Ace
The Ace Pilot is to Vehicle combat what the Soldier and
Mercenary are to personal weapons combat. Her arms and armor are
the weapons and shields of a sleek starship roaring through
space, or an airspeeder shrieking through the atmosphere. A
veteran of countless engagements, the Ace has proven her skill
again and again by virtue of facing the enemy and surviving- and
making sure the enemy did not. She has several kills to her
credit, and her combat maneuvers are occasionally studied and
discussed in training academies for their ingenuity and
effectiveness.
Base Abilities
- Maneuvers: Aces have special
flying maneuvers that they practice. Each maneuver is
considered to be "Red" and inflict 1 Stress on their ship,
unless that Maneuver is already supported by that ship type
(see its Maneuver Dial), in which case it is considered
"White". These special Maneuvers give them the edge in
vehicle contests (chases) and dogfights. A Level Zero Ace
selects 1 Maneuver. Other maneuvers are purchasable from the
talent tree. The Ace is then able to use a Maneuver even if
the ship doesn't support it natively.
- Hot Seat: By spending 1
Motivation, the Ace is able to roll for any Ship Station, if
they are in the pilot's chair and they don't have an
all-in-one console. (This represents them either shouting
precise instructions to a helper, or leaning out of the chair
to hit an auxiliary switch)
Ultimate Abilities
- Punch It!: By spending 3
Motivation, an Ace can engage their Hyperdrive during combat
or another dangerous situation to make a quick jump from
Close to Extreme Range. If their navi-computer is linked to
other ships, those ships can opt to follow the Ace on this
short jump. Note that the Ace still needs to make a
Navigation check to avoid getting lost.
- Double Shot: By spending 3
Motivation, on the Weapons phase of Starship combat, the Ace
is able to fire a weapon twice. In Shipstation combat, the
Pilot is able to perform a full maneuver and also fire the
forward weapons twice, even though each ship weapon can
usually only be activated once per turn.
Knowledge
- Ships: Aces have an
extensive knowledge of ship specs and abilities and can
recognize most by sight, some by engine sounds and a few by
smell!
Motivators
- Fly Casual: Whenever the
Ace spends at least 10 minutes just flying around in a
vehicle for the fun of it, they gain 1 Motivation.
- Open Throttle: Whenever
the Ace is able to push a vehicle's Speed to its maximum,
they gain 1 Motivation. This can include using the highest
forward dial setting during a dogfight.
Knowledge: Ships
The Ace knows the specs and stock loadouts for various ships
in the galaxy, and is able to determine any ship's rough
specifications. This includes armor, hull points, shield rating,
speed, power and common weapons placements. This also
includes the number of hard-points and most common loadouts and
special equipment for that model of ship and its rough cost.
Hit Points
An Ace gains 1 Hit Point per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
- Maneuvers; 1 known Maneuver;
- Hot Seat;
|
|
1
|
- Helm Skill point;
- Knowledge: Ships Skill Point
|
|
2
|
- Engineering Skill Point;
- Comms Skill Point
|
|
3
|
- Helm Skill Point;
- Artillery Weapons Proficiency
|
|
4
|
- Sensors Skill Point;
- Ranged Weapons Proficiency
|
|
5
|
- Helm Skill Point;
- Artillery Weapons Proficiency
|
|
6
|
- Knowledge: Ships Skill Point;
- Unarmed Fighting Skill Point
|
|
7
|
- Helm Skill Point;
- Ranged Weapons Proficiency
|
|
8
|
- Sensors Skill Point;
- Engineering Skill Point
|
|
9
|
- Helm Skill Point;
- Artillery Weapons Proficiency
|
|
10
|
- Medical Skill Point;
- Comms Skill Point
|
|
11
|
- Helm Skill Point;
- Melee Weapons Proficiency
|
|
12
|
- Knowledge: Ships Skill Point;
- Heavy Weapons Proficiency
|
|
13
|
- Helm Skill Point;
- Artillery Weapons Proficiency
|
|
14
|
- Sensors Skill Point;
- Comms Skill Point
|
|
15
|
- Helm Skill Point;
- Thrown Weapons Proficiency
|
|
16
|
- Knowledge: Ships Skill Point;
- Medical Skill Point
|
|
17
|
- Helm Skill Point;
- Exotic Weapon Proficiency
|
|
18
|
- Any Field Operative Skill Point;
- Any Social Style Skill Point
|
|
19
|
- Punch It!
- Knowledge: Ships Skill Point
|
|
20
|
|
Talent Tree(s)
- Extra Maneuver (x6): The Ace
selects another Maneuver from the list.
- Signature Move (x4); One of
the Ace's Maneuvers is reduced in difficulty by 1 level
(Red->White or White->Blue), making it easier to
perform and reducing the Stress inflicted on the ship. A
Maneuver can only be selected once for each Signature Move.
- Don't Touch: Whenever the
Ace's ship suffers damage in an attack, the Ace gains 1
Motivation.
- How Dare You: Whenever the
Ace's ship suffers System Damage, the Ace gains 2
Motivation.
- Increased Deftness: The Ace's
permanent Deftness score increases by 1.
- Increased Intelligence: The
Ace's permanent Intelligence score increases by 1.
- Increased Perception: The Ace's
permanent Perception score increases by 1.
- Increased Toughness: The Ace's
permanent Toughness score increases by 1.
- Bullseye [Passive]: The
Ace automatically converts Focus results into Hits if the
target ship is inside their Bullseye Arc (straight
ahead).
- Improved Bullseye
[Passive]: The Ace automatically converts Focus
results into Critical Hits if the target ship is inside their
Bullseye Arc (straight ahead).
- Deft Hand [Passive]: The
Ace can reduce any Maneuverability Penalty by 2 point to a
minimum of 0 for a given vehicle. If a ship does not have a
Maneuverability Penalty, it instead gains up to a +2
maneuverability bonus. This will also improve the ship's
Passive Defense by +2.
- Keep it Together [Power
Defense]: As a Reaction, the Ace can spend 1
Motivation to maneuver their ship as it is struck so that the
blow hits the toughest spot. This converts up to 3 of the
attacker's Critical Hits into normal Hits.
- Evasive Maneuvers [Quick
Defense]: As a Reaction, the Ace can spend 1
Motivation to quickly maneuver their ship to avoid a
hit. This allows them to roll
their Dodge +3 bonus dice
against the attacker's roll.
- Counter Shot [Finesse /
Defense]: As a Reaction, the Ace can spend 1
Motivation to fire their ship's weapons, with +2 bonus dice,
to destroy an incoming Missile attack. This is a Contested
Roll versus the attacker's, but the Ace must exceed the
attacker's number of Hits by at least 1 to destroy the
missiles (or torpedoes).
- Helix Shot [Finesse /
Attack]: As an Action, the Ace can spend 1 Motivation
to fire their weapons as they perform a spiraling dive, this
causes the weapons to strike different sections of the
target. The Ace rolls their weapon attack +2 (Beam or
Missile). Each Focus Result counts as a Critical Hit for this
attack.
- Evasive Shot [Quick Attack]:
As an Action, the Ace can spend 1 Motivation to both attack
and change their ship's speed by 1 (or performs a 1x maneuver
straight or 1x banking maneuver) and then fire their weapons
with a +1 bonus at the target.
- Clip [Power Attack]: The Ace
can spend 1 Motivation to ram their ship into their
opponent's. The Ace rolls their Deftness + Piloting as an
attack roll. Both ships take damage equal to the attacking
ship's Speed in damage dice, but the Ace can roll
their Dodge instead
of Default Defense as part of
the damage avoidance.
- Shortcut Runner [Passive]: The
Ace has a mental map of hyperspace lane shortcuts which,
while dangerous, shave off 50% time and fuel from jumps. Each
use of a shortcut costs 1 Motivation.
- Traveler: On the Maneuver Dial
the Ace can add a 1-Boost to their longest Straight
Maneuver. This inflicts 1 Stress on the ship but does not
count as an additional Maneuver (i.e. the Ace could still use
the Boost Maneuver). The During the Helm Challenge, the Ace
can also increase their ship's speed by 2 instead of 1
whenever they choose the "Increase Speed" Action.
- Long Shot: The Ace can hit
targets further away. Whenever the Ace is attempting to hit a
target in Medium Range, they get a +2 bonus. When attempting
Long Range they get a +1 bonus. They can also attempt to hit
targets at Extreme Range, which is normally not
possible.
- Strafing: By spending 1
Motivation, the Ace can split their damage dice to attack two
ships within their main firing arc. They get +2 bonus attack
dice when using this ability.
- In the Zone [Passive]: The
Ace is considered to always have "Partial Focus", which
allows them to use 1 Focus result as either a Hit or an Evade
on each turn without using an Action or spending
Motivation.
Starship Maneuvers
Maneuvers in
the Helm Challenge
Maneuvers in
Starship Combat
- Koiogran Turn: The Maneuver:
K-Turn (white) (Koiogran turn) bearing advances a ship
straight forward, changing its facing by 180º. This uses
the same template as the Maneuver: Straight (white)
maneuver.
- Segnor's Loop: The Maneuver:
Segnor's Loop left (white) (left Segnor's Loop) and
Maneuver: Segnor's Loop left (white) (right Segnor's
Loop) bearings advance a ship at a shallow curve to one side,
then reverses its facing. This uses the same template as the
Maneuver: Bank left (white) and Maneuver: Bank right (white)
maneuvers.
- Tallon Roll: The Maneuver:
Tallon Roll left (white) (left Tallon Roll) and Maneuver:
Tallon Roll right (white) (right Tallon Roll) bearings
advance a ship at a tight curve to one side, sharply changing
its facing by 180º. This uses the same template as the
Maneuver: Turn left (white) and Maneuver: Turn right (white)
maneuvers.
- Full Stop: The Maneuver: stop
(white) (stationary) bearing does not move the ship from its
current position. This bearing does not have a corresponding
template. A ship that executes this maneuver counts as
executing a maneuver, does not overlap any ships, does
trigger the effects of overlapping any obstacles at range 0,
and continues to be at range 0 of any objects it was touching
before executing this maneuver.
- Reverse Straight: The
Maneuver: Reverse Straight (white) (reverse straight) bearing
moves the ship straight backward. This bearing uses the same
template as the Maneuver: Straight (white) maneuver.
- Reverse Bank: The Maneuver:
Reverse Bank left (white) ( left reverse bank) and Maneuver:
Reverse Bank right (white) (right reverse bank) bearing moves
the ship at a shallow curve to one side, changing its facing
by 45º. This bearing uses the same template as
theManeuver: Bank left (white) and Maneuver: Bank right
(white) maneuvers.
- Barrel Roll: The Maneuver:
Pilots can barrel roll to move their ship laterally and
adjust their position.
- Boost: The Maneuver: The Pilot
can add a tiny bit more speed by using a 1 straight, or 1
Bank maneuver.
Click on the image to open a PDF version.