<Cybercore>

Vehicles - Piloting (Air/Space)

In the vastness of space, the ability to pilot a vehicle can mean the difference between life and death. The Vehicles - Piloting (Air/Space) skill encompasses the know-how and experience necessary to fly and operate all manner of airborne and space-faring vehicles.

As a skilled pilot, you are able to navigate through treacherous asteroid fields, dogfight enemy ships, and make high-speed maneuvers through the upper atmosphere of a planet. You know how to expertly handle your vessel in any situation, whether it’s a tiny one-seater fighter or a massive capital ship.

Your knowledge of physics, spatial geometry, and engineering allows you to operate the complex systems that make up your vehicle with ease. You can calculate trajectories, plot courses, and handle the subtle nuances of atmospheric flight and space combat.

In the midst of battle, you are a master of strategy and tactics, able to anticipate your opponent's moves and outmaneuver them at every turn. You are a true master of the skies and the void, and your skills are highly valued by those who seek to explore the reaches of the universe.

Using Piloting (Air/Space)

Each piloting maneuver will have a difficulty rating based on the complexity of flight, environmental hazards, combat intensity, and vehicle capabilities. The more challenging the conditions and demanding the maneuvers, the higher the difficulty.

When you attempt to pilot aircraft or spacecraft, perform aerial combat maneuvers, navigate through hazardous space, execute precision flying, or control damaged vessels, you will make a Vehicles - Piloting (Air/Space) skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as vehicle condition, weather/space conditions, sensor capabilities, or damage sustained.

  • A Critical Success means you achieve piloting excellence. Your flight is exceptional - you execute perfect combat maneuvers that leave enemies unable to track you, navigate through impossible hazards without a scratch, outfly opponents who thought they had you, perform landings that seem miraculous, or discover shortcuts through space that cut travel time by 30-50%. Your piloting skill inspires your crew and terrifies your enemies.
  • A Regular Success allows you to pilot successfully. You control your vessel properly, execute combat maneuvers effectively, navigate through hazards safely, land without incident, or reach your destination. You accomplish your piloting objectives.
  • A Failure means your piloting is imperfect but not catastrophic. You struggle with difficult maneuvers, take glancing hits in combat, navigate inefficiently through hazards, execute rough landings, or take longer than expected. Your vessel may take minor damage (1d6 hull points) or systems strain, but you maintain control.
  • A Critical Failure results in piloting disaster: you lose control and crash (3d6 damage to vessel and all aboard), fly directly into hazards (asteroid collision, atmospheric burn), get shot down in combat, execute catastrophic landing that destroys the ship, or make navigation errors that leave you lost in space. Lives and vessels are at serious risk.

Piloting (Air/Space) Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Evasive Maneuvers:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can execute expert evasive maneuvers when under fire. Once per operation, when being targeted by enemy weapons, you gain a +1d6 Boon to defensive piloting checks. Your unpredictable flight pattern - jinks, barrel rolls, and sudden direction changes - makes you incredibly difficult to hit. Enemies trying to track you suffer disadvantage.

Combat Landing:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can land your vessel in hostile or dangerous conditions. Once per operation, you can land on unsuitable terrain (combat zones, damaged landing pads, moving platforms) with a +1d6 Boon. Your combat landing training allows you to touch down under fire, on unstable surfaces, or in zero visibility without crashing.

Precision Flying:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can thread your vessel through impossibly tight spaces. Once per operation, gain +1d6 Boon when navigating through tight corridors, asteroid fields, debris, or urban canyons. You can fly through gaps that other pilots consider impossible - between buildings, through station interiors, or along narrow canyon walls.

Dogfight Ace:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You excel at aerial/space combat. Once per rest, during a dogfight or space combat, you gain a +1d8 Boon to all piloting rolls for the duration of the engagement. You anticipate enemy moves, position perfectly for weapon solutions, and maintain tactical advantage. Your combat flying is legendary.

Emergency Pilot:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can fly damaged vessels that should be unflyable. Once per rest, when piloting a critically damaged ship (engines failing, hull breaches, system failures), you gain a +1d8 Boon to maintain control. You can nurse crippled vessels to safe landing, keep dying engines running just long enough, or maintain flight control with half your systems offline.

Asteroid Jockey:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You're a master of navigating hazardous space. Once per rest, when flying through asteroid fields, debris zones, or other space hazards, you gain a +1d8 Boon and can use the obstacles to your advantage - hiding behind asteroids, using debris for cover, or leading pursuers into deadly collisions with spatial hazards.

