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Starship Maneuvers[]

These Starship Maneuvers are to be considered to be errata to the Starship Maneuvers found in the Starships of the Galaxy book. Maneuvers may have descriptors.

If a maneuver has a descriptor of [Capital], then Capital warships (anything of Colossal [Frigate] size and up) add +10 to their Pilot checks made to activate the maneuver against other capital warships, effectively negating their size penalty. Any other vessel adds the inverse of its size modifier, whatever that inverse may be, when activating the maneuver against a capital warship as well. Anything which, for some reason, does not have a negative size modifier (such as a Small droid somehow engaging in vehicular combat) does not add the inverse of its size modifier.

If a maneuver has the [Force] descriptor, then the character who wishes to learn the maneuver must be at least Force-sensitive (I.E., have the Force Sensitivity feat) to add the maneuver to their suite. Additional restrictions can, and most likely will, be specified in the maneuver's description. Some rare maneuvers with the [Force] descriptor may have additional descriptors more typically associated with a Force power than a Starship Maneuver - this basically indicates a hybrid Force power/Starship Maneuver, and follows any rules appropriate to a Force power with the appropriate descriptors.

If a maneuver has the [Walker] descriptor, then it is a power specifically intended for use exclusively when piloting a giant stompy 'mech vehicle, and will not function when at the controls of a flying, hovering, or rolling vehicle. Likewise, if a maneuver has the [Ground] descriptor, then it is intended for any vehicle which is operated exclusively whilst grounded, which may be a walker unless otherwise specified, a landspeeder, a vehicle with treads or wheels, or any other sort of ground vehicle. It will not be applicable in an airspeeder, starfighter, space transport, or capital ship; no, not even if you pilot them on repulsorlifts at an altitude more typically associated with landspeeders and best measured in centimeters.

If a maneuver has the [Flight] descriptor, then it is a maneuver specifically intended for use exclusively when piloting an airspeeder, starfighter, or other vessel capable of unrestricted movement in three dimensions. It cannot be used in any vehicle which the [Ground] tag would apply to.

The [Dogfight] tag implies the presence of the [Flight] tag. Maneuvers with the [Dogfight] tag may only be made by vehicles capable of engaging in dogfights: Large, Huge and Gargantuan starfighters or airspeeders/droids capable of flight, and space transports which are targeted as Gargantuan starfighters.

If a maneuver has the [Shields] descriptor, then it is a maneuver specifically intended for use only on a shielded vehicle. The vehicle in question must have SR 5 or greater at the time of activation to activate the power. All rolls to activate [Shield] powers add the inverse of the vehicle's size penalty to the activation rolls. Additionally, [Shield] maneuvers may be activated by a copilot, sensor operator, dedicated shield operator, or ship's engineer. [Shield] maneuvers which are also [Attack Pattern] powers still follow the requirements and limitations of [Attack Pattern] maneuvers. Sensor operators and shield operators make Use Computer rolls to activate [Shield] powers; engineers and astromech droids make Mechanics rolls to activate [Shield] powers. Pilots and copilots still make a Pilot roll. If a character is acting as more than one of those simultaneously, he may roll whichever he pleases.

[Attack Pattern] maneuvers may be ended at any time with a swift action, unless otherwise specified. Activating an [Attack Pattern] maneuver adds the inverse of your ship's size modifier to your rolls to activate the [Attack Pattern] maneuver unless otherwise noted. (The rule of thumb is that if the [Attack Pattern] doesn't actually involve precision flight, it doesn't suffer a size penalty.)

If a maneuver has the [New] descriptor, then your GM has invented it, likely as a response to the utter dearth of maneuvers applicable primarily to capital ships, walkers, and other ground vehicles. Its balance should be considered suspect, and the maneuver is subject to change or immediate revocation in-session without warning. If one of these powers is withdrawn or changed without notice, those who possess them are entitled to swap them out with another immediately and at no penalty. Do not make one of these maneuvers the capstone of your battle plan without having a backup in mind.

Starship Maneuvers with the [Gunner] descriptor may be used at any time the character is attacking a vehicle or droid of vehicular stature (Huge or greater), even if the character is on foot and using personal weapons.

Note: The use of the Vehicular Combat feat follows the same rule as Starship Maneuvers with the [Capital] tag, when being used on behalf of a vessel of Colossal (Frigate) size or larger.

Ackbar Slash [Space, Capital][]

Named after and invented by the famous admiral Gial Ackbar, the Ackbar Slash brings a space battle to knife-fight ranges, piloting one's vessel such that enemy barrages which fail to strike your own vessel stand a higher-than-average chance of striking another foe. The classical scene of the Ackbar Slash is a small Rebel warship boosting on all drives between two Imperial Star Destroyers at knife-fight ranges, tricking the batteries tracking the frigate into shooting at their fellow Star Destroyers, but the maneuver works just as well in a fight between starfighters or space transports.
Time: Reaction to an attack upon your vehicle. Target: One adjacent opponent.
Make a Pilot check. When you are the target of an attack made by an opponent adjacent to you while at least one other opponent is adjacent to you, you may activate the Ackbar Slash maneuver. Compare the result of your Pilot roll to the incoming attack roll. If your Pilot roll exceeds the attack roll, the attack misses and, based upon the result of your Pilot roll (consult the table below), the attack is redirected to an adjacent enemy which may not (barring exceptional circumstances, such as a starfighter skimming the surface of a Star Destroyer's hull) be the one which launched the barrage.

  • DC 05: As DC 20, but subtract a -5 circumstance penalty from the redirected attack roll.
  • DC 10: As DC 20, but subtract a -2 circumstance penalty from the redirected attack roll.
  • DC 15: As DC 20, but subtract a -1 circumstance penalty from the redirected attack roll.
  • DC 20: The missed attack is instead redirected to an adjacent opponent of your choice, which may not be the opponent who made the attack. Compare the original attack roll to the Reflex Defense of the new target; if the attack roll exceeds the target's Reflex Defense, resolve damage and all effects as if the attack had been aimed at the new target.
  • DC 25: As DC 20, but add a +1 circumstance penalty to the redirected attack roll.
  • DC 30: As DC 20, but add a +2 circumstance penalty to the redirected attack roll.
  • DC 35: As DC 20, but add a +5 circumstance penalty to the redirected attack roll.
  • DC 40: As DC 20, but use your Pilot check in place of the attack roll. The redirected attack scores a critical hit if either the original attack die or your Pilot check were a natural 20.
  • DC 45: As DC 20, but use your Pilot check in place of the attack roll. The redirected attack scores a critical hit if either the original attack die or your Pilot check were any natural result of 18 or greater.
  • DC 50: As DC 20, but use your Pilot check in place of the attack roll. The redirected attack scores a critical hit if either the original attack die or your Pilot check were any natural result of 15 or greater.

Special: The new target of an attack redirected by the Ackbar Slash may not, in turn, use the Ackbar Slash maneuver to redirect the attack again.
Force Point: By spending a Force Point when you activate the Ackbar Slash maneuver, you goad all adjacent targets into firing upon you, even if their actions are spent. All such targets must choose one weapon system or weapon battery they are capable of firing upon you and firing upon you with it. Compare your Pilot roll to all incoming attacks, at a -5 malus against secondary targets shooting upon you. If your Pilot roll exceeds their attack roll, resolve the Ackbar Slash. If your Pilot roll is less than their attack roll by 5 or less, their gunners realize what you were doing and break off the barrage. If your Pilot roll is less than their attack roll by 6 or more, you are hit, and damage is resolved against you.
Unleashed: By spending a Destiny Point when you activate the Ackbar Slash Maneuver, the Force guides you in piloting your craft. You automatically activate the Ackbar Slash as if with an adjusted piloting roll of 50. For the remainder of the encounter, any time you use the Vehicular Combat feat to evade an attack upon your vessel from an adjacent enemy with an additional adjacent enemy, the Vehicular Combat feat functions as if you had activated the Ackbar Slash maneuver.

