Space Techniques

Afterburner Slide

Hard
Prerequisite: Piloting. Piloted vehicle must have a Stall Speed and Afterburners.
Default: Piloting-4; cannot exceed prerequisite skill.

Most targeting systems, and enemy pilots, track the target based on their velocity and direction. If this changes rapidly or the angle of movement doesn’t match the facing of the craft, targeting systems fail to track the craft adequately. While making a Move and Attack or a Stunt or Stunt Escape, the pilot activates his afterburners and then cuts all engines suddenly and “rides” his inertia, swiveling to face a different direction while still flying along their primary vector. This applies a +2 to all Dodge rolls for the turn. If the pilot triggers a Wipeout during a turn in which he used an Afterburner Slide, reduce Stability Rating by 1 for the purposes of determining a wilpe-out. This cannot be done with Contragravity vehicles or vehicles with Grav Drives or Impulse Drives (which can perform superior maneuvers).

Aggressive Maneuvering

Average
Prerequisite: Piloting or Shiphandling.
Default: Piloting or Shiphandling; cannot exceed prerequisite skill.

When making a non-static maneuver in a chase, roll Aggressive maneuvering in place of Piloting or Shiphandling when your vehicle pursues the target. This requires your front be pointed at the target, and you must choose to become Advantaged or shift range bands closer to your target.

Canyon Dive

Hard
Prerequisite: Piloting.
Default: Piloting-5; cannot exceed prerequisite skill.

When confronted with a narrow space, the pilot orients their ship to present the narrowest cross-section to the obstacle (generally a crevice or alleyway). Treat the ship as one SM smaller for the purposes of bypassing an obstacle. This technique may be used as a Stunt or Stunt Escape, or to defeat an opponent who attempted a Mobility Escape. If used as a Stunt, it provides a +2 to Chase rolls. If the pilot triggers a Wipeout during a turn in which he used a Canyon Dive, reduce Stability Rating by 1 for the purposes of determining a wilpe-out.

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it.

Collision Training

Hard
Prerequisite: Piloting or Shiphandling.
Default: Piloting or Shiphandling; cannot exceed prerequisite skill+4.

When performing a Ram or Force maneuver or making a Boarding Action in action vehicular combat, use the Ram technique in place of Piloting or Shiphandling.

(Constellation) Navigator

Average
Prerequisite: Navigation (Hyperspace).
Default: Navigation (Hyperspace); cannot exceed prerequisite skill+5.

The character has learned the ins and outs of one specific constellation. When attempting to navigate that specific constellation, they may remove up to half of all penalties for any navigation roll.

Coordinated Electronic Warfare

Hard
Prerequisite: Both Leadership and Electronics Operations (Electronic Warfare)
Default: The lower of Leadership and Electronics Operations (Electronic Warfare); cannot exceed the higher of Leadership and Electronics Operations (Electronic Warfare).

While making a Coordinate action to improve the Electronics Operations (Electronic Warfare) skills of all NPCs on a capital ship or dreadnought (such as when jamming an opponents sensors or communication systems), normally you may improve their skill to the maximum of the lower of your Leadership or Electronics Operations (Electronic Warfare). This technique allows you to improve that value, to a maximum of the higher of the two.

Coordinated Gunnery

Hard
Prerequisite: Both Leadership and Gunner (Beams)
Default: The lower of Leadership and Gunner (Beams); cannot exceed the higher of Leadership and Gunner (Beams).

While making a Coordinate action to improve the gunnery skill of all NPCs on a capital ship or dreadnought, normally you may improve their skill to the maximum of the lower of your Leadership or Gunner. This technique allows you to improve that value, to a maximum of the higher of the two (for example, a character with Leadership-18 and Gunnery-14 would normally improve the skill of all on-board NPC gunners to 14, but the character could purchase up to 4 levels of this technique to improve their skill to 18).

