pistol, azimuth, clothing (everyday), stationwear, flight suit, backpack (industrial), tool kit (engineering kit), tool kit (hacking kit), starstone compass, hygiene kit, flashlight, computer (tier 2), battery (2), antitoxin (tier 1), credit (30), baton, tactical, comm unit (personal), 257.5 gp
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter
THEME BENEFITS
Spacefarer Your longing to journey among the stars can't be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
Theme Knowledge You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the dc of physical science checks to recall knowledge about strange new worlds or features of space by 5. Physical science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to physical science checks. In addition, you gain an ability adjustment of +1 to constitution at character creation
CLASS FEATURES:
Operative's Edge Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks
Specialization Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the skill focus feat (see page 161) in your specialization's associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill)
Hacker Whether it's a computer system or a mechanical device, you can hack it.
Associated skills: computers and engineering. You can attempt a computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can't use this option if stripped of all computerized gear in an area with no computers).
Specialization exploit: elusive hacker
Trick Attack Archetype altered. You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a bluff, intimidate, or stealth check (or a check associated with your specialization; see page 94) with a dc equal to 20 + your target's cr. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. [trick attack damage: 1d4]
Evasion If you succeed at a reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move
Operative Exploit Archetype altered. As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the dc is equal to 10 + half your operative level + your dexterity modifier. If it requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your operative level + your dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise
Combat Trick You gain a bonus combat feat. You must meet all of that feat's prerequisites
Trained For Trouble You gain culture and survival as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result. You can attempt engineering, life science, and mysticism skill checks to identify creatures (see page 133) even if you are not trained in those skills. You can attempt survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt survival checks to live off the land while moving at your full overland speed
FEATS:
Advanced Melee Weapon Proficiency You know how to use advanced melee weapons You gain proficiency in advanced melee weapons (see weapon proficiency on page 243)
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Skill Focus (computers, Engineering) You are particularly adept at a certain skill You gain a +3 insight bonus to checks involving the chosen skill.
Special: you can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill
Weapon Focus (weapon Focus ~ Small Arms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead
[b][/b]
| Nomad Sage |
Took some digging, but I finally found the repair rules:
Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage.
So basically you need UPBs on hand to affect your own repairs.
That may weight in to the game... do you want to continue on or head back to Absalom Station first to repair?
Travel to Absalom Station only takes 1d6 days, thanks to the Starstone.
| GM Space Nomad |
Drift navigation is kind of abstract and not really related to positional relationships, so "on the way" doesn't really apply. It all has to do with the presence of Drift relays (there are more in Near Space, so travel is generally quicker there). Absalom Station (and the Starstone) are the big exception. No matter where you are in the universe, its always a quick trip to the station!
If you take the ship to the Lorespire Complex (Starfinder HQ), you can get the repairs done for free... assuming the damage isn't from neglect or abuse on your parts.
You are members of the Starfinders. Benefits and assistance are limited since the organization is on its ass at the moment. But you have access to their archives at Absalom Station.
| Nomad Sage |
Here's Bast's updated stat block. You can click reply to copy the format code.
Let me know if you've purchased new gear. I tried to add the forked plasma pistol, but they haven't added the Armory yet, and I can't figure out how to add custom weapons.
***
Bast
Male android bounty hunter mechanic 2
N Medium humanoid (android)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense SP 14 HP 16 RP 4
--------------------
EAC 14; KAC 15
Fort +4; Ref +6; Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Ranged hunting rifle +4 (1d8 P; analog) or
. . tactical semi-auto pistol +4 (1d6 P; analog) or
. . frag grenade I +1 (explode [15 ft., 1d6 P, DC 13])
Offensive Abilities combat tracking, overcharge
--------------------
Statistics
--------------------
Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 16 (+3); Wis 10 (+0); Cha 9 (-1)
Skills Computers +11 (2 ranks), Engineering +9 (2 ranks), Medicine +8, Perception +5, Physical Science +7, Piloting +8 (2 ranks), Profession (bounty Hunter) +5, Sense Motive -2, Survival +4
Feats Improved Initiative, Skill Focus (computers)
Languages Akitonian, Common, Eoxian, Vesk
Other Abilities artificial intelligence, bypass, constructed, exocortex, memory module, theme knowledge
Combat Gear frag grenade I; Other Gear second skin, frag grenade I, hunting rifle with 6 longarm rounds, tactical semi-auto pistol with 9 small arm rounds, consumer backpack, longarm and sniper rounds (25), small arm rounds (30), small arm rounds (30), credstick (57 credits); Augmentations custom rig
| Nomad Sage |
Ammo is here. I'm pretty sure the plasma pistol uses a standard battery like most energy weapons.
| Nomad Sage |
Sooo, this space fight is dragging on a bit. I know its mostly the dice roller working against you. I don't want you guys to get completely apathetic. We can handwave the rest of the encounter if you want. With your speed advantage, you can get away pretty easily. Or we can just keep going with it, if you guys prefer. Thoughts?
| Nomad Sage |
Alright, that took a bit longer than expected, but we got through it. The upside is I think we have the space combat flow down pretty good!
