Get 'Em; Calling the Shot

 


Adapted from Starfinder 2e Player Core

In every corner of the Starfall Galaxy, from Commission warships to Outer Sphere raider camps, one command cuts through the chaos of battle: "Get 'em!"

The phrasing changes—a Commission officer might bark "Mark target, weapons free!" while an Ebon Syndicate enforcer growls "That one. Now."—but the intent is universal. Every eye snaps to the designated target. Every weapon adjusts. Every trigger finger tightens. For one critical moment, the scattered violence of combat becomes focused destruction.

Seasoned crews don't even need the words. A hand signal, a highlighted icon on a HUD, a specific comm-click pattern—all can serve the same purpose. What matters isn't the medium but the authority behind it. When an Envoy calls the shot, the crew responds because they've learned that the Envoy sees angles they don't, reads weaknesses they miss, and positions them for kills they couldn't make alone.

The two-action version—Lead by Example—is where legends are made. The Envoy doesn't just point; they step up and take the first shot. Hit or miss, that commitment galvanizes allies. There's something primal about watching your leader put themselves on the line. Even a glancing blow reveals something: armor gaps, movement patterns, the way the target flinches. And when the Envoy's shot connects, the damage they deal tells the crew exactly where to aim next.

In Chronologist field teams, Get 'Em! coordinates temporal strikes against anomalies—the Envoy identifies the weak point in a time-fracture while the chronomancers channel their power. In Viridian Ascent bio-squads, it's transmitted through pheromone signals and empathic pulses, the whole unit moving as a single organism. Among Riftsworn raiders, the call marks targets for reality-shearing attacks that exploit the moment of focused attention.

The best Envoys develop signature calls—phrases that become their crews' rallying cry. "Light 'em up!" "Focus fire, that one!" "Eyes on target—make it count!" When the crew hears their Envoy's voice, they know exactly what to do. That's not just tactics. That's trust.

Get 'Em! is the foundational Envoy Directive

—the one every Envoy knows from 1st level and the tactical cornerstone of the class. It represents the Envoy's ability to identify priority targets and coordinate focused fire, translating battlefield awareness into concrete mechanical advantage for the entire party.

Get ‘Em Directive

Auditory

Concentrate

Directive

Envoy

Visual


[one-action] to [two-actions]


You single out an enemy for you and your allies to focus your attacks on. Select an enemy within 60 feet that you can see. You and your allies gain a +1 status bonus to attacks against that target until the beginning of your next turn.


Lead by Example

 If you use two actions, Strike the target. You gain a status bonus to the damage roll equal to your Charisma modifier. Regardless of whether the Strike hits, you and your allies gain a +1 status bonus to damage on subsequent Strikes made against the enemy until the start of your next turn. Increase the damage by one at 5th, 10th, 15th, and 20th levels.


Tactical Analysis

Why Get 'Em! Matters

Get 'Em! provides a +1 status bonus to attack rolls—the same bonus type as courageous anthem (Bard), heroism (spell), and similar effects. This means:

  • It stacks with circumstance bonuses (flanking, higher ground, etc.)

  • It stacks with item bonuses (weapon potency runes)

  • It does NOT stack with other status bonuses (choose the highest)

A +1 bonus to attack rolls translates to approximately +5% hit chance and, more importantly, shifts some hits into critical hits (especially valuable against lower-AC targets).

The "Miss Still Helps" Clause

The most important line in Lead by Example: "Regardless of whether the Strike hits..."

Even if your attack misses, your allies still gain the +1 status bonus to damage. This means:

  • Lead by Example is never wasted

  • You're contributing even on bad rolls

  • The risk of attacking is mitigated by guaranteed team benefit

This design ensures that Envoys always feel valuable, even when dice betray them.


Range Independence: The Hidden Power

Get 'Em! has a subtle but critical range mechanic that many players overlook:

The 60-foot range applies only to selecting the target.
Allies can be ANY distance away—they just need to perceive your directive.

This means:

  • A sniper 300 feet away with a comms link gains the bonus

  • A spellcaster on an elevated platform gains the bonus

  • A drone operator in another room (with visual feed) gains the bonus

  • Anyone on your encrypted comm channel gains the bonus

Starfall Application: In a galaxy where long-range weapons, starship-to-ground coordination, and remote drone operators are common, this range independence is extremely valuable. A well-positioned Envoy can coordinate fire across an entire battlefield.


Get 'Em! is the Envoy's signature contribution to party coordination—a simple, reliable, and tactically flexible directive that scales from 1st level to 20th. Whether you're calling targets in a Rift-station firefight, coordinating sniper fire across a kilometer of open terrain, or signaling your crew to focus social pressure on a hostile negotiator, Get 'Em! transforms scattered effort into focused impact.

The best Envoys don't just use Get 'Em!—they make it their crew's rallying cry. When allies hear that call, they know exactly where to aim, exactly when to strike, and exactly why they trust their commander.

"Get 'em!" Two words. One target. Total commitment.


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