The Hidden Truth

Player > Starships > Role > Pilot

Pilot

You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat.

Pilot Actions

As a pilot, you can take the following actions, depending on your ranks in the Piloting skill. These actions can be taken only during the helm phase.

Fly (Helm Phase)

You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.

Maneuver (Helm Phase)

You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).
Critical: Fancy flying keeps you safe through incoming fire. You gain the effects of a successful evade stunt until the start of the next round.

Stunt (Helm Phase, Push)

You can attempt any one of the stunts described here. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description.
Critical: The results of a critical stunt action depend on the stunt being attempted.

Full Power (Helm Phase, Push)

If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.
Critical: You maintain steady control over your starship during its movement and add only 1 to your starship’s distance between turns.

Audacious Gambit (Helm Phase)

If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1-1/2 × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point).
Critical: Your incredible maneuvering leaves enemy gunners confounded. You gain a +4 circumstance bonus to your ship’s AC and TL until the start of the next round.

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