Afterburn [Flight][]

The simplest method to evade a dogfight, known since the first pilot of an internal-combustion-powered, propeller-engined aircraft in the first primitive air war realized he needed to be somewhere he wasn't, right now, is to put the hammer down, close your eyes and pray to whatever you pray to. Whether injecting pure grain alcohol into a piston engine to increase the propeller revolutions or rerouting the power from your starfighter's guns to its ion engines, the intent is the same: outrun everyone trying to draw you into a dogfight.
Time: Full-round action. Target: You.
Make a Pilot check. The result of the Pilot check determines the effect, if any:

  • DC 05: You immediately take the all-out movement action freely. You may not be drawn into a dogfight for any reason, but any pilots who would otherwise be entitled to attempt to draw you into a dogfight are instead entitled to take one free attack with the weapon system of their choice, at a +5 bonus.
  • DC 10: As DC 05, but attacks of opportunity against your aft are only made at a +2 bonus.
  • DC 15: As DC 05, but attacks of opportunity against your aft are only made at a +1 bonus.
  • DC 20: As DC 05, but attacks of opportunity against your aft are only made at no bonus.
  • DC 25: As DC 05, but attacks of opportunity against your aft are made at a -1 penalty.
  • DC 30: As DC 05, but attacks of opportunity against your aft are made at a -2 penalty.
  • DC 35: As DC 05, but attacks of opportunity against your aft are made at a -5 penalty.
  • DC 40: As DC 05, but attacks of opportunity against your aft are made at a -10 penalty.
  • DC 45: As DC 05, but no attacks of opportunity against your aft may be made.
  • DC 50: As DC 05, but no attacks of opportunity against your aft may be made, and you yourself may make one attack at the end of your movement.

Special: Only the pilots of enemy starfighters or airspeeders may make an attack on you. Gunners aboard those vehicles may not, and the pilots of vessels which are larger than Colossal may not make attacks upon you, even if they have weapon systems under their command.
Force Point: If you spend a Force Point when you activate the Afterburn maneuver, you may take the Increase Vehicle Speed action (Saga Edition Core, page 172) as a free action before resolving your movement, potentially allowing a vehicle to soar across a battlefield in one round.
Unleashed: The Force, perhaps surprisingly, likes to go fast. Whether it's a Jedi on foot activating the Surge power, or a pilot in space activating the Afterburn maneuver, the Force likes to go fast, and by spending a Destiny Point when activating the Afterburn power, it guides you: resolve the maneuver as if you had achieved an adjusted result of 50 on your Pilot check.

Angle Deflector Shields [Attack Pattern, Shields][]

This attack pattern focuses deflector shields in a particular direction, making it easier to absorb attacks coming from a certain angle, at the expense of protection from other angles. Time: Swift action. Target: You.
Make a Pilot check (or other applicable check) and choose a target, then consult the table below.

  • DC 05: Your SR is increased by 10 against attacks by that target, but halved against all others.
  • DC 10: As DC 05, except your SR is increased by 20 against attacks by that target, but halved against all others.
  • DC 15: As DC 05, except your SR is doubled or increased by 20 against attacks by that target, whichever is greater, but halved against all others.
  • DC 20: Your SR is doubled or increased by 20 against attacks made by your primary target, and is considered to be its normal value against attacks originating from the target's direction, but halved against all others.
  • DC 25: Your SR is doubled or increased by 20 against attacks made by your primary target, and is considered to be its normal value against attacks originating from the target's direction, but halved against all others. Additionally, attacks from the target which exceed your adjusted SR must exceed it by 5 or greater to reduce your SR.
  • DC 30: As DC 25, but attacks from your primary target must exceed your adjusted SR by 10 or greater to reduce your SR.
  • DC 35: As DC 25, but attacks from your primary target must exceed your adjusted SR by 15 or greater to reduce your SR. Attacks from your target's general direction must exceed your normal SR by 5 or greater to reduce your SR.
  • DC 40: As DC 25, but attacks from your primary target must exceed your adjusted SR by 20 or greater to reduce your SR. Attacks from your target's general direction must exceed your normal SR by 10 or greater to reduce your SR.
  • DC 45: As DC 25, but attacks from your primary target must exceed your adjusted SR by 25 or greater to reduce your SR. Attacks from your target's general direction must exceed your normal SR by 15 or greater to reduce your SR, and all other attacks must exceed your reduced SR by 5 or greater to reduce your SR.
  • DC 50: As DC 25, but attacks from your primary target must exceed your adjusted SR by 30 or greater to reduce your SR. Attacks from your target's general direction must exceed your normal SR by 20 or greater to reduce your SR, and all other attacks must exceed your reduced SR by 10 or greater to reduce your SR.


Force Point: By spending a Force Point when you activate the Angle Deflector Shields maneuver, you may increase your reduced SR by 5, by carefully regulating the shield redirection power.
Unleashed: It takes an act of swift calculation to angle one's deflector shields. Putting the locus of maximum deflection in front of each and every incoming laser cannon bolt takes an act of the Force. By spending a Destiny Point when you activate the Angle Deflector Shields power, you greet incoming attacks with the intersection of your shield generators, where your shields are strongest. Roll Pilot as normal; attacks from your designated target can never reduce your SR.

Attack Formation Zeta Nine [Attack Pattern, Shields][]

Emphasizing the role of protection over heavy firepower, Attack Formation Zeta Nine is similar to angling one's deflector shields. Instead of rerouting power from shields, to shields, however, Attack Formation Zeta Nine reroutes the power from your ships' guns to the shields. Zeta-Nine is typically used by bombers approaching capital ships, as rerouting power from the ship's guns has no effect on the power of ordnance weapons, but it is also used by space transports attempting to flee from pirates and space superiority starfighters finding themselves swarmed by light fighters with cheap, weak guns en masse. Time: Swift action. Target: You.
Make a Pilot check and consult the table below.

  • DC 05: While Attack Formation Zeta Nine is active, your SR is increased by 5.
  • DC 10: While Attack Formation Zeta Nine is active, your SR is increased by 10, and you subtract 1 die of damage from all cannon damage rolls.
  • DC 15: While Attack Formation Zeta Nine is active, your SR is increased by 15, and you subtract 1 die of damage from all cannon damage rolls.
  • DC 20: While Attack Formation Zeta Nine is active, your SR is increased by 20, and you subtract 1 die of damage from all cannon damage rolls.
  • DC 25: While Attack Formation Zeta Nine is active, your SR is increased by 25, and you subtract 2 dice of damage from all cannon damage rolls.
  • DC 30: While Attack Formation Zeta Nine is active, your SR is increased by 30, and you subtract 2 dice of damage from all cannon damage rolls.
  • DC 35: While Attack Formation Zeta Nine is active, your SR is increased by 35, and you subtract 2 dice of damage from all cannon damage rolls.
  • DC 40: While Attack Formation Zeta Nine is active, your SR is increased by 40, and you subtract 3 dice of damage from all cannon damage rolls.
  • DC 45: While Attack Formation Zeta Nine is active, your SR is increased by 45, and you subtract 3 dice of damage from all cannon damage rolls.
  • DC 50: While Attack Formation Zeta Nine is active, your SR is increased by 50, and you subtract 3 dice of damage from all cannon damage rolls.

