Pilot

Pilot is a Dexterity skill. This skill is comprised of Pilot {Planetary} and Pilot {Starship}.   Common {Planetary} uses include: Avoid Collision, *Drift Vehicle*, Elevate/Lower Vehicle, *Engage the Enemy*, *Hide*, Increase Vehicle Speed, and Ram. *Indicates that you must be trained in the skill.*
  • Special: You can take a 10 on Planetary Vehicle Elevation & Speed Checks. You can't Take 20 on a Pilot check.
Common {Starship} uses include: Evasive Maneuvers, *Fly Casual*, Increase Vehicle Speed, *Hide*, Ram, *Starship Combat Tactics*, and *Starship Stealth*.
  • Special: You can Take 10 on Fly Casual & Speed checks. You can't Take 20 on a Pilot check.

Pilot (Planetary)

Avoid Collision

Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed in the check, your vehicle takes no damage; if your check fails, your vehicle takes half damage.
  • You can't attempt to Avoid Collision when you intentionally Ram a target, or when using Afterburners.

Dogfight

As a Standard Action, the Pilot of an Airspeeder or Starfighter can initiate a Dogfight against an enemy Airspeeder or Starfighter within range of a single move action, or an adjacent square (Starship Scale). Make a Pilot check at a -5 penalty, opposed by the target's own Pilot check.
  • If an enemy Starfighter tries to move through your threatened squares, or an adjacent square, you may attempt to initiate a Dogfight as an Attack of Opportunity. If successful, the enemy Starfighter must stop moving.

Consequences of Dogfighting

A Vehicle engaged in a Dogfight must select the Dogfight Action on every turn, and it cannot move out of its current square until it Disengages (see below).
  • While engaged in a Dogfight, you cannot attack any target outside the Dogfight.

Attacking in a Dogfight

Make an opposed Pilot check as a Standard Action, if you succeed on the opposed check, you may make a single attack, with Advantage, with a Vehicle Weapon as a Swift Action. Any Gunners gain a +5 bonus on any attack rolls made against the Dogfight target.
  • If you fail, you cannot attack the target, and any Gunners in your Vehicle take a -5 penalty on any attack rolls they make until your next turn.

Disengaging from a Dogfight

Make an opposed Pilot check as a Move Action, if you succeed on the opposed check, you successfully Disengage from the Dogfight, and may move a number of squares equal to your Vehicle's Speed.
  • If you fail, you remain in the Dogfight, and any Gunners in your Vehicle take a -5 penalty on any attack rolls they make until your next turn.

Firing into a Dogfight

If another vehicle fires into a Dogfight, it takes a -5 penalty on its attack roll, unless the Gunner has the Precise Shot feat, takes time to Aim, or the vehicle's Computer Tech has locked on the vehicle's weapons.

Elevate/Lower Vehicle

As a Move Action, you may change the elevation level of your vehicle if it uses repulsor lift technology.

Hide

If you are the Pilot, you can use Stealth to hide in a Starship just as you do normally. You will take a -5 penalty if you are not Trained in the Pilot skill.   The Stealth check result sets the DC of a Use Computer check to locate you with sensors or the Perception check DC to Notice you with normal senses (normally impossible at Starship Scale, but not when you try to hide your Starship in a swamp or the back of a hangar).   Normally, you can only perform a Hide check if you have Concealment or Cover (for example, from asteroids, other Starships, or even clouds in the upper atmosphere). You can even attempt to hide against the hull of an enemy Starship that is at least two sizes larger than your Vehicle, provided that you Create a Diversion to Hide and you can reach the enemy Starship with a single Move Action.

Ram

As a Full-Round Action, you can attempt to Ram a target by moving your Vehicle into the target's Fighting Space. You must have sufficient movement to reach the target's Fighting Space, and the Ram is treated as an Area Attack. You can use your Vehicle to Ram just about anything, including another Vehicle, a creature, or a structure.
  • Make a Pilot check at a -10 penalty against the target's Reflex Defense. If the check succeeds, the target takes Damage Dealt determined by the size of your vehicle listed in the Collision sheet. All insecure passengers aboard the target vehicle (if applicable) take half damage.
  • Your Vehicle takes full damage and all unsecured passengers aboard (including you) take half damage from the Ram.
  • Assuming you're alive and conscious, you can continue moving through the target's Fighting Space if your Vehicle has any movement left. Otherwise, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.
If your Pilot check fails, your Vehicle misses and takes no damage. Your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.

