In sheet Macros I made for "Starfinder simple" sheet. By the way it uses nested Queries for pull down menus. Before using for ship combat; fill out ship sheet fully make it its own sheet(Not under a character in game) and fill out "x" being ship roll modifiers "starship-modifiers1" = "x Computer Bonus" "starship-modifiers2" = "x Piloting Bonus" "starship-modifiers3" = "x Maneuverability Turn" "starship-notes" = "x Sensor Bonus" Also Replace all Instances of "& #" with "&#" Needs Added: Attribute "CodePrefex" = "@{" CaptainActions (Show in Bar) ?{Captain's Action|Demand(Any Phase),/em demands a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check [[1d20+[[@{CodePrefex}@{starship-crew-capt}|Intimidate}]]+?{Mod& #124;0& #125;]] vs DC [[15+{@{starship-tier}*2}]]. You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs.|Encourage(Diplomacy)(Any Phase),/em encourages a crew member to give a bonus to the action that grants a +2 bonus to the check by succeeding at a diplomacy check [[1d20+[[@{CodePrefex}@{starship-crew-capt}|Diplomacy}]]+?{Mod& #124;0& #125;]] vs DC [[15+@{starship-tier}]] to any position.|Encourage(Matching Role Skill)(Any Phase),/em encourages a crew member to give a bonus to the action that grants a +2 bonus to the crew's check by succeeding at a ?{Skill& #124;Piloting station(Piloting)& #44;+[[@{CodePrefex}@{starship-crew-capt}|Piloting}]] piloting& #124;Engineering station(Engineering)& #44;+[[@{CodePrefex}@{starship-crew-capt}|Engineering}]] engineering& #124;Science station(Computers)& #44;+[[@{CodePrefex}@{starship-crew-capt}|Computers}]] computers& #124;Tactical station(BAB)& #44;+[[[[@{CodePrefex}@{starship-crew-capt}|bab}]]+[[@{CodePrefex}@{starship-crew-capt}|DEX-Mod}]]+[[@{starship-modifiers1}]]]] gunnery& #124;Tactical station(Pilot Ranks)& #44;+[[[[@{CodePrefex}@{starship-crew-capt}|Piloting-ranks}]]+[[@{CodePrefex}@{starship-crew-capt}|DEX-Mod}]]+[[@{starship-modifiers1}]]]] gunnery& #125; check of [[1d20+[[?{Skill& #125;]]+?{Mod& #124;0& #125;]] vs DC [[10]] to any position.|Taunt(Intimidate)(Any Phase)(Push),/em taunts the enemy vessel by attempting a Intimidate check [[1d20+[[@{CodePrefex}@{starship-crew-capt}|Intimidate}]]+?{Mod& #124;0& #125;]] vs DC [[15+{@{starship-tier}*2& #125;]]. If @{starship-crew-capt} is successful& #44; each enemy character acting during the selected phase takes a –2 penalty to all checks for [[1d4]] rounds. The penalty increases to –4 if the enemy’s check is made as part of a push action. Can only by used against that enemy starship once per combat.|Taunt(Bluff)(Any Phase)(Push),/em taunts the enemy vessel by attempting a bluff check [[1d20+[[@{CodePrefex}@{starship-crew-capt}|Bluff}]]+?{Mod& #124;0& #125;]] vs DC [[15+{@{starship-tier}*2& #125;]]. If @{starship-crew-capt} is successful& #44; each enemy character acting during the selected phase takes a –2 penalty to all checks for [[1d4]] rounds. The penalty increases to –4 if the enemy’s check is made as part of a push action. Can only by used against that enemy starship once per combat.|Orders(Any Phase)(Push)6th Level,/em grants an additional action to a crew member by succeeding at a skill check of [[1d20+?{Mod& #124;0& #125;+?{Using appropriate skill for that crew member& #124;Piloting Skill& #44;[[@{CodePrefex}@{starship-crew-capt}|Piloting}]]& #124;Engineering Skill& #44;[[@{CodePrefex}@{starship-crew-capt}|Engineering}]]& #124;Computer Skill& #44;[[@{CodePrefex}@{starship-crew-capt}|Computers}]]& #124;Tactical systems(BAB)& #44;[[@{CodePrefex}@{starship-crew-capt}|bab}]]+[[@{CodePrefex}@{starship-crew-capt}|DEX-Mod}]]+[[@{starship-modifiers1}]]& #124;Tactical systems(Pilot rank)& #44;[[@{CodePrefex}@{starship-crew-capt}|Piloting-ranks}]]+[[@{CodePrefex}@{starship-crew-capt}|DEX-Mod}]]+[[@{starship-modifiers1}]]& #125;]] vs DC [[10+{@{starship-tier}*3& #125;]] and spending 1 Resolve Point. The crew member can take two actions in her role this round, but she can’t take the same action twice.|Moving Speech(Any Phase)12th Level,/em can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check [[ 1d20+[[@{CodePrefex}@{starship-crew-capt}|Diplomacy}]]+?{Mod& #124;0& #125;]] vs DC [[15+{@{starship-tier}*2& #125;]]. For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions.} GeneralCrew (Show in Bar) ?{General Crew Action | Glide,/em moves the star-ship at half its normal speed. The star-ship can take turns during this movement but the star-ship's distance between turns increases by 2. Add [[?{Pilot Ranks& #124;0& #125;]] to the star-ship's AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide). | Snap Shot,/em fires one of your star-ship's weapons with gunnery override check of [[1d20cs>20 +?{Pilot Ranks or Your BAB which ever is Higher& #124;0& #125; +?{Your Dexterity Modifier& #124;0& #125 - 2 + ?{Mod& #124;0& #125;]].The weapon used in the snapshot must not have been fired by any other crew member this round.} EngineerActions (Show in Bar) ?{Engineer's Action | Divert Power(Helm),/em diverts power to engines with a engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] giving a +2 to speed. | Divert Power(Science),/em diverts power to the science station with a engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] giving a +2 to the science station. | Divert Power(Tactical),/em diverts power to the tactical station with a engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] all weapons treat each damage die that rolls a 1 this round as having rolled a 2 instead. | Divert Power(Engineering),/em diverts power to with a engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] to add [[0.05*@{starship-power-core}]] shield points up to the shields' maximum value.You can distribute the restored Shield Points across the shield's four quadrants as you see fit. | Hold It Together,/em uses whatever she can to jury-rig up the ?{System& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125; with an engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] and treating it as if its critical damage condition were two steps less severe for the rest of the round. This check isn't modified by penalties from critical damage to the power core. | Patch System,/em patches up the ?{System& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125; with an engineering check of [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] to patch a system to reduce the effects of a critical damage condition by one condition. | Overpower(Push)6th Level,/em spends 1 Resolve Point and attempt an Engineering check [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] vs DC [[10 + {@{starship-tier}*3& #125;]] to squeeze more out of your ship’s systems. If you’re successful this functions as the divert action but you can send extra power to any 3 systems (?{System 1& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125;)(?{System 2& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125;)(?{System 3& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125;). This action and the divert action can’t be taken in the same round. | Quick Fix 12th Level,/em tries to repair ?{System& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125; quickly by spending 1 Resolve Point and attempting an Engineering check [[1d20 +[[@{CodePrefex}@{starship-crew-eng}|Engineering}]] +?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] vs DC [[10 + {@{starship-tier}*2& #125; ]]. If successful you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage) after which time it must be repaired as normal.} GunnerActions (Show in Bar) ?{Gunner's Action | Fire At Will(Push),/em fires off two different weapons with a [[ 1d20 +{[[@{CodePrefex}@{starship-crew-gun}|Piloting-ranks}]]& #44;[[@{CodePrefex}@{starship-crew-gun}|bab}]]& #125;kh1 +[[@{CodePrefex}@{starship-crew-gun}|DEX-Mod}]]+?{Mod& #124;0& #125;-4+[[@{starship-modifiers1}]]]] and a [[ 1d20 +{[[@{CodePrefex}@{starship-crew-gun}|Piloting-ranks}]]& #44;[[@{CodePrefex}@{starship-crew-gun}|bab}]]& #125;kh1 +[[@{CodePrefex}@{starship-crew-gun}|DEX-Mod}]]+?{Mod& #124;0& #125;-4+[[@{starship-modifiers1}]]]] for the second shot. | Fire A Single Weapon,/em fires off a ship weapon with a [[ 1d20 +{[[@{CodePrefex}@{starship-crew-gun}|Piloting-ranks}]]& #44;[[@{CodePrefex}@{starship-crew-gun}|bab}]]& #125;kh1 +[[@{CodePrefex}@{starship-crew-gun}|DEX-Mod}]]+?