Special: Your vehicle must have energy cannon weapons to activate Attack Formation Zeta Nine. The damage of ordinance weapons (chemically-propelled projectiles, torpedoes, etcetera,) is not affected, but a vehicle armed exclusively with such weapons may not activate Attack Formation Zeta Nine. You may choose to limit your result on the Pilot roll. A vehicle's cannons may not be reduced to 0 damage; if a weapon reaches 1d10 damage, reduce the damage multiplier instead. (1d10x2 becomes 1d10, for instance, while 1d10x5 becomes 1d10x4.) Your vehicle's original SR value is used to determine when your SR is reduced from an attack overcoming your shields, not your increased value.
Force Point: By spending a Force Point when you activate Attack Formation Zeta Nine, you find some additional power to reroute to the shields. Increase the SR gained by the attack formation by 5.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Zeta Nine, you squeeze more power out of your reactor rather than your weapons. Do not reduce the damage done by your energy cannons.

Attack Formation Zeta Six [Attack Pattern, Shields, New][]

Emphasizing the role of protection over speed, Attack Formation Zeta Six is used by veteran interceptor squadrons when they have intercepted their targets and need to destroy them before their targets destroy them. Attack Formation Zeta Six accomplishes this by rerouting the power from a ship's engines to its shields, reducing its speed in exchange for increasing its defenses. Time: Swift action. Target: You.

  • DC 05: Your SR increases by 5.
  • DC 10: Your SR increases by 10, and your ship's speed is reduced by 1 square.
  • DC 15: Your SR increases by 15, and your ship's speed is reduced by 1 square.
  • DC 20: Your SR increases by 20, and your ship's speed is reduced by 1 square.
  • DC 25: Your SR increases by 25, and your ship's speed is reduced by 2 squares.
  • DC 30: Your SR increases by 30, and your ship's speed is reduced by 2 squares.
  • DC 35: Your SR increases by 35, and your ship's speed is reduced by 2 squares.
  • DC 40: Your SR increases by 40, and your ship's speed is reduced by 3 squares.
  • DC 45: Your SR increases by 45, and your ship's speed is reduced by 3 squares.
  • DC 50: Your SR increases by 50, and your ship's speed is reduced by 3 squares.

Special: Your ship's speed may be reduced to 0 by activating Attack Formation Zeta Six, but it may not be reduced below zero: your increase to shield resistance is limited to only results which will reduce your speed to no less than zero. If your speed is reduced to zero, your ship loses its Dexterity bonus to Reflex Defense, if any, and is considered flat-footed. You may choose to limit the result of Attack Formation Zeta Six. Your vehicle's original SR value is used to determine when your SR is reduced from an attack overcoming your shields, not your increased value. If you have activated Attack Formation Zeta Six, you may not use the Afterburn Maneuver, the Increase Vehicle Speed swift action, or any other maneuver or action which involves increasing your vessel's speed.
Force Point: By spending a Force Point when you activate Attack Formation Zeta Six, you find some additional power to reroute to your deflector shields. Increase your SR by 5.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Zeta Six, you squeeze more power out of your reactor rather than your engines. Do not reduce your speed.

Attack Formation Kappa Three [Attack Pattern, Shields, New][]

Emphasizing the role of firepower over protection, Attack Formation Kappa Three follows the simple notion that one needs no defense against a dead opponent. Essentially the exact opposite of Attack Formation Zeta Nine, Kappa Three reroutes power from shields to your guns. It is favored by capital ships with an abundance of shield strength to spare. Time: Swift action. Target: You.

  • DC 05: Increase your damage by +1.
  • DC 10: Increase your damage by +2; SR is reduced by 25% (round down).
  • DC 15: Increase your damage by +3; SR is reduced by 25% (round down).
  • DC 20: Increase your damage by 1d10; SR is reduced by 25% (round down).
  • DC 25: Increase your damage by 1d10+1; SR is reduced by 50% (round down).
  • DC 30: Increase your damage by 1d10+2; SR is reduced by 50% (round down).
  • DC 35: Increase your damage by 2d10; SR is reduced by 50% (round down).
  • DC 40: Increase your damage by 2d10+1; SR is reduced by 75% (round down).
  • DC 45: Increase your damage by 2d10+2; SR is reduced by 75% (round down).
  • DC 50: Increase your damage by 3d10; SR is reduced by 75% (round down).

Special: All damage increases are applied before damage multiplication, and apply only to powered cannons and projectile weapons, such as ion cannons and mass drivers. You may choose to limit your result on the roll.
Force Point: By spending a Force Point when you activate Attack Formation Kappa Three, you find some extra power to route to your guns. Increase your damage by 1, +1 for every three dice you roll.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Kappa Three, you squeeze more power out of your reactor rather than your shields. Do not reduce your SR.

Attack Formation Kappa Twelve [Attack Pattern, New][]

Emphasizing the role of firepower over speed, Attack Formation Kappa Twelve is the ultimate expression of the fact that all the speed in the galaxy won't do you any good if running away isn't an option and you have to destroy your enemy. The favorite of interceptor squadrons which specialize in intercepting enormous, capital-scale missiles and capital ships which are hopelessly outmatched in speed anyway, Attack Formation Kappa Twelve reroutes power from a vehicle's engines to its cannons. Time: Swift action. Target: You.

  • DC 05: Increase your damage by +1.
  • DC 10: Increase your damage by +2; your ship's Speed is reduced by 1 square.
  • DC 15: Increase your damage by +3; your ship's Speed is reduced by 1 square.
  • DC 20: Increase your damage by 1d10; your ship's Speed is reduced by 1 square.
  • DC 25: Increase your damage by 1d10+1; your ship's Speed is reduced by 2 squares.
  • DC 30: Increase your damage by 1d10+2; your ship's Speed is reduced by 2 squares.
  • DC 35: Increase your damage by 2d10; your ship's Speed is reduced by 2 squares.
  • DC 40: Increase your damage by 2d10+1; your ship's Speed is reduced by 3 squares.
  • DC 45: Increase your damage by 2d10+2; your ship's Speed is reduced by 3 squares.
  • DC 50: Increase your damage by 3d10; your ship's Speed is reduced by 3 squares.

Special: Attack Formation Kappa Twelve can be activated by the pilot of a vessel. It can also be activated by the chief engineer (with a Mechanics check), chief gunnery officer or chief sensor operator (with a Use Computer check), or copilot. All damage increases are applied before damage multiplication, and apply only to powered cannons and projectile weapons, such as laser cannons and composite lasers. You may choose to limit your result on the roll. Your ship's speed may be reduced to 0 by activating Attack Formation Kappa Twelve, but it may not be reduced below zero: your increase to weapon power is limited to only those results which will reduce your speed to no less than zero. If your speed is reduced to zero, your ship loses its Dexterity bonus to Reflex Defense, if any, and is considered flat-footed. If you have activated Attack Formation Kappa Twelve, you may not use the Afterburn maneuver, the Increase Vehicle Speed swift action, or any other maneuver or action which involves increasing your vessel's speed.
Force Point: By spending a Force Point when you activate Attack Formation Kappa Three, you find some extra power to route to your guns. Increase your damage by 1, +1 for every three dice you roll.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Kappa Three, you squeeze more power out of your reactor rather than your engines. Do not reduce your speed.

Attack Formation Sigma Seven [Attack Pattern, Shields, New][]

A favorite of customs vessels, interdiction cruisers and corsairs, Attack Formation Sigma Seven trades shield strength to reroute power to the engines, perfect for running down fleeing smugglers and blockade runners. Time: Swift action. Target: You.
Roll Pilot and compare the results to the table below.

  • DC 05: Your vehicle's speed increases by 1 square. Your shield strength is reduced by 30% (round down).
  • DC 10: Your vehicle's speed increases by 1 square. Your shield strength is reduced by 25% (round down).
  • DC 15: Your vehicle's speed increases by 1 square. Your shield strength is reduced by 20% (round down).
  • DC 20: Your vehicle's speed increases by 2 squares. Your shield strength is reduced by 45% (round down).
  • DC 25: Your vehicle's speed increases by 2 squares. Your shield strength is reduced by 40% (round down).
  • DC 30: Your vehicle's speed increases by 2 squares. Your shield strength is reduced by 35% (round down).
  • DC 35: Your vehicle's speed increases by 3 squares. Your shield strength is reduced by 60% (round down).
  • DC 40: Your vehicle's speed increases by 3 squares. Your shield strength is reduced by 55% (round down).
  • DC 45: Your vehicle's speed increases by 3 squares. Your shield strength is reduced by 50% (round down).
  • DC 50: Your vehicle's speed increases by 4 squares. Your shield strength is reduced by 75% (round down).

Special: You need to be in a vehicle which has a speed of at least 1 square to activate Attack Formation Sigma Seven. Gozanti Cruisers and other vessels with intentionally-limited engines can under no circumstances activate Attack Formation Sigma Seven. You may limit your roll result as you see fit. You may use the Increase Vehicle Speed swift action on a vessel which is benefiting from Attack Formation Sigma Seven, but the DC to increase your speed is increased by 5 for every 1 point of additional speed you are benefiting from.
Force Point: By spending a Force Point when you activate Attack Formation Sigma Seven, you can find some more power to route to the engines. Reduce the impact of activating Attack Formation Sigma Seven on shield strength by 15%.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Sigma Seven, you squeeze more power out of your reactor rather than your engines. Do not reduce your shield strength.

Attack Formation Sigma One [Attack Pattern, New][]

The natural counter to Attack Formation Sigma Seven, Sigma One is the favorite of vessels which find themselves woefully outgunned and need to get away from a losing fight, without sacrificing their shield strength. As such, it's a clear favorite of smugglers, blockade runners, couriers and spies. Time: Swift action. Target: You.
Make a Pilot roll. Compare the results to the table below to determine the effect, if any.

  • DC 05: Your vehicle's speed increases by 1 squares. Reduce the number of damage dice you roll by 1, and subtract -2 from your damage rolls, before damage multiplication.
  • DC 10: Your vehicle's speed increases by 1 squares. Reduce the number of damage dice you roll by 1, and subtract -1 from your damage rolls, before damage multiplication.
  • DC 15: Your vehicle's speed increases by 1 squares. Reduce the number of damage dice you roll by 1.
  • DC 20: Your vehicle's speed increases by 2 squares. Reduce the number of damage dice you roll by 2, and subtract -2 from your damage rolls, before damage multiplication.
  • DC 25: Your vehicle's speed increases by 2 squares. Reduce the number of damage dice you roll by 2, and subtract -1 from your damage rolls, before damage multiplication.
  • DC 30: Your vehicle's speed increases by 2 squares. Reduce the number of damage dice you roll by 2.
  • DC 35: Your vehicle's speed increases by 3 squares. Reduce the number of damage dice you roll by 3, and subtract -2 from your damage rolls, before damage multiplication.
  • DC 40: Your vehicle's speed increases by 3 squares. Reduce the number of damage dice you roll by 3, and subtract -1 from your damage rolls, before damage multiplication.
  • DC 45: Your vehicle's speed increases by 3 squares. Reduce the number of damage dice you roll by 3.
  • DC 50: Your vehicle's speed increases by 4 squares. Reduce the number of damage dice you roll by 4, and subtract -2 from your damage rolls, before damage multiplication.

Special: Your vehicle must have energy cannon weapons to activate Attack Formation Sigma One. The damage of ordinance weapons (autocannons, mines, etcetera,) is not affected, but a vehicle armed exclusively with such weapons may not activate Attack Formation Sigma One. You may choose to limit your result on the piloting roll. A vehicle's cannons may not be reduced to 0 damage: if a weapon reaches 1d10 damage, reduce the damage multiplier by 1 instead for each additional die the maneuver wishes to remove. If a vehicle reaches 1d10 with no multiplier, then you cannot squeeze any more speed by drawing power from the guns. Gozanti Cruisers and other vessels with intentionally-limited engines may not under any circumstances activate Attack Formation Sigma One. You may use the Increase Vehicle Speed swift action on a vessel which is benefiting from Attack Formation Sigma One, but the DC to increase your speed is increased by 5 for every 1 point of additional speed you are benefiting from.
Force Point: By spending a Force Point when you activate Attack Formation Sigma One, you can find some additional juice to reroute to the engines which doesn't come from the cannons. Reduce the penalty to cannon weapons' impact by one damage die.
Unleashed: It takes a desperate sapient to override the reactor safeties on his own vehicle. Usually, such efforts end in explosive comedy for the opposing force, but a sapient guided by the Force can override the reactor safeties and red-line the reactor without pushing it over the edge. By spending a Destiny Point when you activate Attack Formation Sigma One, you squeeze more power out of your reactor rather than your cannons. Do not reduce your cannon weapons' damage.

Attack Pattern Delta [Attack Pattern][]

Utilizing close-range maneuvering between yourself and your allies, you confuse enemy target-tracking systems and make it harder for them to pick out and attack any one of you, regardless of whether you're in a walker, a starfighter, a tank, or a landspeeder. Time: Swift action. Target: You.
Make a Pilot check. Consult the table below to determine the effect, if any.

  • DC 05: You gain a +1 maneuver bonus to your Reflex Defense against the first attack you are targeted by after you activate Attack Pattern Delta, but the maneuver deactivates itself at the beginning of your next round.
  • DC 10: You gain a +1 maneuver bonus to your Reflex Defense against the first attack you are targeted by after you activate Attack Pattern Delta, but the maneuver deactivates itself after that attack is resolved.
  • DC 15: You gain a +1 maneuver bonus to your Reflex Defense against the first attack you are subjected to in each round.
  • DC 20: You gain a +1 maneuver bonus to your Reflex Defense against all attacks whilst you are adjacent to a friendly target.
  • DC 25: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any one adjacent ally of your choice against the first attack they are subjected to in any given round.
  • DC 30: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any one adjacent ally of your choice against the all attacks they are subjected to in any given round.
  • DC 35: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any one adjacent ally of your choice against the all attacks they are subjected to in any given round, and a +1 maneuver bonus to Reflex Defense to any additional adjacent ally against the first attack they are subjected to in any given round.
  • DC 40: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any two adjacent allies of your choice against the all attacks they are subjected to in any given round.
  • DC 45: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any allies who are attacked whilst adjacent to you.
  • DC 50: As DC 20, plus you grant a +1 maneuver bonus to Reflex Defense to any allies who are adjacent to you at any point during the round.

Special: Although an [Attack Pattern] power, Attack Pattern Delta requires intricate, skillful piloting, and thus size penalties to Pilot are in full effect. Vehicles which are not capital ships may not grant a maneuver bonus to Reflex Defense to friendly vehicles which are capital ships. (Capital ships can grant a maneuver bonus to Reflex Defense to friendly vehicles which are not capital ships, however.) If any of your adjacent allies are using Attack Pattern Delta as well, the bonus to Reflex Defense you enjoy raises by +1 for each adjacent ally using Attack Pattern Delta. This bonus is cumulative and stacks with bonuses granted by those allies achieving high results on their own attack pattern rolls and choosing to benefit you, though you may only benefit from one ally granting you an additional bonus at a time.
Force Point: By spending a Force Point when you activate Attack Pattern Delta, the sure hand of the Force guides you. Instead of rolling a Force Point and adding it to the result of your Pilot check, you may choose to improve your check result to the next-highest DC automatically.
Unleashed: By spending a Destiny Point when you activate the Attack Pattern Delta Maneuver, you activate the maneuver with an adjusted result of 50, with no need to roll.

Cockpit Hit [Gunner, New][]

Also known as the Du Kaht Maneuver for the ruthless, brutal bastard who favored it centuries ago, the Cockpit Hit maneuver is predicated on the simple fact that 500,000 credits worth of vehicle are utterly useless if the person piloting it is dead. It is also occasionally used to take vehicles mostly intact in combat. Time: Standard action. Target: One enemy vehicle.
Make an attack roll. If the attack roll exceeds the target's Reflex Defense by ten or more, you successfully land a shot directly on the target's cockpit or main bridge. Resolve weapon damage as normal; any damage exceeding the target's SR and DR is applied to all persons occupying the ship's main command center, whether that be one pilot in a small, cramped cockpit, or the entire bridge crew of an Executor-class Star Dreadnaught.

Special: If you succeed on the Cockpit Hit maneuver, the vehicle's HP does not take damage unless the GM decides it would be stupid for it not to take damage (for instance, using a proton torpedo to make a called shot to the cockpit of a starfighter). If your adjusted attack roll exceeds the target's Reflex Defense, but not by ten or greater, the vehicle's HP takes damage as normal. If the attack roll is a natural 20, you are considered to have exceeded the target's HP by 10 or greater, regardless of the actual adjusted value of your attack roll. Non-heroic crew are killed outright regardless of the number of non-heroic class levels or HP they have, heroic crew resist with their HPs; and, if they are on the bridge of a capital ship and somehow prepared for personal battle, with their own Reflex Defense as applicable. If a vehicle's command center is built in a protected location within the vessel (for instance, the bridge of a capital ship which was built specifically to protect the bridge from this sort of thing), or the vehicle is, in fact, a droid, with a well-protected and well-armored processor, making a Cockpit Hit may be simply impossible.

Force Point: by spending a Force Point when you activate the Cockpit Hit maneuver, you may add one die of weapon damage to your attack.

Unleashed: Nothing is truly invulnerable, simply hard to reach. By spending a Destiny Point to Unleash the Cockpit Hit Maneuver, you may target even a protected target for a Cockpit Hit. Even a command center which is buried at the center of a vessel, space station, or fortified underground bunker maybe struck. You are considered to have achieved a result of 20 on your attack roll when you spend a Destiny Point to activate the Cockpit Hit maneuver.

Corellian Slip [Dogfight][]

A teamwork-focused strategy, the Corellian Slip allows a pilot to launch a sudden and overwhelming attack against an opposing vessel which is focusing on one of his or her allies. Time: Full-round action. Target: One enemy airspeeder or starfighter within (2x your vehicle's speed) squares.
Make a Pilot check. When you activate this maneuver, you move up to twice your vehicle's speed in a straight line through your target's square and make an attack with any weapon system under your command at point-blank range. If something halts your movement before you enter your target's square (such as being drawn into a dogfight), the maneuver fails to activate, and is not expended from your maneuver suite. The result of your Pilot check determines the effectiveness of the maneuver:

  • DC 05: You waited until the very last moment to fire; even if you destroy your opponent with the attack, you take one-half the damage a full-on collision would have dealt from the debris of the opponent's ship.
  • DC 10: You waited too long to fire; even if you destroy your opponent with the attack, you take one-quarter the damage a full-on collision would have dealt from the debris of the opponent's ship.
  • DC 15: If you destroy your target with your attack, a collision does not occur.
  • DC 20: As DC 15, but add a +1 circumstance bonus to your attack roll.
  • DC 25: As DC 15, but add a +2 circumstance bonus to your attack roll and +1 die of damage.
  • DC 30: As DC 15, but add a +3 circumstance bonus to your attack roll and +1 die of damage.
  • DC 35: As DC 15, but add a +5 circumstance bonus to your attack roll and +2 dice of damage.
  • DC 40: As DC 15, but add a +10 circumstance bonus to your attack roll and +2 dice of damage.
  • DC 45: As DC 15, but add a +10 circumstance bonus to your attack roll and +3 dice of damage.
  • DC 50: As DC 15, but add a +10 circumstance bonus to your attack roll and +4 dice of damage.

Special: If you fail to successfully activate this maneuver (a Pilot result of 4 or less), you still move through the opponent's square and cause a collision; you may not make an attack roll, and your may not make a Pilot check to avoid the collision, although your target may do so. If you do not destroy your target, a collision occurs immediately after resolving your attack and damage. If your target is engaged in a dogfight with an ally of yours, they are considered flat-footed against this attack and you gain a +5 circumstance bonus to activate this maneuver; destroying an ally's harasser is the intended purpose of the Corellian Slip. Using the Corellian Slip ends any dogfight the target is engaged in automatically, whether or not you destroy them, collide with them, or they evade colliding with you.
Force Point: You may spend a Force Point at any time during the use of the Corellian Slip. You may spend it to evade being drawn into a dogfight or other event which would prevent your attack run; you may also spend a Force Point to evade a collision at the end, either from a poor Pilot check result or from failing to destroy your target.
Unleashed: Many, many pilots over the millennia have used the Corellian Slip, but seeing the maneuver executed by an unparalleled star-pilot ace like Wedge Antillies, Han Solo, or Luke Skywalker is something else altogether. By spending a Destiny Point, you may fly the Slip like an unparalleled ace. All attempts to draw you into a dogfight or otherwise bring your attack run to a halt fail automatically; the readied actions or attacks of opportunities to do so must be taken by your enemies (this is obligatory, not optional), and consequently are forcibly wasted. You achieve an adjusted result of 50 on your roll automatically, and evade a collision at the end if, somehow, an attack at a +10 bonus with +4 damage dice is insufficient to completely destroy your target.

Counter [Dogfight][]

Keeping one's wits about you whilst under fire in a tight dogfight is a very hard thing to do, but it is possible. This maneuver grants the user an action whilst engaged in a dogfight, after being the pilot of an attack. Time: Reaction to being attacked. Target: You.

  • DC 05: You may take one swift action after the enemy attack is resolved, at a -5 penalty to any rolls.
  • DC 10: You may take one swift action after the enemy attack is resolved, at a -2 penalty to any rolls.
  • DC 15: You may take one swift action after the enemy attack is resolved, at a -1 penalty to any rolls.
  • DC 20: You may take one swift action after the enemy attack is resolved.
  • DC 25: You may take one move action after the enemy attack is resolved.
  • DC 30: You may take one standard action after the enemy attack is resolved, or one swift action before it is resolved.
  • DC 35: You may take one standard action after the enemy attack is resolved, or one move action before it is resolved.
  • DC 40: You may take one standard action before or after the enemy attack is resolved.
  • DC 45: You may take one full action after the enemy attack is resolved, or one standard action before it is resolved.
  • DC 50: You may take one full action before or after the enemy attack is resolved.

Special: The Counter maneuver is activated only as a reaction to being attacked by another vehicle with which you are engaged in a dogfight. Your Initiative is not modified by this maneuver.
Force Point: You may spend a Force Point to invoke the Counter maneuver, even if you are not the pilot of the vessel so attacked; for instance if you are a passenger. This does not count against the number of Force Points you may spend in a round or a single action. For instance, a gunner might use this to take a shot at the offending vehicle, or a Jedi who is otherwise occupying a different station might invoke Counter to grant them the opportunity to bring the Force to bear against the offending vessel.
Unleashed: You may spend a Destiny Point to invoke Counter with an adjusted check result of 50. Doing so also allows a character to invoke Counter, even if they are not the pilot of the aggrieved vehicle, without the need to further spend a Force Point.

Darklighter Spin[]

Invented in the heat of desperation by Gavin Darklighter, the Darklighter Spin allows you to attack multiple targets with your starship's weapons. Time: Standard action. Target: One 2x2-square area within weapons range (starship-scale; double the weapon's normal autofire area-of-effect at character scale).
Make a Pilot check. You may make a starship-scale area attack with vehicle weapons even if it not normally capable of making area attacks at starship scale. The weapon so used must be capable of autofire and have sufficient ammunition remaining for four squares' attacks (four missiles, or forty normal attacks' worth of projectile ammunition). The area targeted must be wholly within your weapon's range, and is considered to be an attack at the farthest range category it extends into

  • DC 05: Pick only one square of your intended target area to resolve an attack into, and the attack is at a -10 penalty.
  • DC 10: Pick only one square of your intended target area to resolve an attack into, and the attack is at a -5 penalty.
  • DC 15: Pick only two contiguous squares of your intended target area to resolve an attack into, and the attack is at a -5 penalty.
  • DC 20: You make the autofire attack at the normal -5 penalty.
  • DC 25: As DC 20, except you take only a -2 penalty on your attack roll.
  • DC 30: As DC 20, except you take no penalty to your attack roll.
  • DC 35: As DC 20, except you get a +2 bonus to your attack roll.
  • DC 40: As DC 20, except you get a +5 bonus to your attack roll.
  • DC 45: As DC 20, except you get a +5 bonus to your attack roll and deal +1 die of damage.
  • DC 50: As DC 20, except you get a +10 bonus to your attack roll and deal +1 die of damage.

Special: Only guns controlled by the pilot of a vehicle may make a Darklighter Spin.
Force Point: By spending a Force Point when activating the Darklighter Spin, you may choose to forgo rolling the Force Point and automatically upgrade your check result to the next-highest multiple of five.
Unleashed: Letting your instincts guide you, you may spend a Destiny Point when you invoke the Darklighter Spin. Do not roll Pilot: you automatically succeed as if you had scored an adjusted result of 50. Additionally, you may target the Darklighter Spin as normal, or may choose to target all enemy vehicles within 2 squares of yourself, and you may choose to take 10 on your attack roll rather than rolling the d20 and risking a low roll or natural one.

Devastating Hit [Gunner][]

This maneuver allows you to score an incredible precise hit on a target, punching holes in vital systems and potentially disabling your target. Time: Standard action. Target: A single vehicle within weapons range.
Make an attack roll. The result of your attack roll, compared to the target's Reflex Defense, determines the effect:

  • Exceeds by 0-4: You deal weapon damage to the target, +1 die of damage before all multipliers are considered.
  • Exceeds by 5-9: You deal weapon damage to the target, +2 die of damage before all multipliers are considered.
  • Exceeds by 10+: You deal weapon damage to the target, +3 die of damage before all multipliers are considered.

Special: If you roll a natural 20 when making a Devastating Hit and your adjusted attack roll is still insufficient to exceed the target's Reflex Defense, you are considered to have exceeded it by 0-4 and deal one additional die of damage regardless.
Force Point: If you roll a natural 20 to attack the target, you may spend a Force Point to make any drops the target takes on the condition monitor (at least 1 for being the subject of a critical hit) persistent until the vehicle can receive proper repairs.
Unleashed: By spending a Destiny Point when you activate this power, you allow the Force to guide your attack. You automatically strike the target as if you had rolled a natural 20, with no need to roll your attack, and you are considered to have exceeded the target's Reflex Defense by 10 or greater, dealing +3 dice of damage, regardless of the actual relative comparison of your attack roll to Reflex Defense.

Engine Hit [Gunner][]

This maneuver allows you to target an opponent's engines, slowing them down with a successful hit. Time: Reaction. Target: One vehicle that you just attacked.
If you cause a vehicle to fall on the condition monitor, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target's Reflex Defense to determine the effect, if any:

  • Exceeds by 0-4: Target's speed is reduced by 1 square for the remainder of the encounter. An engineer aboard the target may spend a full-round action to repair the damage. (DC 20 Mechanics check.)
  • Exceeds by 5-9: As above, except the target's speed is reduced by 2 squares and the Mechanics check is DC 25.
  • Exceeds by 10+: As above, except the target's speed is reduced by 3 squares and the Mechanics check is DC 30.

Special: If the target was in motion in tight quarters, the pilot must make a Pilot check (DC equal to the Mechanics check) to avoid crashing into the nearest obstacles. If the target was a walker, the pilot must make a Pilot check to keep his vehicle upright as well, otherwise it falls prone and takes damage as if in a collision with itself (Table 10-3 in the Star Wars Saga Edition core rulebook, page 173). These effects are cumulative: a walker in motion whose legs are shot with an Engine Hit risks colliding with something and falling prone. The effects of repeated Engine Hits stack, and vehicles may be reduced to 0 movement speed by doing so. If you rolled a natural 20, you may activate the Engine Hit maneuver and are considered to have exceeded the target's Reflex Defense by 0-4, even if your adjusted attack roll was less than the target's Reflex Defense.
Force Point: If you spend a Force Point after making an attack which lands, you may invoke the Engine Hit maneuver even if your damage did not exceed the target's damage threshold, as long as you got any damage at all past its DR.
Unleashed: By spending a Destiny Point when attacking a target to invoke the Engine Hit, you strike with the precision of the Force. You are considered to have rolled a natural 20 on your attack die (making the attack a critical hit automatically), and to have exceeded the target's Reflex Defense by 10 or greater. Additionally, the target's speed is reduced to 0 for the remainder of the round in which you hit them, after which the reduction in speed (3 squares) is permanent until the target can receive proper repairs (the engineer's Mechanics check DC remains the same, but it requires 24 hours of work to repair). Additionally, walkers have at least one leg blown completely off (unless the weapon used against them was an ion-based weapon).