Impossible Maneuver:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can execute one maneuver that should be physically impossible. Once per mission, you perform a flight move that defies physics and expectations - a flip that reverses all momentum instantly, threading between missiles while rolling, flying backwards through an asteroid field, or landing on a target moving at high speed. You automatically succeed. Witnesses will question what they saw.

Ace Pilot:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your piloting becomes legendary. For one space battle or aerial engagement, you cannot be shot down - you automatically evade all attacks, outmaneuver all enemies, and position perfectly for every shot. Your flying is so skilled that enemy pilots give up trying to hit you and focus on other targets. You own the battle space.

Miracle Landing:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can land any vessel in any condition. Once per mission, no matter how damaged your ship, how impossible the landing site, or how hostile the conditions, you bring your vessel down safely. Engines dead? You glide in. Landing pad destroyed? You find a way. Under heavy fire? You touchdown without a scratch. Your landing is perfect. Everyone aboard survives.

Crafting

Two-Stage Creation Process

Stage 1: Design the Pattern (Blueprint)

  • Requires: Piloting (Air/Space) check (DC varies by complexity)
    • Basic Maneuver (DC Easy): Simple evasive or attack pattern
    • Advanced Maneuver (DC Medium): Complex multi-stage pattern
    • Elite Maneuver (DC Hard): Signature move requiring precise timing
  • Time: 2-4 hours of simulation and planning
  • Resources: Flight simulator access or tactical planning tools

Stage 2: Master Through Practice (Crafting)

  • Requires: Repeated practice until muscle memory develops
  • Time: 4-12 hours of practice depending on complexity
  • Materials:
    • Flight Time: Simulator hours or actual flight practice
    • Fuel/Resources: Cheap to Moderate for simulation time or flight costs
  • Workshop: Flight simulator, training range, or open space for practice

Benefits: Stacking Boons

Each mastered combat pattern grants a stacking Boon when you execute that specific maneuver:

  • 1 Pattern: +1d4 Boon
  • 2 Patterns: +1d6 Boon
  • 3 Patterns: +1d8 Boon
  • 4 Patterns: +1d10 Boon
  • 5+ Patterns: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Executing the specific combat pattern you've mastered
  • Making attack runs using your practiced offensive patterns
  • Performing evasive maneuvers you've drilled
  • Coordinating with wingmates using formation patterns you've trained

Types of Combat Patterns

Offensive Patterns:

  • Attack Run: Optimized approach angle and firing solution
  • Strafing Pattern: Low-altitude or close-quarters attack sequence
  • Bombing Run: Precise targeting approach for ordnance delivery
  • Interceptor Pattern: High-speed pursuit and engagement sequence

Defensive Patterns:

  • Evasive Spiral: Corkscrew pattern to break missile lock
  • Jink and Weave: Unpredictable movement to avoid fire
  • Break and Dive: Emergency evasion from superior numbers
  • Sensor Ghost: Flight pattern that minimizes sensor signature

Formation Patterns:

  • Finger Four: Classic four-ship formation with mutual support
  • Echelon: Staggered formation for coordinated strikes
  • Wall Formation: Defensive screen for capital ship escort
  • Wolf Pack: Coordinated attack pattern for multiple fighters

Maintenance Requirements

Unlike contacts or operatives, mastered flight patterns are permanent skill memory:

  • No Ongoing Cost: Once mastered, the pattern is yours
  • Practice Recommended: Occasional refresher to maintain peak performance
  • Transferable: Patterns can be adapted to similar vehicle types
  • Teachable: You can train wingmates in your patterns (requires their own practice time)

Example: Ace Pilot's Signature Move

Rax "Razor" Corvain develops his signature evasive pattern:

  1. Design Pattern (DC Medium): Rax spends 3 hours in simulator designing "The Razor's Edge" - a combination barrel roll and thrust reversal maneuver
  2. Practice: Over 8 hours, he practices the move until it's muscle memory (Piloting check, success)
  3. Cost: Moderate for simulator time
  4. Benefit: When executing "The Razor's Edge", Rax gains +1d4 Boon to defensive Piloting rolls
  5. Duration: Permanent - this is now part of his piloting repertoire

Later, Rax masters 2 more patterns (offensive strafe and wingman coordination), increasing his Boon pool to +1d6 when using any of his three signature moves.

GM Notes

  • Limit to 5 patterns to prevent excessive stacking
  • Specific Use: Patterns only grant Boons when consciously executed
  • Situational: Pattern must be appropriate to situation (can't use bombing run in dogfight)
  • Story Integration: Signature moves create pilot identity and reputation
  • Teaching: Allowing pilots to share patterns creates team synergy