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] | Broadside 6th Level,/em fires a broadside with a [[ 1d20 +{[[@{CodePrefex}@{starship-crew-gun}|Piloting-ranks}]]& #44;[[@{CodePrefex}@{starship-crew-gun}|bab}]]& #125;kh1 +[[@{CodePrefex}@{starship-crew-gun}|DEX-Mod}]]+?{Mod& #124;0& #125;-2+[[@{starship-modifiers1}]]]].(Repeat roll per weapon in the chosen arc.) | Precise Targeting 12th Level,/em fires off a ship weapon with extreme precision spending 1 resolve [[ 1d20 +{[[@{CodePrefex}@{starship-crew-gun}|Piloting-ranks}]]& #44;[[@{CodePrefex}@{starship-crew-gun}|bab}]]& #125;kh1 +[[@{CodePrefex}@{starship-crew-gun}|DEX-Mod}]]+?{Mod& #124;0& #125;+[[@{starship-modifiers1}]]]] if the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system in targeted quadrant. If the attack would normally cause critical damage, the normal critical damage applies also and meaning your attack could potentially deal critical damage multiple times determine which system is damaged as normal each time.} PilotActions (Show in Bar) ?{Pilot's Action | Fly Casual,/w @{starship-crew-pilot} You move your starship up to its maximum speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check. (So why did you use the macro Duh... just move the ship. | Maneuver(Push),/em pilots the starship into a hairpin turn with a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125;+[[@{starship-modifiers2}]] ]] vs DC [[15 + {@{starship-tier}*2& #125; ]] For this round the starship’s manuverability distance between turns are [[{[[?{Have you used the "Full Power or Glide" action this round& #124;Yes& #44;+2& #124;No& #44;+0& #125; ?{Have you used the "Audacious Gambit" action this round& #124;Yes& #44;-2& #124;No& #44;+0& #125; -1 +@{starship-modifiers3} ]]& #44;0& #125;kh1]] for tighter turns. | Stunt: Back Off(Push),/em attemps to perform the stunt: "Back Off" with a Piloting check [[ 1d20 ?{Current Speed|4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[10 + {@{starship-tier}*2& #125; ]]. On a failed check your starship moves backward only 1 hex. If you fail this check by 5 or more your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round. | Stunt: Barrel Roll(Push),/em attemps to perform the stunt: "Barrel Roll" with a Piloting check [[ 1d20 ?{Current Speed|4 or less&# 44;+2& #124;5 through 7& #44;+1|8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[10 + {@{starship-tier}*2& #125; ]]. If @{starship-crew-pilot} Succedes: The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be large or smaller. If @{starship-crew-pilot} fails: the starship moves half its speed but doesn’t roll. If @{starship-crew-pilot} fails by 5 or more: your starship moves half its speed and doesn’t roll also takes a –4 penalty to its AC and TL until the start of the next round. | Stunt: Evade(Push),/em attemps to perform the stunt: "Evade" with a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[10 + {@{starship-tier}*2& #125; ]]. If @{starship-crew-pilot} Succedes: The ship moves up to its speed and can turn as normal but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. If @{starship-crew-pilot} fails: the starship moves as normal. If @{starship-crew-pilot} fails by 5 or more: the starship moves as normal but it also takes a –2 penalty to its AC and TL until the start of the next round. | Stunt: Flip and Burn(Push),/em attemps to perform the stunt: "Flip and Burn" with a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[15 + {@{starship-tier}*2& #125; ]]. If @{starship-crew-pilot} Succeeds: The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. If @{starship-crew-pilot} fails: The starship moves forward half its speed but doesn’t rotate. | Stunt: Flyby(Push),/em attempts to perform the stunt: "Flyby" with a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more&# 4;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[20 + {@{starship-tier}*2& #125; ]]. If @{starship-crew-pilot} Succeeds: The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack. Also during the following gunnery phase you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range(1 hex) against any quadrant of the enemy starship. If @{starship-crew-pilot} fails: the starship still moves as described above but you follow the normal rules for attacking (based on your starship’s final