Ready for Action (Trained Only)

When Piloting a Vehicle in combat, you can choose to make a Pilot check instead of an Initiative check to determine your place in the Initiative Order.

Vehicle Maneuvers

Afterburners

As a Full-Round Action, you can move up to four times your Vehicle's Speed. All of this movement must be in a straight line, and you can't Avoid Collisions while doing so. Your Vehicle loses its Dexterity bonus to Reflex Defense until the beginning of your next turn.
  • You can't use Afterburners unless you moved on your last turn.
Because most power is diverted to the engines when using All-Out Movement, Gunners on board your Vehicle cannot attack until the start of your next turn.

Drift

As a Swift Action, you can make an abrupt change in direction without losing any speed.

Jump

As a Swift Action, you may overcharge the repulsor technology to 'jump' the vehicle a small distance in the air.

Tilt

As a Swift Action, you may change the orientation of your vehicle.

Pilot (Starship)

Evasive Maneuvers

Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed in the check, your vehicle takes no damage; if your check fails, your vehicle takes half damage.
  • You can't attempt to Avoid Collision when you intentionally Ram a target, or when using All-Out Movement.
Starship Scale: Collisions are easier to avoid at Starship Scale. If you succeed on the Pilot check to Avoid Collision in Starship Scale, no Collision occurs.

Fly Casual (Trained Only)

Whenever you are Piloting a Starship or other Vehicle, you can substitute a Pilot check for a Deception check to give off a Deceptive Appearance. You still might be required to produce documentation and know specific procedures as is customary for the situation, but this use helps you avert suspicion in the first place, especially when your authorization codes are old and out of date.

Increase Vehicle Speed (Trained Only)

You may make a DC 20 Pilot check as a Swift Action to make your Vehicle perform beyond its normal limits. (You can't Take 10 on this check.) If this check fails, your Vehicle's Speed does not increase, and your Vehicle moves -1 step on the Condition Track.   If you succeed, your Vehicle's Speed increases by 1 square until the start of your next turn. For every 5 points by which you exceed the DC, your Vehicle's Speed increases by an additional 1 square.

Hide

If you are the Pilot, you can use Stealth to hide in a Starship just as you do normally. You will take a -5 penalty if you are not Trained in the Pilot skill.   The Stealth check result sets the DC of a Use Computer check to locate you with sensors or the Perception check DC to Notice you with normal senses (normally impossible at Starship Scale, but not when you try to hide your Starship in a swamp or the back of a hangar).   Normally, you can only perform a Hide check if you have Concealment or Cover (for example, from asteroids, other Starships, or even clouds in the upper atmosphere). You can even attempt to hide against the hull of an enemy Starship that is at least two sizes larger than your Vehicle, provided that you Create a Diversion to Hide and you can reach the enemy Starship with a single Move Action.

Ram

As a Full-Round Action, you can attempt to Ram a target by moving your Vehicle into the target's Fighting Space. You must have sufficient movement to reach the target's Fighting Space, and the Ram is treated as an Area Attack. You can use your Vehicle to Ram just about anything, including another Vehicle, a creature, or a structure.
  • Make a Pilot check at a -10 penalty against the target's Reflex Defense. If the check succeeds, the target takes Damage Dealt determined by the size of your vehicle listed in the Collision sheet. All insecure passengers aboard the target vehicle (if applicable) take half damage.
  • Your Vehicle takes full damage and all unsecured passengers aboard (including you) take half damage from the Ram. 
  • Assuming you're alive and conscious, you can continue moving through the target's Fighting Space if your Vehicle has any movement left. Otherwise, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.
If your Pilot check fails, your Vehicle misses and takes no damage. Your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.

All-Out Movement

If the colliding Vehicle is performing an All-Out Movement Action, or moving at Maximum Velocity, double the damage caused by the Collision.

Vehicular Evasion

If you have the Vehicular Evasion Talent, you can reduce or negate the damage your Vehicle and its passengers take when Rammed by another Vehicle.

Ready for Action (Trained Only)

When Piloting a Vehicle in combat, you can choose to make a Pilot check instead of an Initiative check to determine your place in the Initiative Order.

