Pilot

Operate spacecraft (shuttles to capital ships).

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

FieldValue
Armor Check Penaltytrue
Key AbilityDEX
Opposed SkillsStealth
Trained Onlytrue
Untrained UseCannot pilot spacecraft. Autopilot may handle routine flight, but no manoeuvre or combat actions are possible.
Key AbilityDEX

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

FieldValue
dc10
taskRoutine atmospheric flight

dc: 12

FieldValue
dc12
taskDock with a station

dc: 15

FieldValue
dc15
taskCombat manoeuvre (evasive)

dc: 18

FieldValue
dc18
taskNavigate debris field at speed

dc: 20

FieldValue
dc20
taskDock with a derelict under fire

dc: 25

FieldValue
dc25
taskLand a crippled ship without casualties

dc: 30

FieldValue
dc30
taskNavigate an uncharted jump route

Synergy

bonus: 2

FieldValue
bonus2
fromEngineering
threshold5

bonus: 2

FieldValue
bonus2
fromAstrogation
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillEngineering

bonus: 2

FieldValue
bonus2
ranks5
skillAstrogation

bonus: +2 Pilot checks, -5 stunt DCs

FieldValue
bonus+2 Pilot checks, -5 stunt DCs
featPilot Ace

Uses

application: Routine atmospheric flight in clear conditions

FieldValue
applicationRoutine atmospheric flight in clear conditions
dc10
failureMinor course deviation; arrival delayed 1d4 minutes.
successSmooth flight, no complications.

application: Dock with a station or ship

FieldValue
applicationDock with a station or ship
dc12
failureScraped paint or misaligned seal; 1d4 hull damage or 10-min delay.
successClean seal, no drama.

application: Combat manoeuvre (evasive action)

FieldValue
applicationCombat manoeuvre (evasive action)
dc15
failureManoeuvre fails; enemy gunnery gets a clean shot.
successGain +2 Evasion for 1 round.

application: Navigate a debris field at speed

FieldValue
applicationNavigate a debris field at speed
dc18
failureCollision -- 2d6 hull damage, possible system damage.
successThread the field without incident.

application: Dock with a derelict under fire

FieldValue
applicationDock with a derelict under fire
dc20
failureFailed seal; 1d6 hull damage, must retry.
successLock on despite hostile fire.

application: Land a crippled ship without casualties

FieldValue
applicationLand a crippled ship without casualties
dc25
failureHard landing -- 2d6 damage to crew, ship loses 1d10 more HP.
successSurvivors, ship intact enough to repair.

application: Navigate an uncharted jump route

FieldValue
applicationNavigate an uncharted jump route
dc30
failureMisjump -- arrive at wrong location or trigger Fold encounter.
successArrive on target; possible shortcut discovery.