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==Piloting== #'''Ace''': The pilot is a master of aerial and space maneuvering. If an Ace is lead pilot in the ship, the ship gets +2 to itβs Maneuver characteristic. If an Ace is piloting a drip ship, he reduces the penalty for landing stunts by one. #'''Jump Sense''': Although no one understands the warp, some longtime pilots and navigators gain a feel for its ebb and flow. Maybe they are just lucky, but they tend to get to their destination a little bit safer than everyone else. A ship piloted by someone with this skill may re-roll one travel die for each trip. If this skill is rolled again, increase the amount of the re-rolled dice by +1. #'''Evasive Maneuvering''': If a pilot with evasive maneuvering is running from a fight, he gets +2 to his maneuver score. Note, however, that if the pilot opts to do evasive maneuvering, the ship may not return fire if it wins combat, even if it has a dorsal turret. If the pilot is in a drop ship, all over watch shots during landing are at β1 to hit. #'''Push It''': The pilot knows how to suck every last ounce of power out of a drop ship. Increase itβs speed by +2. Also, if the drop ship is on the tabletop, it gets +2β per each band of speed. #'''Fighter Jock''': A fighter Jock may make a pinpoint strike and receive the bonus for multiple combatants. However, instead of rolling the ships sensors to see if the strike is successful, he must make an initiative test. #'''Natural''': Whenever a natural gains experience in a ship, he gets an additional d3 experience. (i.e., for surviving a ship-to-ship fight, the pilot would get d6+d3xp).
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