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PILOT-ONLY SHIP/VEHICLE OPTIONS

MANEUVERS

Accelerate / Decelerate
Current Speed Required: Any

Increase or decrease the ship's/vehicle's speed by 1,


to a maximum of the ship's/vehicle's Speed value or
to a minimum of 0.

Fly / Drive
Current Speed Required : Varies
Move the ship/vehicle in a given specific direction.
Distance is based on current speed:
Speed 0: No movement allowed.
Speed 1: 1 maneuver to move anywhere within Close
range. 2 maneuvers to move from Close to Short or
vice versa.
Speed 2-4: 1 maneuver to move anywhere within
Close range.1 maneuver to move from Close to Short
or vice versa. 2 maneuvers to move from Close to
Medium or vice versa.
Speed 5-6: 1 maneuver to move anywhere within
Close range.1 maneuver to move from Close to
Medium or vice versa. 2 maneuvers to move from
Close to Long or vice versa.

ACTIONS
Gain the Advantage
Current Speed Required: 4+
Attempt to gain advantage over a single target until
the end of the next turn or until won back by the
target, whichever happens first. Gunners onboard the
ship/vehicle do not upgrade the difficulty of attacks
made under Evasive Maneuvers when firing at the
target over which they hold advantage. Additionally,
when attacking a Silhouette 4 or less target over
which they hold the advantage, gunners onboard the
ship/vehicle may choose which defense zone their
attacks hit.
Attempting to gain the advantage requires a Pilot
check appropriate to the ship/vehicle in question,
following all rules as normal for Piloting checks. Add
Boost dice equal to the ship/vehicle's Handling value
if the value is positive, and add Setback dice equal to
the ship/vehicle's Handling value to the roll if the
value is negative. The difficulty of the Gain the
Advantage action is based on the difference of
current Speed between the pilot's ship/vehicle and
the target ship/vehicle; consult the table below.

Evasive Maneuvers
Current Speed Required: 3+
Upgrade the difficulty of all attacks made by and
targeting the ship/vehicle once until the end of the
pilot's next turn.

Stay on Target
Current Speed Required: 3+
Upgrade all attacks made by and targeting the
ship/vehicle once until the end of the pilot's next turn.

Punch it
Current Speed Required: Less than ship's
maximum Speed value
Increase the ship's/vehicle's current speed to the
ship's/vehicle's maximum speed value, then suffer
system strain equal to the amount of speed gained.

RULES REMINDERS
A ship/vehicle can normally benefit from a
single pilot-only maneuver and a single pilot-only
action in a combat round. Ships/vehicles of
Silhouette 4 or less may benefit from an additional
pilot-only maneuver, but at the cost of 2 system
strain.
The difficulty of the Gain the Advantage action
against a given target cumulatively increases by 1
for each time the pilot successfully gained or lost
the advantage on that target in the combat
encounter.

OTHER SHIP/VEHICLE OPTIONS


MANEUVERS
Angle Deflector Shields
Reassign a single point of defense from a single defense zone to
another defense zone.

ACTIONS
Damage Control
Make a Mechanics check to restore hull threshold once per
encounter, or restore system strain at any time. The amount of
restored hull threshold or system strain is equal to the number of net
successes on the Mechanics check. Consult the above table for the
difficulty of the Mechanics check.

Fire Mounted Weapons


Make a Gunnery check to attack a target within the range and
defense zone listed in the weapon's profile. The difficulty of the
Gunnery check is based on the relative difference in Silhouette
between the attacker and the target, as described by the adjacent
table.

Other Actions As Described On Table Below