Coordinated Repair

Hard
Prerequisite: Both Leadership and Mechanic (Starship)
Default: The lower of Leadership and Mechanic (Starship); cannot exceed the higher of Leadership and Mechanic (Starship).

While making a Coordinate action to improve the Mechanic (Starship) skills of all NPCs on a capital ship or dreadnought (such as when engaging in emergency repairs), normally you may improve their skill to the maximum of the lower of your Leadership or Mechanic (Starship). This technique allows you to improve that value, to a maximum of the higher of the two.

Driving Fire

Hard
Prerequisite: Gunner.
Default: Gunner-2; cannot exceed prerequisite skill.

The character attacks the target in just such a way that their attacks miss in a specific way, forcing a target in a desired direction. The character states their intention with their attacks (“I want to push him closer into the asteroids” or “I want to drive him towards my wingman”) makes the attack as normal, and for every hit the character would have made, the target instead has a -1 to any piloting or driving rolls that violate the stated intention. The target can ignore this penalty but must then defend against the attacks at -2 to defense.

Evasive Maneuvering

Average
Prerequisite: Piloting or Shiphandling.
Default: Piloting or Shiphandling; cannot exceed prerequisite skill.

When making a non-static maneuver in a chase, roll Evasive Maneuvering in place of Piloting or Shiphandling when your vehicle evades the target. This requires your back be pointed at the target, and you must choose to become Advantaged or shift range bands away from your pursuers.

Fast Locking

Hard
Prerequisite: Artillery.
Default: Prerequisite skill -4 (or -2 for Ace Pilots); cannot exceed prerequisite skill.

An action vehicular combat turn is a minute long, during which multiple possible missile locks is certainly possible! A character who has mastered fast-locking has learned to respond immediately to a missile lock, allowing him to fire more often than normal. He may use Fast Locking to fire a second missile, or two additional missiles with +1 Recoil. If the character chooses to engage multiple targets this way, apply an additional -6 per target!

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it (and they may not improve it for Shiphandling!).

Ghosting

Hard
Prerequisite: Piloting or Shiphandling.
Default: Piloting-5 or Shiphandling-5; cannot exceed prerequisite skill.

Ultrascanners rely on the size of the sensor profile to differentiate a target from background noise. Skilled pilots can fly their ship so as to minimize their profile towards their target, generally flying “edge on.” This improves the vehicle’s ECM rating by -2 against a single target (or a single formation) only.

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it (and they may not improve it for Shiphandling!).

Hugging

Hard
Prerequisite: Piloting.
Default: Piloting; cannot exceed prerequisite skill+4.

Your character is exceptionally skilled at flying close to ships or obstacles without hitting them. When making any maneuvers while hugging a craft, add the bonus from this technique to the piloting roll. Furthermore, during a Stunt or Stunt Escape maneuver near obstacles, every -2 applies to your stunt also applies a -1 to your stability and to your opponent’s stability, up to a maximum of -4 to Stability; while doing so, apply your Hugging bonus to your Pilot roll. This represents moving closer and closer to obstacles as well as forcing your opponent to do the same until the margins for error become very thin.

Quick Salvo

Hard
Prerequisite: Gunner or Artillery.
Default: Prerequisite skill -6 (or -3 for Ace Pilots); cannot exceed prerequisite skill.

The character can target multiple opponents or fire multiple systems. The number of attacks cannot exceed the total RoF of all weapons onboard the ship. Quick Salvo applies to firing both ones blasters and a missile, or dividing up ROF among several targets.
This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it.

Reacquire Target

Hard
Prerequisite: Artillery.
Default: Prerequisite skill -6; cannot exceed prerequisite skill.

An Action Vehicular Combat turn takes a whole minute, and a great deal can happen in that minute. Missiles that miss can remain “active” and attack a target a second time, provided it has fuel and it doesn’t fly too wide of the target. When making a Reacquire Target attack with a guided missile, the attacker fires their missile in such a way that it their opponent dodges or jams it, it’s highly likely to hit a second target, or have time to reacquire the original target for a second pass. If the attack roll succeeds but the target defends, the attacker may make a second attack with the same missile against the same target or a different target. Apply the -6 for the technique to both attacks. The second attack inevitably comes from a strange angle and applies a -2 to defend against.

