Attacking:
Note: you can not use ground combat based skills such as Sneak Attack with Space Combat unless the skill specifically mentions that it may be used in space combat.
Pilots of craft that have weapons available to them can uses their attack action on their turn and use their own Dexterity Modifiers to fire. If you possess the appropriate Starship Operation Feat for the vehicle you are piloting, you can add your proficiency bonus to the attack roll. If your class has multiple attack actions you may fire weapons from the same weapon group per attack action.
Turret Operators can use their attack action on their turn and use their own Dexterity Modifiers to fire turrets. If they possess the Gunner Feat they may add their proficiency bonus to the attack roll. Note: Some turrets come with a targeting computer which can also provide a bonus to the attack. If your class has multiple attack actions you may fire weapons from the same weapon group per attack action.
Missiles:
A pilot or gunner can attempt to establish a missile lock against any target up to long range. To establish a missile lock, the attacker makes an attack roll as an attack action (the missile is not fired as part of this action). If the attack roll succeeds, a missile lock is established, giving the attacker a readied action to fire the missile at any point later in the combat. The missile lock remains established until the missile weapon is fired (unless the target ship moves a range category farther away). The pilot or gunner can execute his readied action to fire the missile at any time.
Missile lock can be established up to Long range. Missiles travel up to 9 squares each action for up to 6 rounds before it runs out of fuel. When a missile enters the same square as its target the guidance system is used to make the attack roll.
Distance:
Starship Weapon Ranges: