Every round, each starship gets to do something. The
starships'
initiative checks, from highest to lowest, determine the order in which they act.
Flat-Footed Starships: At the start of a battle, before a
starship has had a chance to act (specifically, before its first turn in the
initiative order), it is flat-footed. It can't apply the pilot's Dexterity bonus to
Defense while flat-footed.
If
starships enter a battle after it has begun, they roll
initiative at that time and act whenever their turn comes up in the existing order.
At the start of
combat, a
starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a
starship can
surprise its enemies if it knows about them before they're aware of it.
The GM determines which
starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard
sensors (see the expanded Computer Use
skill description), Spot checks, or other checks to determine whether one ship detects another.
A
starship makes only one roll or check against
surprise, regardless of its crew complement.