I would suggest reading Chapter 11 of the SW rule book (let me know if you need another copy) the most relevant pages are only 210-225.
Some important numbers to keep in mind are ranges:
Point Blank = 0-1 hexes
Short = 2-5 hexes
Medium = 6-10
Long = 11-20 ** max range of wpns**
Extreme = 21-40 (sensors only)
out of range = 40+
range modifiers to wpns (table 11-08)
PB = 0
short = -2
med = -4
long = -6
Note the different ways you can use Sensors (pg 210)
1 hex = 500m in space
1 hex = 50m in atmosphere (but base speed codes are doubled)
Speed also affects the ship's DC (AC) and the "to hit" of the gunners (table 11-13)
Confirmed Crits bypass shields entirely
Note Piloting maneuvers and stunts (pgs 218-220)
I snipped pgs 224-225 as they are the most important and relate to acting like a crew, see below
Commander - high Charisma, can use Inspire (bard, marshall) type abilities
Pilot - piloting skill + feat for that type of ship, can use Stunts and Maneuvers (cost movement + pilot check, but cheaper ways to make special moves)
Gunner(s) - Starship Operation Feat + ranged attack (feats apply)
Engineer - mostly use Repair, can reroute power and fix systems on the fly
Sensors - Computer Use, can help AC or attack rolls (might also do shield duty)
Shields - Computer Use, angle the shields (double front, etc) and restore shield points each round (very important)
Last edited by Chris on Thu Sep 24, 2015 9:53 am; edited 3 times in total