Assuming you guys return to Absalom Station to collect your reward and continue working with Nomad Section, this concludes the introductory adventure "Into the Unknown". It was a pretty basic society module and very bare bones as printed... I augmented several encounters with my own stuff. If nothing else, it introduces the system basics for the most part. I hope you enjoyed it!
Moving forward, I'd planned to start the 'Against the Aeon Throne' three-part adventure path, but I'm open to whatever you guys decide to do in game -- i.e., spin off and become space pirates with the Free Captains, etc.
In the transition here, you are all free to roll new characters or rebuild your current ones if you aren't happy with how they're working. We've had a little exposure to the game system, so I don't mind if you want to change things up.
Otherwise, I'm ready to continue if you are!
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
I'm down with the adventure path you suggested.
I'll make some tweaks but am keeping Lasereater
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
Detecct magic and mysticism are necessary. Have them both with the rebuild (dropped daze for detect magic).
Also swapped out my magic hack for empowered weapon
| Val'nor |
I'm quite fond of this dude, I apparently enjoy playing an Orphan hacker. I'm going to look at some tweaks, but i don't think I'll change much.
I also vote to move onto the next adventure path. I'm having a blast with Starfinder!
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
Swapping fabricate tech for empowered weapon
Swapping grenade proficiency for fleet (+10 speed in light or no armor). Will still throw grenades with wild abandon, of course.
Stat block updated with memorized spells
| Val'nor |
I think I'm keeping Val'nor the same, for now. I added the Aeon Stone, and then bought some explosive ammo and some new armor (Second Skin).
| GM Space Nomad |
Updated stat block for Bast (HLO does not have forked pistol, so will have to manually add that):
Bast
Male android outlaw operative 2
N Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense SP 12 HP 16 RP 4
--------------------
EAC 14; KAC 15
Fort +0; Ref +6; Will +3; +2 against spells and spell-like abilities
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Ranged tactical Diasporan rifle +4 (1d8 F) or
. . tactical semi-auto pistol +5 (1d6 P)
Offensive Abilities trick attack +1d4
--------------------
Statistics
--------------------
Str 10 (+0); Dex 17 (+3); Con 11 (+0); Int 16 (+3); Wis 10 (+0); Cha 9 (-1)
Skills Acrobatics +8, Athletics +5, Bluff +4, Computers +9 (2 ranks), Culture +9, Diplomacy +0, Disguise +0, Engineering +7 (2 ranks), Intimidate +0, Medicine +9, Perception +8, Physical Science +6, Piloting +9 (2 ranks), Profession (bounty Hunter) +6, Sense Motive +4, Sleight Of Hand +12, Stealth +9, Survival +5; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Skill Focus (Perception), Skill Focus (Sleight of Hand), Spellbane, Weapon Focus (small arms)
Languages Aklo, Azlanti, Brethedan, Common, Drow, Eoxian, Vesk
Other Abilities constructed, thief specialization
Other Gear second skin, tactical Diasporan rifle with 1 battery (20 charges), tactical semi-auto pistol with 9 small arm rounds, consumer backpack, forked pistol, 6-notch (worth 720 cr), longarm and sniper rounds (25), small arm rounds (30), small arm rounds (30), credstick (581 credits)
| Nomad Sage |
So Paizo has added the current "The Reach of Empire" adventure to Roll20 for purchase... it looks like all the maps, encounters, NPCs and images are included so the GM can run the game straight off with minimal prep. It sounds like a cool deal -- I'm just not 100% sure. Has anyone purchased anything similar for other games?
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
I've wanted to. They havent made any for the games I'm running.
| GM Space Nomad |
Last XP tally was 2,240 xp
First contact with Azlanti... 300 xp
Rescuing Sarigar... 300 xp
Olaraja battle... 700 xp
Freeing Madelon & colonists... 500 xp
New Total: 4,040 xp
Congrats! You earned enough to reach 3rd level!
As usual, please post your level up details here. Kam, I can update Bast on HLO once you give me your choices.
Also, the Character Operations Manual is out and pretty awesome. It has a ton of options for each class, and also includes 3 new character classes. If you wish to respec your past selections with something new, let me know what you've got in mind.
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
Lasereater's Level 3 level up - Technomancer
Feats
Nimble Moves
Spell Focus (free)
Spells
1st: Remote Operation
Oth: Telepathic Message
Skills
Acro
Culture
Engineering
Life and Physical Science
Sleight oF hand
Stealth
Language
Azlanti
Retcon Magic Hack
Swapping Empower weapon for Technomantic Proficiency
| Val'nor |
Val'nor's Level Operative (Starfinder Forerunner) 3
Skills:
Acrobatics
Athletics
Bluff
Culture <- Bonus from "Trained for Trouble"
intimidate
Medicine
Perception
Physical Science
Sleight of Hand
Stealth
Feat:
Weapon Focus ~ Sniper Weapons
Language:
Azlanti
22 hp
21 sp
3 rp
Speed: 40"
Init: +8
| Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1
So for a Tier 3 upgrade, do we get one thing or do we get enough build points to make the ship Tier 3?
Like do we get one Mk 2 to Mk3 upgrade or do we get 20BPs?
| Blax-9 |
Level up stats for Blax-9:
+8 SP
+7 HP
+1 skill point:
Medicine
Piloting
Perception
Engineering
Stealth
Gear Boost (Armored Advantage)
Weapon Specialization (Longarms)
| Nomad Sage |
Stat block for Bast, level 3. Please update your profile.
Bast
Male android outlaw operative 3
N Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense SP 18 HP 22 RP 4
--------------------
EAC 14; KAC 15
Fort +3; Ref +6; Will +3; +2 against spells and spell-like abilities
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Ranged tactical Diasporan rifle +5 (1d8+3 F; unwieldy, sniper [250 ft.]) or
. . tactical semi-auto pistol +6 (1d6+1 P; analog)
Offensive Abilities trick attack +1d8
--------------------
Statistics
--------------------
Str 10 (+0); Dex 17 (+3); Con 11 (+0); Int 16 (+3); Wis 10 (+0); Cha 9 (-1)
Skills Acrobatics +10, Athletics +7, Bluff +6, Computers +11 (3 ranks), Culture +11, Diplomacy +1, Disguise +1, Engineering +9 (3 ranks), Intimidate +1, Medicine +11, Perception +9, Physical Science +8, Piloting +11 (3 ranks), Profession (bounty Hunter) +7, Sense Motive +6, Sleight Of Hand +13, Stealth +11, Survival +6; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Great Fortitude, Skill Focus (Perception), Skill Focus (Sleight of Hand), Spellbane, Weapon Focus (small arms)
Languages Aklo, Azlanti, Brethedan, Common, Drow, Eoxian, Vesk
Other Abilities constructed, thief specialization
Combat Gear [i]mk I serums of healing[/i] (2); Other Gear second skin, tactical Diasporan rifle with 1 battery (20 charges), tactical semi-auto pistol with 9 small arm rounds, consumer backpack, forked pistol, 6-notch (worth 720 cr), longarm and sniper rounds (25), small arm rounds (30), small arm rounds (30), credstick (1,481 credits)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
| GM Space Nomad |
I think the space combat is pretty cool as we've run it before, but it is certainly clunky over play-by-post. I'm tweaking the rules to make it (hopefully) run a bit faster and keep everyone a bit more engaged. My changes obviously aren't fully playtested, so there are probably things that will still need ironing out. Also, Paizo is putting out some alternate rules in July, so...
Removing the map, hex ranging and facing means the biggest changes will be to pilot actions and gunnery (see below).
--Space Combat Cycle--
* GM will roll opposing Piloting checks each round to determine action order; will post NPC actions before or after PCs, depending.
* PCs will post actions and appropriate dice rolls.
* GM will post the results. Repeat cycle as required.
Phases of the combat round (Engineering/Helm/Gunnery) remain unchanged.
Piloting checks are modified by the maneuverability class of their ship: Clumsy -2, Poor -1, Average 0, Good +1, Perfect +2.
--Crew Actions--
Captain... Demand, Encourage, Taunt, Orders, Moving Speech unchanged.
Engineer... Patch, Hold it Together, Overpower, Quick Fix unchanged. Divert unchanged except for engines, which now grants a +2 to Piloting checks for the round.
Gunner... Fire at Will, Shoot, Broadside, Precise Targeting unchanged.
Pilot... Stunts are completely changed (see below). Fly, Manuever actions removed.
Science Officer... Balance, Scan, Target System, Lock On, Improve Countermeasures unchanged.
--Pilot Stunts--
Aggressive Pull... [DC 10+2*T] Maneuver for attack; you gain +2 on attack rolls, -2 defenses for the rest of the round. Failure by 5 or more means enemy chooses your firing arc, no bonus.
Barrel Roll... [DC 10+2*enemy T] You force the enemy to reposition, denying them one firing arc this round. Failure by 5 or more grants them a +2 on attack rolls.
Engage... [DC 15+2*enemy T] You change the encounter range from Long to Medium, or Medium to Close. Failure by 5 or more gives enemy free Separate or Engage, if desired.
Evade... [DC 10+2*T] You maneuver evasively, gaining a +2 to defenses. Failure by 5 or more, you suffer -2 on defenses.
Hit the Brakes... [DC 20+2*enemy T] You make a hard thruster burn, changing direction immediately. You choose both yours and the enemy's available firing arcs this round. Failure by 5 or more exposes you, giving the enemy the above benefit.
Jink... [DC 10+2*T] You flip your ship around in a hard defensive break turn, denying one quadrant from enemy fire. Success by 5 or more, you choose 2 quadrants.
Separate... [DC 15+2*T] You change the encounter range from Close to Medium, Medium to Long, or Long to Disengage. Failure by 5 or more gives enemy free Engage or Separate, if desired.
Shields, hull points, damage and critical damage remain unchanged. Attack rolls vs AC/TL remain mostly the same. Each gunner will normally choose the firing arc to determine usable weapons, and determine the target ship's quadrant hit. These are modified by Barrel Roll or Jink maneuvers.
I need to add the COM roles and minor actions. For now, let me know if you see anything glaring.