Evasive Action [Dogfight][]

This maneuver allows a starship to slip free of close pursuit, escaping readily from a dogfight. Time: Move action. Target: You.
Make a Pilot check. This is an attempt to disengage from a dogfight. Add your Deception skill and Charisma modifier to your opposed Pilot roll. If you prevail, you move a number of squares equal to your ship's movement automatically, and may designate any direction you please from the location of the original dogfight; your opponent is obligated to move their full speed in that direction on their next movement opportunity. This may be used to send them into a risk of collision as you see fit, but they may evade the collision with a normal Pilot check.
Special: Characters with the Force Pilot talent may substitute their Use the Force modifier for their Deception and Charisma modifier, effectively doubling their Pilot skill modifier for the use of this maneuver. Only one opponent may be ejected from the dogfight in this manner; other opponents may be shaken, but they remain in the square you were in. If even one opponent overcomes your Pilot check, Evasive Action fails and you remain in the dogfight.
Force Point: When you spend a Force Point in the course of activating the Evasive Action maneuver, you may impose a -5 penalty on any Pilot checks your opponent must make to evade obstacles.
Unleashed: By spending a Destiny Point when activating the Evasive Action maneuver, a great many foes may be thoroughly befuddled and given the slip. You activate the Evasive Action maneuver with a +20 bonus to your Pilot, or your Pilot + Deception, or twice your Pilot modifier (if a Force Pilot), whichever is greater. All opponents from a dogfight you are in who fail their opposed Pilot roll are ejected from the dogfight in whichever direction you see fit (and they may be directed into one another), those which overcome your Pilot roll are merely left behind, they may not abort your disengagement from the dogfight. For the remainder of the encounter, any time you use the Disengage from a Dogfight action, you treat it as using the Evasive Action maneuver.

Explosive Shot [Gunner][]

You target critical ship systems and fuel cells, causing your target to explode with incredible force. Time: Reaction to destroying a vehicle, or a droid of Huge size or larger. Target: All targets adjacent to the one which you have just destroyed.
Make an attack roll with the weapon system you used to destroy the target. Do not apply any bonuses for battery fire. The result of the attack roll, compared individually to the Reflex Defense of all targets adjacent to the one you have just destroyed, determines the effect, if any:

  • Exceeds by 0-4: Target is caught in the explosion of the disabled vehicle, taking 3d10x2 points of damage.
  • Exceeds by 5-9: As above, except 4d10x2 points of damage.
  • Exceeds by 10+: As above, except 5d10x2 points of damage.

Special: Huge or larger droids and vehicles with neither a fly speed nor armed with at least one weapon system which has a damage multiplier do not multiply the damage of this attack by 2. (For instance, an AT-ST would not deal x2 damage, while an AT-AT would.) This maneuver is activated as a reaction to destroying a vessel: the damage which reduces the target to 0 hit points must equal or exceed the target's damage threshold. Merely disabling it (reducing it to 0 without exceeding its damage threshold) will not suffice. The area damage from Explosive Shot is considered an area attack and may be affected by pilots with feats or talents that interact with area attacks, or evaded with the Vehicular Combat feat. The vehicle which uses Explosive Shot is in no way immune to the splash damage from it, nor are any of its allies.
Force Point: You may spend a Force Point when disabling an otherwise-eligible target to upgrade your effective damage to the target's damage threshold, resulting in an Explosive Shot.
Unleashed: By spending a Destiny Point when activating Explosive Shot, you are automatically considered to have rolled a natural twenty to activate the Explosive Shot maneuver, and the force of the explosion sends debris flying out to two squares' distance from the originally destroyed target, instead of one.

Howlrunner Formation [Attack Pattern, Capital][]

Though its current name is inspired by the standard usage of the I-7 Howlrunner, a starfighter itself inspired by the beast native to Kamar, this attack formation has been known to sapients since the dawn of sapience itself, ever since a group of primitive sapients hunting together with spears split into two groups to flank their enemies. It may be seen as an offensive form of Attack Pattern Delta, whereby instead of maneuvering to greater defensive advantage, vehicles maneuver to gain an offensive one. Time: Swift action. Target: You.
Make a Pilot check. Consult the table below to determine the effect, if any.

  • DC 05: You gain a +1 maneuver bonus to the first attack you make after you activate Howlrunner Formation whilst adjacent to a friendly vehicle, but the maneuver deactivates itself immediately afterward or at the start of your next turn, whichever is sooner.
  • DC 10: You gain a +1 maneuver bonus to the first attack you make after you activate Howlrunner Formation whilst adjacent to a friendly vehicle, but the maneuver deactivates itself at the beginning of your next turn.
  • DC 15: You gain a +1 maneuver bonus to the first attack you make in each round whilst adjacent to a friendly vehicle.
  • DC 20: You gain a +1 maneuver bonus to all attacks you and any gunners aboard your vehicle make whilst adjacent to a friendly target.
  • DC 25: As DC 20, plus you grant a +1 maneuver bonus to the first attack roll made by any one adjacent ally of your choice in any given round. (Choose a vehicle; the first gunner aboard the vehicle to fire gets the bonus.)
  • DC 30: As DC 20, plus you grant a +1 maneuver bonus the attack rolls made by any one adjacent ally of your choice in any given round. (Choose a vehicle; all gunners receive the bonus.)
  • DC 35: As DC 20, plus you grant a +1 maneuver bonus the attack rolls made by any one adjacent ally of your choice in any given round, (Choose a vehicle; all gunners receive the bonus,) and a +1 maneuver bonus the first attack roll made by any one additional adjacent ally. (Choose a vehicle; the first gunner to fire receives the bonus.)
  • DC 40: As DC 20, plus you grant a +1 maneuver bonus the attack rolls made by any two adjacent ally of your choice in any given round. (Choose a vehicle; all gunners receive the bonus.)
  • DC 45: As DC 20, plus you grant a +1 maneuver bonus to attack rolls to any allies who make an attack whilst adjacent to you.
  • DC 50: As DC 20, plus you grant a +1 maneuver bonus to attack rolls to any allies who are adjacent to you at any point during the round.

Special: Howlrunner Formation is a technique as old as time, as applicable at the scale of two sapients piloting speeder bikes as it is at the scale of capital warships. However, past a certain size, vehicles cannot effectively provide the benefits of the formation to vehicles grossly out of size with them. Vehicles of Colossal (Frigate) size and up may only provide the benefits of Howlrunner Formation to vessels within one size category of themselves. If any of your adjacent allies are also using Howlrunner Formation, the maneuver bonus you enjoy to your attack rolls increases by 1; this is cumulative with bonuses granted by an ally rolling high to activate Howlrunner Formation as well, but you may only benefit from one ally granting you a bonus at a time.

Force Point: You may spend a Force Point when you activate Howlrunner Formation. Instead of rolling the Force Point to add directly to your Pilot roll, you automatically improve your check result to the next-highest multiple of 5.
Unleashed: By spending a Destiny Point when you activate Howlrunner Formation, you activate the maneuver with an adjusted result of 50, with no need to roll.

I Have You Now [Gunner][]

This maneuver allows a ship or a gunner to take careful aim at a vehicle, striking the vehicle where it will cause the most system disruption. Time: Standard action. Target: One adjacent enemy vehicle.

