Pilot is the difference between a smooth docking and a hull breach. It
governs every craft from a single-seat cutter to a capital-class frigate:
atmospheric re-entry, combat manoeuvres, Station docking, Asteroid threading,
and the gut-churning call of a crippled ship limping to port. In the verse,
a good pilot is worth their weight in rek -- the Families pay top coin for
jockeys who can thread a patrol cordon or ride a gravity slingshot without
scraping the paint. Trained only: without at least one rank you are cargo,
not crew.
Rules Reference
Field
Value
Armor Check Penalty
true
Key Ability
DEX
Opposed Skills
Stealth
Trained Only
true
Untrained Use
Cannot pilot spacecraft. Autopilot may handle routine flight, but no manoeuvre or combat actions are possible.
Key Ability
DEX
Notes
Special: A pilot with 5+ ranks in Pilot and 5+ ranks in Engineering may attempt an
emergency repair (DC 20) as a full-round action to restore 1d10 hull points
to a damaged ship, once per encounter.
Ship combat is fully skill-driven, not BAB-driven: d20 + Gunnery ranks +
DEX mod >= 10 + target ship's Evasion (0-10).
Special: A pilot with 5+ ranks in Pilot and 5+ ranks in Engineering may attempt an
emergency repair (DC 20) as a full-round action to restore 1d10 hull points
to a damaged ship, once per encounter.
Ship combat is fully skill-driven, not BAB-driven: d20 + Gunnery ranks +
DEX mod >= 10 + target ship's Evasion (0-10).
Untrained: Cannot pilot spacecraft beyond basic autopilot. No manoeuvre or combat
actions possible. Autopilot handles routine point-to-point flight only.
Descriptors
dc: 10
Field
Value
dc
10
task
Routine atmospheric flight
dc: 12
Field
Value
dc
12
task
Dock with a station
dc: 15
Field
Value
dc
15
task
Combat manoeuvre (evasive)
dc: 18
Field
Value
dc
18
task
Navigate debris field at speed
dc: 20
Field
Value
dc
20
task
Dock with a derelict under fire
dc: 25
Field
Value
dc
25
task
Land a crippled ship without casualties
dc: 30
Field
Value
dc
30
task
Navigate an uncharted jump route
Synergy
bonus: 2
Field
Value
bonus
2
from
Engineering
threshold
5
bonus: 2
Field
Value
bonus
2
from
Astrogation
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Engineering
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Astrogation
bonus: +2 Pilot checks, -5 stunt DCs
Field
Value
bonus
+2 Pilot checks, -5 stunt DCs
feat
Pilot Ace
Uses
application: Routine atmospheric flight in clear conditions
Field
Value
application
Routine atmospheric flight in clear conditions
dc
10
failure
Minor course deviation; arrival delayed 1d4 minutes.
success
Smooth flight, no complications.
application: Dock with a station or ship
Field
Value
application
Dock with a station or ship
dc
12
failure
Scraped paint or misaligned seal; 1d4 hull damage or 10-min delay.
success
Clean seal, no drama.
application: Combat manoeuvre (evasive action)
Field
Value
application
Combat manoeuvre (evasive action)
dc
15
failure
Manoeuvre fails; enemy gunnery gets a clean shot.
success
Gain +2 Evasion for 1 round.
application: Navigate a debris field at speed
Field
Value
application
Navigate a debris field at speed
dc
18
failure
Collision -- 2d6 hull damage, possible system damage.
success
Thread the field without incident.
application: Dock with a derelict under fire
Field
Value
application
Dock with a derelict under fire
dc
20
failure
Failed seal; 1d6 hull damage, must retry.
success
Lock on despite hostile fire.
application: Land a crippled ship without casualties
Field
Value
application
Land a crippled ship without casualties
dc
25
failure
Hard landing -- 2d6 damage to crew, ship loses 1d10 more HP.
success
Survivors, ship intact enough to repair.
application: Navigate an uncharted jump route
Field
Value
application
Navigate an uncharted jump route
dc
30
failure
Misjump -- arrive at wrong location or trigger Fold encounter.