**The key idea:** These are **different** kinds of scenes. The GM establishes the scene's procedures and what a character can do; do not assume a starship acts like a large character with normal weapons.
## Recognise which rules are in play
| Scene | What the players do |
|---|---|
| **Vehicle encounter** | Use the vehicle's **heading, movement, pilot actions and statistics** to drive through a hazardous scene. |
| **Chase** | Overcome **obstacles** using varied abilities and relevant skill checks, collecting **Chase Points** to make progress. |
| **Cinematic starship scene** | Occupy **starship roles** (such as pilot or science officer), use scene-specific actions and work towards its victory conditions. |
These are separate subsystems of the *Starfinder GM Core*, not universal abilities added to your character sheet. *(GM Core, pp. 214–218, 226–239.)*
## Vehicle basics
- **Heading matters.** Most vehicles move forward and turn gradually; they do not sidestep like a humanoid.
- A vehicle's **Speed and available actions** govern manoeuvring. Risky driving may require a **Piloting** check; failing can leave a vehicle uncontrolled.
- Passengers can often contribute, but the vehicle's crew/passenger details and the GM's encounter determine what is possible.
- A vehicle is **not a starship**: ordinary vehicle movement rules are distinct from cinematic starship scenes.
*Source: GM Core, pp. 234–239.*
## Chase basics
- The GM presents obstacles (blocked walkways, crowded corridors, security doors, sharp turns, etc.).
- On your turn, describe **how you help clear the current obstacle**, then attempt an appropriate check or take an available action.
- A typical **critical success** gives **2 Chase Points**; a **success** gives **1 Chase Point**; a **critical failure** loses **1 Chase Point**. Other scene-specific effects may change the result.
- A good choice might use **Athletics, Acrobatics, Computers, Diplomacy or another skill** depending on the obstacle; simply having a high Speed is not always the answer.
*Source: GM Core, pp. 214–218.*
## Cinematic starship basics
- Before a cinematic starship scene, each player considers a **role**; the role affects the skill used for initiative. Roles can change between rounds when a new role is available.
- Each PC still normally has **3 actions** on their turn. The scene provides **special role actions**; many starship actions require **2 actions**, leaving room for a useful extra action.
- The team's tasks may include piloting, scanning, engineering, gunnery, command or magical objectives, depending on the **particular scene**.
- The GM's scene specifies **threats, routines, victory conditions and relevant bonuses**. Do not assume a fixed menu of starship moves that every ship possesses.
*Source: GM Core, pp. 226–230.*
## A simple team prompt
**Before the round:** "What are we trying to achieve: outrun, scan, escape, rescue or disable?"
**On your turn:** "Which available role/task can I contribute to with my best relevant skill?"
**After the scene:** "What did we learn or recover?"
These are teamwork prompts, not additional game mechanics.
**Official sources:** *Starfinder GM Core*, pp. 214–218, 226–239; general skills from *Starfinder Player Core*, pp. 182–209. **Campaign context:** Useful for later Commencement assignments involving the Armada and starship piloting. Detailed GM scene statistics and hidden objectives belong in GM materials, **not** in this player reference.