position and distance) and the movement provokes a free attack from that starship as normal. | Stunt: Slide(Push),/em attemps to perform the stunt: "Slide" with a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13 ,-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[10 + {@{starship-tier}*2& #125; ]]. If @{starship-crew-pilot} Succeeds: The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. If @{starship-crew-pilot} fails: The ship moves forward up to half its speed and can’t make any turns. | Stunt: Turn in Place(Push),/em The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check. | Full Power(Push) 6th Level,/em spends 1 Resolve Point and moves the starship up to 1.5 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns. | Audacious Gambit 12th Level,/em spends 1 Resolve Point and attempt a Piloting check [[ 1d20 ?{Current Speed& #124;4 or less& #44;+2& #124;5 through 7& #44;+1& #124;8 Through 10& #44;+0& #124;11 Through 13& #44;-1& #124;14 or more& #44;-2& #125; +[[@{CodePrefex}@{starship-crew-pilot}|Piloting}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers2}]]]] vs DC [[15 + {@{starship-tier}*2& #125; ]] to pull off complex maneuvers. @{starship-crew-pilot} moves the starship up to its speed treating its distance between turns as if it were 2 lower (minimum 0) and can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement you can rotate your starship to face in any direction.If @{starship-crew-pilot} fails: The starship instead move as if you had taken the fly action (but still lose the Resolve Point). ScienceActions (Show in Bar) ?{Science's Action | Balance,/em balances the shields. With a successful Computers check check [[ 1d20+[[@{CodePrefex}@{starship-crew-pilot}|Computers}]] +?{Mod& #124;0& #125; +[[@{starship-modifiers1}]]+[[@{starship-notes}]]]] vs DC [[15 + {@{starship-tier}*2& #125; ]] you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant including to depleted shields (after re-balancing every shield must have at least [[{@{starship-total-shields}*0.1& #125;]] SP or you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants putting any excess SP in the forward quadrant. | Scan,/em scans a starship with your sensors to learn information about it with either a trained or untrained Computers check [[ 1d20 + [[@{CodePrefex}@{starship-crew-pilot}|Computers}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers1}]] +[[@{starship-notes}]] ]] vs DC [[10 +@{starship-tier}]] + its bonus from defensive countermeasures. | Target System(Push),/em uses sensors to target ?{System 1& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125; on an enemy starship with a Computers check check [[ 1d20 + [[@{CodePrefex}@{starship-crew-pilot}|Computers}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers1}]] +[[@{starship-notes}]]]] vs DC [[15 + @{starship-tier}]] + the tier of the enemy starship + its bonus from defensive countermeasures. If you succeed the check the next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage it affects the ?{System 1& #124;core& #124;engines& #124;life support& #124;sensors& #124;tactical& #124;minor systems& #125; system. For any further critical damage resulting from the attack determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time though this action can be used to concurrently target systems on multiple starships. | Lock On(Push) 6th Level,/em locks your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check check [[ 1d20 + [[@{CodePrefex}@{starship-crew-pilot}|Computers}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers1}]] +[[@{starship-notes}]]]] vs DC [[15 + @{starship-tier}]] + the tier of the target starship plus its bonus from defensive countermeasures. If you succeed your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round. | Improve Countermeasures(Phase) 12th Level,/em tries to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check check [[ 1d20 + [[@{CodePrefex}@{starship-crew-pilot}|Computers}]] + ?{Mod& #124;0& #125; + [[@{starship-modifiers1}]] +[[@{starship-notes}]]]] vs DC [[10 + {@{starship-tier}*2& #125;]] + its bonus from defensive countermeasures. If you’re successful gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).}