Pilot

The character's bonus to the Pilot skill is used in any situation involving the maneuvering of a moving vehicle. For each rank placed in this skill, the pilot gains proficiency in a new class of vehicle. Piloting a vehicle that the character is not proficient in incurs a -4 on the check.

Vehicle Classes

 * Airspeeders: Atmospheric vehicles that can also move a significant distance vertically.
 * Astronavigation: Ability to properly chart a route through hyperspace.
 * Speeders: Atmospheric vehicles that stay near the surface and have little control over vertical movement.
 * Starships, Large: Operation of space vehicles Medium size or larger.
 * Starships, Small: Operation of space vehicles smaller than Medium size.
 * Submersible: A vehicle designed to move vertically through a liquid environment.
 * Walkers: Ground vehicles with legs.
 * Watercraft: Vehicles for moving across the surface of a liquid environment.
 * Wheeled/tracked vehicles: Surface vehicles that use a system of wheels or tracks for propulsion.

Vehicle Maneuver Bonus and Defense
When a pilot uses a vehicle, that vehicle has a total vehicle maneuver bonus(VMB) determined by adding the vehicle's size, speed, and maneuverabilty ratings with the Pilot skill bonus of the operator. To determine the vehicle's vehicle maneuver defense(VMD), add 10 to its VMB.

Safely navigate dangerous area
The art of getting from one place to another without a disaster. The GM determines the route, and how many individual hazards the character needs to avoid. Each hazard is assigned a DC against which the character rolls a pilot check. Compare your results against the table below to determine the consequences. Damage done in the result of a failure is dependent on the nature of the hazard, and determined by the GM. Alternatively, by trying to speed through the obstacles, you can reduce a group of three hazards to just two, but increase the hazard DC's by 5, and possibly increase damage in the case of a failure.

Pursuit
Any time one or more vehicle is pursuing another vehicle or vehicles, whether cautiously or at high speeds, it falls under the pursuit rules. First, determine the pursuer, the pursued, and the starting distance between the two vehicles. Then the pilots of each vehicles may choose an action to attempt on their turn, often comparing their vehicle maneuver bonus(VMB) against the opposing pilot's vehicle maneuver defense(VMD). Pursuit distance is measured on a rough 1-10 scale, where 1 is a collision risk and 10 is outside of the ability to sense each other. In a ground chase, this is usually just sight distance, but in a space battle it extends to as far as the ship's sensors can accurately detect.


 * Close Distance: Shorten the pursuit distance by one. If you beat the check by 10 or more, you can close the distance by 2 points.
 * Line Up a Shot: You focus on getting a clear line of fire on the pursued. Any front-facing weapons get +2 on their attack rolls for the rest of your turn.
 * Drop Out of Sight: In a moment when the pursued isn't paying attention, you maneuver to attack from a new, unexpected angle. Gain a +4 on your next VMB check or attack roll against that target. Roll against Perception?
 * Achieve Missile Lock: To fire a guided missile or torpedo properly, you usually have to achieve a missile lock. The pilot guides his targeting systems to lock onto a specific ship's signature by manually tracking that ship with a sensor(usually lined up with the pilot and forward guns). On some ships, the copilot or gunner can take this action. Depending on the targeting system and missile weapon, the pilot may need to make 2-3 concurrent checks to get a successful lock. This counts as an attack for the purposes of the Evasive Maneuvers pursued action.


 * Gain Distance: Lengthen the pursuit distance by one. If you beat the check by 10 or more, you can gain 2 points of distance.
 * Evasive Maneuvers: Make sure they can't get a solid bead on you. Any enemy attacks take a -2 for one round.
 * Become the Pursuer: You attempt to flip the script and go from being the pursued to the pursuer. This maneuver can only be attempted when the pursuit distance is 3 or less. Make a VMB check against the pursuer's VMD+5.