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See also: Vehicle Combat

The Pilot of the Vehicle controls it's movement. Most Vehicles have only one position from where the Vehicle can be Piloted. Piloting a Vehicle is, at a minimum, a Move Action, which means that the Pilot can do other things with their Standard Action and Swift Action. A Vehicle can have only one Pilot at a time. The Pilot adds the Vehicle's Size Modifier and Dexterity Modifier on all Initiative and Pilot checks.

The below Actions include all Actions that can be performed while functioning as a Pilot:

Full-Round Actions Edit

Full-Round Actions include the following:

All-Out Movement Edit

As a Full-Round Action, you can move up to four times your Vehicle's Speed. All of this movement must be in a straight line, and you can't avoid Collisions while doing so (See Avoid Collisions, below). Your Vehicle loses it's Dexterity bonus to Reflex Defense until the beginning of your next turn.

You can't use All-Out Movement unless you moved on your last turn.

Because most power is diverted to the engines when using All-Out Movement, Gunners on board your Vehicle cannot attack until the start of your next turn.

Maximum Velocity (Character Scale Only): If you use All-Out Movement on your turn, you may move up to your Vehicle's Maximum Velocity with All-Out Movement on your next turn. If you move your Vehicle's Maximum Velocity, you must either continue moving at the Vehicle's Maximum Velocity, or use All-Out Movement as your Action on the following turn.

Ram Edit

As a Full-Round Action, you can attempt to Ram a target by moving your Vehicle into the target's Fighting Space. You must have sufficient movement to reach the target's Fighting Space, and the Ram is treated as an Area Attack. You can use your Vehicle to Ram just about anything, including another Vehicle, a creature, or a structure.

Make a Pilot check at a -10 penalty against the target's Reflex Defense. If the check succeeds, your Vehicle, the target, and all passengers aboard Vehicles involved in the Collision (Including you) take the amount of Damage listed in the Collision Damage Table. Assuming you're alive and conscious, you can continue moving through the target's Fighting Space if your Vehicle has any movement left. Otherwise, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.

If your Pilot check fails, your Vehicle, the target, and all passengers aboard Vehicles involved in the Collision (Including you) take half Damage. In addition, your Vehicle is pushed out of the target's Fighting Space, and into the nearest available square(s), and your turn ends.

All-Out Movement: If the colliding Vehicle is performing an All-Out Movement Action, or moving at Maximum Velocity (See All-Out Movement, above), double the Damage caused by the Collision.

Vehicular Evasion: If you have the Vehicular Evasion talent, you can reduce or negate the Damage your Vehicle and it's passengers take when Rammed by another Vehicle.

Standard Actions Edit

A Standard Action could be any one of the following:

Aid Another Edit

As a Standard Action, you can aid an ally's next Skill Check, Ability Check, or Attack Roll.

Aiding a Skill Check or Ability Check: You can help another character achieve success on their Skill Check or Ability Check by making the same kind of Skill Check or Ability Check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gains a +2 bonus on their check. You can't Take 10 (Or Take 20) on a Skill Check or Ability Check to Aid Another. Only the Copilot can assist on Pilot checks, and only the Commander can assist on Use Computer checks. Any crewmember can aid any other Skill Check or Ability Check.

Aiding an Attack Roll: In Vehicle Combat, you can Aid Another character's Attack by providing improved targeting data, or by coordinating that Attack with other Vehicle Actions.

  • A Gunner can grant a +2 bonus on another character's Attack Roll by making an Attack against a Reflex Defense of 10.
  • A System Operator can grant a +2 bonus on another character's Attack Roll by making a DC 10 Use Computer check.
  • A Commander can grant a +2 bonus on another character's Attack Roll by making a DC 10 Knowledge (Tactics) check.

Attack with a Vehicle Weapon Edit

Any Gunners (Including the Pilot or Copilot, if there are Pilot-operated weapons on the Vehicle) can make an Attack with their Vehicle Weapon as a Standard Action. The maximum Range and the Range Modifiers of a Vehicle Weapon Attack depend on the Vehicle Weapon used (See Weapon Systems).

Capital Ships: Capital Ship Weapons are designed for long-range bombardment against large or immobile targets, and they have difficulty tracking very small targets. When Attacking a target of less than Colossal size, a Vehicle that is Colossal (Frigate) size or larger takes a -20 penalty on it's Attack Rolls. Point-Defense Weapons are specifically designed to Attack smaller targets, and do not take these penalties.

Trained Pilot: If you are Trained in the Pilot skill, you gain a +2 bonus on all Attacks made with any Vehicle Weapon identified as being crewed by the Pilot.

Attack Run Edit

As a Standard Action, you can move up to your Vehicle's Speed (Minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an Attack with a Vehicle Weapon at that target at the end of your movement. You gain a +2 bonus on your Attack Roll, and take a -2 penalty to your Vehicle's Reflex Defense until the start of your next turn. In Starship Scale, you cannot make an Attack Run through squares occupied by opponents, but allies do not hinder your Attack Run.

Dogfight Edit

As a Standard Action, the Pilot of an airspeeder or starfighter can initiate a Dogfight against an enemy airspeeder or starfighter in an adjacent square (Starship Scale). Make a Pilot check at a -5 penalty, opposed by the target's own Pilot check.