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it.

Reckless Assault

Hard
Prerequisite: Piloting.
Default: Piloting-8; cannot exceed prerequisite skill.

This technique comes with numerous names (the Maniac Maneuver, the Last Hope, the Charge of the Elegans), but in all cases it represents a total commitment to attacking a target. This requires a Move and Attack maneuver and a separate Reckless Assault roll. On a failure, the character immediately suffers a Wipeout. On a success, the character gains +4 to any attacks against a single, chosen target, and +3 to the subsequent Chase roll. In all cases, the character cannot dodge for the whole of this round.

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it.

Reverse

Hard
Prerequisite: Piloting; a vehicle with a stall speed.
Default: Piloting-10; cannot exceed prerequisite skill-5.

This technique has numerous names and techniques (the Inversion, the Barrel Roll, the Denjuku Turn), but they all serve as a means to immediately close in on a pursuer, using their own speed against them. Making a Reverse requires a Move maneuver and an independent Reverse technique roll. If this roll fails, the character immediately Wipes Out. On a success, they immediately become Advantaged against their opponent, with their front facing their target. Success or failure, at Distant range, the distance between both vehicles immediately drops to Extreme, and at Extreme or closer, the distance between both vehicles drops to Collision Range. This technique cannot be attempted with pursuers at Beyond Visual or farther. The results of the roll have no bearing on the Chase roll, which continues as normal and the winner of that roll may apply their results normally (it is possible with a Reverse for both targets to be Advantaged against one another! Such circumstances last for one turn, after which the loser of the Chase contest loses their Advantage).

This is a Cinematic Technique. Anyone can attempt it, but only Ace Pilots can improve it.

Risky Pass

Hard
Prerequisite: Piloting; a vehicle with a stall speed.
Default: Piloting-1; cannot exceed prerequisite skill.

A pilot often faces trade-offs between remaining in a superior position to fire on their opponent and to maintain pursuit of their opponent. Extreme precision benefits from slower speeds or from being very close to their target, while maintaining an ideal pursuit position requires higher speeds and sufficient distance to react to the pursued’s maneuvers. A Risky Pass trades on this tension: the attacker makes a Move and Attack maneuver. In addition to the technique penalty, he may apply up to an additional -4 to his Pursuit roll to gain +1 to his attacking roll per -1 he applied to his Pursuit roll (thus, -4 to Pursuit roll applies +4 to attack roll) to a maximum of +4.

Shake

Hard
Prerequisite: Piloting.
Default: Piloting-5; cannot exceed prerequisite skill.

Starships can attempt to “shed” a target lock by shifting their directions quickly and, especially, ensuring that their tails aren’t directly facing their target, if possible. This allows the target to disrupt an opponent’s electronics with only their piloting skill. This technique requires a Move maneuver, and applies a +1 to Chase rolls to escape the target; furthermore, the character can make a free Piloting roll in place of Electronics Operations (EM) to disrupt a single pursuer’s target lock or to jam a single missile.

Skipjacking

Hard
Prerequisite: Artillery.
Default: Prerequisite skill -5; cannot exceed prerequisite skill.

A missile is self-guided and self-propelled, and will thus orient itself towards the target no matter how it’s fired. However, some pilots have mastered the art of firing a missile in such a way that its jets fire later than expected, or it arks in some unusual way to hit its target from an unusual angle. Against an opponent who has never seen a skipjack before, this counts as a surprise attack and cannot be defended against. Against all other opponents, this applies a -2 to defense, similar to a runaround attack (this is cumulative with the static -3 missiles apply to dodges, giving a total of -5 to dodge), and -2 to hit with point defense.

