Player > Starships > Role > 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.
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.
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
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.
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
Critical: The results of a critical stunt action depend on the stunt being attempted.
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.
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.