Consequences of Dogfighting Edit

A Vehicle engaged in a Dogfight must select the Dogfight Action on every turn, and it cannot move out of its current square until it Disengages (See below). While engaged in a Dogfight, you cannot Attack any target outside the Dogfight.

Firing into a Dogfight Edit

If another Vehicle fires into a Dogfight, it takes a -5 penalty on it's Attack Roll, unless the Gunner has the Precise Shot Feat.

Attacking in a Dogfight Edit

Make an opposed Pilot check as a Standard Action, if you succeed on the opposed check, you may make a single Attack with a Vehicle Weapon as a Swift Action. If you fail, you cannot Attack the target, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.

Disengaging from a Dogfight Edit

Make an opposed Pilot check as a Move Action, if you succeed on the opposed check, you successfully Disengage from the Dogfight, and may move a number of squares equal to your Vehicle's Speed. If you fail, you remain in the Dogfight, and any Gunners in your Vehicle take a -5 penalty on any Attack Rolls they make until your next turn.

Attack of Opportunity Edit

If an enemy starfighter tries to move through your square, or an adjacent square, you may attempt to initiate a Dogfight as an Attack of Opportunity. If successful, the enemy Starfighter must stop moving.

Fly Defensively Edit

As a Standard Action, you can concentrate more on protecting your Vehicle, than hurting your enemies. You and all Gunners on your Vehicle take a -5 penalty on your Attack Rolls, and your Vehicle gains a +2 dodge bonus to it's Reflex Defense until the start of your next turn. If you choose to make no Attacks, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, and all Gunners take a -10 penalty on their Attack Rolls until the start of your next turn.

Trained Pilot: If you are Trained in the Pilot skill, your Vehicle instead gains a +5 dodge bonus to it's Reflex Defense, with you and all Gunners on your Vehicle taking a -5 penalty on Attack Rolls; or a +10 dodge bonus if you choose to make no Attacks on your turn.

Additional Standard Actions Edit

Additional Standard Actions include the following:

 Starship Deception Edit

Reference Book: Star Wars Saga Edition Starships of the Galaxy

You can make Deception checks to Feint or Create a Diversion to Hide. Add your Vehicle's size modifier (See below) and Dexterity modifier to your Deception check, and take a -5 penalty if you are not Trained in the Pilot Skill. If you successfully Feint against a target, it is considered Flat-Footed against only your first attack, not those of any Gunners on your Vehicle.

SIZE MODIFIER
Large -5
Huge -10
Gargantuan -15
Colossal -20

Move Actions Edit

Move Actions include the following:

Move Edit

You can Move up to your Vehicle's Speed. The only restriction for Vehicle Movement is that you cannot reenter a square you just left.

Swift Actions Edit

Swift Actions include the following:

Full Stop Edit

If you haven't already used a Move Action or Full-Round Action to move your Vehicle this turn, you can spend a Swift Action to bring your Vehicle to a Full Stop. After that, the Vehicle is considered stationary.

You cannot bring a Vehicle to a Full Stop if you used the All-Out Movement Action (See above) on your last turn.

Increase Vehicle Speed Edit

If you are Trained in the Pilot skill, you may make a DC 20 Pilot check as a Swift Action to push your Vehicle beyond its normal limits. (You can't Take 10 on this check.) If the check fails, your Vehicle's Speed does not increase, and your Vehicle moves -1 step on the Condition Track. If you succeed, your Vehicle's Speed increases by 1 square until the end of your next turn. For every 5 points by which you exceed the DC, your Vehicle's Speed increases by an additional 1 square.

You may attempt to Increase Vehicle Speed once per round as a Free Action, when using the All-Out Movement Action (See above).

Reactions Edit

As always, a character may make any number of Reactions during a round. Reactions include the following:

Avoid Collision Edit

Any time your Vehicle is subject to a Collision, you can make a DC 15 Pilot check as a Reaction. If you succeed on the check, all targets involved in the Collision take half Damage.

You can't attempt to avoid a Collision when you intentionally Ram a target (See Ram, above).

Starship Scale: Collisions are easier to avoid at Starship Scale. If you succeed on the Pilot check to avoid a Collision in Starship Scale, no Collision occurs.

Additional Special Actions Edit

Additional Special Actions include the following:

 Starship Stealth Edit

Reference Book: Star Wars Saga Edition Starships of the Galaxy

If you are the Pilot, you can use Stealth to Sneak in a Starship just as you do normally. Add your Vehicle's size modifier (See below) and Dexterity modifier to your Stealth check, and take a -5 penalty if you are not Trained in the Pilot skill. The Stealth check result sets the DC of a Use Computer check to locate you with a Vehicle's sensors or the Perception check DC to Notice you with normal senses (Normally impossible at Starship Scale, but not when you try to hide your Starship in a swamp or the back of a hangar).

SIZE MODIFIER
Large -5
Huge -10
Gargantuan -15
Colossal -20
Normally, you can make a Stealth check in a Vehicle only if you have Concealment or Cover (For example, from asteroids, other Starships, or even clouds in the upper atmosphere). You can even attempt to hide against the hull of an enemy Starship that is at least two sizes larger than your Vehicle, provided that you make a Deception check to Create a Diversion to Hide (See Starship Deception) and you can reach the enemy Starship with a single Move Action. (Han Solo uses this trick to hide on the Star Destroyer Avenger in The Empire Strikes Back.)
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