Space Tactics (Specialty)

Hard
Prerequisite: Tactics.
Default: Tactics; cannot exceed prerequisite skill+4.

When making a Tactical Coordination passenger maneuver during Action Vehicular Combat, you may substitute this technique for your tactics skill, provided the specialty matches the attempted Tactical Coordination; The specialties are Defensive Tactics, Offensive Tactics, and Pursuit Tactics.

Stealthy Maneuvering

Hard
Prerequisite: Piloting or Shiphandling; Stealth or Smuggling.
Default: Piloting or Shiphandling; cannot exceed prerequisite skill +4.

When making a Hide maneuver in Action Vehicular Combat, roll this technique. Additionally, when rolling Smuggling or the lower of your Pilot or Stealth to see if you can avoid detection, improve the lowest of the involved skills by the difference between Stealthy Maneuvering bonus and the prerequisite skill (for example, a character with a Smuggling of 18, a Pilot of 17, a Stealth of 13 and a Stealthy Maneuvering of 21 (Pilot+4) would roll a 17 (stealth 13+4) to avoid detection).

Storm Rider

Hard
Prerequisite: Navigation (Hyperspace).
Default: Navigation (Hyperspace); cannot exceed prerequisite skill+4.

Navigators dread few things as much as a Hyperspatial storm; however, experienced navigators know that the forces involved can greatly thin the hyperdynamic medium and propel ships! If the navigator suffers penalties from a hyperspace storm, they may increase the penalties up to double the penalty for the storm to a maximum of -4. For every -2 applied to their navigation roll this way, they increase their effective hyperspace drive rating by 1; hyperspace drives with a rating of 4 travel at 80 parsecs per hour, and those with a 5 travel at 160 parsecs per hour.

Targeted Attack (Gunnery)

Hard
Prerequisite: Gunner (Beams or Torpedo).
Default: Gunner (Beams or Torpedo)-5; cannot exceed prerequisite skill-3.

The character has learned how to hit a specific location on a ship. The most common is an armor gap, but the character can choose any specific subsystem when purchasing this technique; if the character successfully hits that subsystem, if the ships wounds result in a disabled or destroyed system, if always affects the targeted subsystem rather than a random one. The default for a specific hit location on a ship is -5, and the character can remove no more than half of these penalties. Targeted attacks can only affect Gunnery systems, not artillery systems (such as guided missiles); those hit what they hit.

Weave

Hard
Prerequisite: Piloting.
Default: Piloting-3; cannot exceed prerequisite skill.

Some fighter pilots learn to maneuver with a wingman in such a way as to tempt the opponent fighter to pursue them in a movement that will bring them directly into the sights of their wingman. This technique requires a simple Move maneuver; anyone who pursues you suffers a -1 to their Dodge against any other fighters and an additional -1 to their dodge roll for every 2 points of your margin of victory of the final Chase contest; however, you may not gain Advantage or Shift Range Bands in any direction if you win.

Well Diver

Average
Prerequisite: Navigation (Hyperspace).
Default: Navigation (Hyperspace); cannot exceed prerequisite skill+5.

A ship shunts into real-space typically one planetary radius from their destination world, but navigators can learn to compensate for the effects of a gravity well and shunt closer to the world. For every level of Well-Diver, eliminate -1 in penalties for coming out “too close” to a world.

Winding Course

Average
Prerequisite: Navigation (Hyperspace).
Default: Navigation (Hyperspace); cannot exceed prerequisite skill+5.

Most navigators treat their hypersatial route as a direct jump, focusing on the straightest path through 4D space possible. This, however, makes a target’s course easy to track by those in real-space, who need only note the direction in which you travel to guess at your final destination. However, one can maneuver in hyperspace. Those who take a Winding Course can apply an additional penalty to their Navigation roll: for every -1 they apply, add +10% travel time and apply a -1 to any attempt to guess your final destination. The Winding Course technique reduces these final penalties by up to half.

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