Starship Aerials

All-Out Movement

As a Full-Round Action, you can move up to four times your Vehicle's Speed. All of this movement must be in a straight line, and you can't Avoid Collisions while doing so. Your Vehicle loses its Dexterity bonus to Reflex Defense until the beginning of your next turn.
  • You can't use All-Out Movement unless you moved on your last turn.
Because most power is diverted to the engines when using All-Out Movement, Gunners on board your Vehicle cannot attack until the start of your next turn.   Maximum Velocity (Character Scale Only) If you use All-Out Movement on your turn, you may move up to your Vehicle's Maximum Velocity with All-Out Movement on your next turn.
  • If you move your Vehicle's Maximum Velocity, you must either continue moving at the Vehicle's Maximum Velocity or use All-Out Movement as your Action on the following turn.

Full Stop

If you haven't already used a Move Action or Full-Round Action to move your Vehicle this turn, you can spend a Swift Action to bring your Vehicle to a Full Stop. After that, the Vehicle is considered stationary. You cannot bring a Vehicle to a Full Stop if you used the All-Out Movement Action on your last turn.  

Starship Combat Tactics (Trained Only)

Attack Run

As a Standard Action, you can move up to your Vehicle's Speed (minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an attack with a Vehicle Weapon at that target at the end of your movement. You gain a +2 bonus on your attack roll, and take a -2 penalty to your Vehicle's Reflex Defense until the start of your next turn.
  • In Starship Scale, you cannot make an Attack Run through squares occupied by opponents, but allies do not hinder your Attack Run.

Coordinated Attack

As a Full-Round Action, you and your Gunners may all attack a single target, that has been locked onto by the vehicle's Computer Tech. The three attackers each make their damage roll and combine them to determine the Damage Dealt to the target.

Dogfight

As a Standard Action, the Pilot of an Airspeeder or Starfighter can initiate a Dogfight against an enemy Airspeeder or Starfighter within range of a single move action, or an adjacent square (Starship Scale). Make a Pilot check at a -5 penalty, opposed by the target's own Pilot check.
  • If an enemy Starfighter tries to move through your threatened squares, or an adjacent square, you may attempt to initiate a Dogfight as an Attack of Opportunity. If successful, the enemy Starfighter must stop moving.
Consequences of Dogfighting
A Vehicle engaged in a Dogfight must select the Dogfight Action on every turn, and it cannot move out of its current square until it Disengages (see below).
  • While engaged in a Dogfight, you cannot attack any target outside the Dogfight.
Attacking in a Dogfight
Make an opposed Pilot check as a Standard Action, if you succeed on the opposed check, you may make a single attack, with Advantage, with a Vehicle Weapon as a Swift Action. Any Gunners gain a +5 bonus on any attack rolls made against the Dogfight target.
  • If you fail, you cannot attack the target, and any Gunners in your Vehicle take a -5 penalty on any attack rolls they make until your next turn.
Disengaging from a Dogfight
Make an opposed Pilot check as a Move Action, if you succeed on the opposed check, you successfully Disengage from the Dogfight, and may move a number of squares equal to your Vehicle's Speed.
  • If you fail, you remain in the Dogfight, and any Gunners in your Vehicle take a -5 penalty on any attack rolls they make until your next turn.
Firing into a Dogfight
If another vehicle fires into a Dogfight, it takes a -5 penalty on its attack roll, unless the Gunner has the Precise Shot feat, takes time to Aim, or the vehicle's Computer Tech has locked on the vehicle's weapons.

Fly Defensively

As a Standard Action, you can concentrate more on protecting your Vehicle, than hurting your enemies. You and all Gunners on your Vehicle take a -5 penalty on your attack rolls, and your Vehicle gains a +5 dodge bonus to its Reflex Defense until the start of your next turn.   If you choose to make no attacks, your Vehicle instead gains a +5 dodge bonus to its Reflex Defense & grants all attackers Disadvantage, and all Gunners take a -10 penalty on their attack rolls until the start of your next turn.

Full Attack

As a Full-Round Action, you may attack twice with the same or two different vehicle weapons. If you may attack more than once per turn, due to a Base Attack Bonus of 6+ you can make your allotted amount of bonus attacks in addition to these two.

Starship Stealth (Trained Only)

As a Standard Action, you may activate a starship's stealth systems (if they have them). With the stealth systems active the Pilot may make Stealth checks to provide the vehicle a bonus against detection from computer systems and other forms of electronic detection.

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