Make a Pilot check. The results of the Pilot check enhance an attack roll you may immediately make upon the target as a free action. The result of the check determines the effect, if any:

  • DC 05: If you successfully damage the target of this maneuver this turn, compare the result of your attack roll to the target's Fortitude Defense. If your attack roll exceeds the target's Fortitude Defense, the target moves -1 step down the condition track.
  • DC 10: As DC 05, except you gain a +1 maneuver bonus on your attack roll.
  • DC 15: As DC 05, except you gain a +2 maneuver bonus on your attack roll.
  • DC 20: As DC 05, except you gain a +5 maneuver bonus on your attack roll.
  • DC 25: As DC 05, except you gain a +10 maneuver bonus on your attack roll.
  • DC 30: As DC 05, except you gain a +10 maneuver bonus on your attack roll and +1 damage before multiplication.
  • DC 35: As DC 05, except you gain a +10 maneuver bonus on your attack roll, +1 damage before multiplication, and the target moves -2 steps.
  • DC 40: As DC 05, except you gain a +10 maneuver bonus on your attack roll, +5 damage before multiplication, and the target moves -2 steps.
  • DC 45: As DC 05, except you gain a +10 maneuver bonus on your attack roll, +5 damage before multiplication, and the target moves -3 steps.
  • DC 50: As DC 05, except you gain a +10 maneuver bonus on your attack roll, +2 dice of damage, and the target moves -3 steps.

Special: Gunners roll Use Computer instead of Pilot, but I Have You Now is incompatible with battery fire: a gunner in a battery may only use I Have You Now with their own weapon. A single vehicle may only be subject to I Have You Now by a given vessel only once per encounter. The drop in condition is cumulative with any drop in condition from critical hits or damage exceeding the target's damage threshold.
Force Point: By spending a Force Point when you activate I Have You Now, you may force the target an additional -1 step along the condition track if you successfully activate the power.
Unleashed: By spending a Destiny Point to Unleash the I Have You Now maneuver, you strike with unmatched destructive potential. Any condition monitor loss caused by the attack enhanced by I Have You Now, whether from the attack roll exceeding the target's Fortitude Defense, damage exceeding its damage threshold, critical hits, or any other reason, is persistent until the vehicle can be repaired, but the damage so caused is limited to reducing the vehicle to its -4 step.

Intercept [Dogfight][]

This maneuver allows a ship to fire its thrusters or otherwise increase its speed and intercept a passing target, coming up on its tail and forcing it into a dogfight. Time: Reaction. Target: You.
Make a Pilot check. If an enemy vehicle capable of being engaged in a dogfight moves into or through a square within your movement range, you may activate this maneuver and attempt to initiate a dogfight. The result of the Pilot check determines the effect, if any:

  • DC 05: You move into the target's square (up to two squares away,) immediately and attempt to initiate a dogfight as an attack of opportunity.
  • DC 10: As DC 05, except you gain a +1 maneuver bonus on your Pilot check to initiate the dogfight.
  • DC 15: As DC 05, except you gain a +2 maneuver bonus on your Pilot check to initiate the dogfight.
  • DC 20: As DC 05, except you gain a +5 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to three squares, and may make a single attack with any one weapon system under your control at your opponent's aft as you come up on his tail, at a -5 penalty.
  • DC 25: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to three squares, and may make a single attack with any one weapon system under your control at your opponent's aft as you come up on his tail, at a -2 penalty.
  • DC 30: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to four squares, and may make a single attack with any one weapon system under your control at your opponent's aft as you come up on his tail, at a -1 penalty.
  • DC 35: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to four squares, and may make a single attack with any one weapon system under your control at your opponent's aft as you come up on his tail.
  • DC 40: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to five squares, and may make a single attack at a +1 bonus with any one weapon system under your control at your opponent's aft as you come up on his tail.
  • DC 45: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to five squares, and may make a single attack at a +2 bonus with any one weapon system under your control at your opponent's aft as you come up on his tail.
  • DC 50: As DC 05, except you gain a +10 maneuver bonus on your Pilot check to initiate the dogfight, you may move up to six squares, and may make a single attack at a +5 bonus with any one weapon system under your control at your opponent's aft as you come up on his tail.

Special: If you attempt to activate Intercept at a target more distant than two squares and do not roll high enough on your Intercept roll to reach the target's square, you fail to intercept and cannot dogfight. If your roll was high enough to grant you an attack, you may take it, but you forfeit your next standard action if you do so. If you successfully move into the target's square with Intercept but fail to force a dogfight, you instead collide with your target; the target may attempt to evade if they so choose, you may not choose to do so. You may attack if the roll was sufficient to grant you an attack, but the attack is resolved after collision or evasion, not before. Your may not intercept a target that is farther away than your ship's speed, regardless of your roll to activate the Intercept maneuver. You may not drag a target which is using another maneuver into a dogfight if their maneuver and Pilot check result do not permit it, but you get to stay on their tail and pour the fire on: your attack automatically hits (roll a d20 to see if it is a critical hit, but if not the attack automatically hits regardless) and deals +1 die of damage.

Force Point: Normally, colliding with another vessel is an undesired outcome. Some pilots who are desperate and lucky, however, make a stout bang with their own vehicle part of their combat acumen, to the eternal wrath of their mechanics. By spending a Force Point when you activate Intercept, you may intentionally ram the target vehicle as part of your interception: resolve the attack you may be entitled to, if any, then the target must make a Pilot check. If it fails to exceed the Pilot check with which you activated Intercept, you successfully ram his vehicle, with your vehicle taking half ramming damage and his taking full; then you automatically engage him in dogfighting. If he successfully evades the ram, he also successfully evaded the dogfight.

Unleashed: Truly heroic interceptions have occurred in the past, where one skilled interceptor seemingly ducked and weaved through an entire battlefield to come up right on the tail of a single important craft. By spending a Destiny Point, you too can perform this feat. By spending a Destiny Point to activate Intercept, you achieve an adjusted check result of 50 automatically, and may intercept a target up to twice your vehicle's speed away. If you Unleash Intercept against a target which is using Afterburn, you still may not draw him into a dogfight, but you fire your own afterburners and remain on his tail, ending your movement one square behind him. If you Unleash Intercept in response to an Unleashed Corellian Slip, you may not draw the target into a dogfight, but your Intercept is not wasted; you get a free attack on your target, resolved before he gets his attack on your ally, and end your movement one square behind him.

Overwhelming Assault [Attack Pattern][]

Vehicles that use the Overwhelming Assault attack pattern concentrate all fire on a target to the exclusion of all others, firing with hasty fervor. Time: Swift action. Target: You (and special; see text).

The commander of a vessel declares the use of this attack pattern and a target. No roll to activate is necessary. All gunners except point-defense gunners (if any) must direct all their fire upon the designated target. Any number up to the base attack bonus of the vehicle or the gunner in question (if heroic) may be subtracted from attack rolls at the discretion of the gunner making the shot, and twice that number is added to damage rolls before multipliers. Gunners not firing at the designated target (specifically, point-defense gunners, or heroic gunners who choose to disobey the commander's orders) may not subtract from their attack value or add to their damage.

Special: The commander of the vessel may change the target of this attack pattern as a swift action, or a free action if he is in command of a vehicle aboard which he is the sole gunner. Heroic gunners may choose to disobey the commander's orders and direct their fire as they see fit. This attack pattern may be deactivated at any time the commander wishes, as a swift action. The attack pattern may also be allowed to lay dormant after a target has been destroyed, still active but not currently focused on any target.

Force Point: When a heroic commander activates Overwhelming Assault and spends a Force Point to do so, his BAB replaces that of the ship's generic crew, if it is superior, when the crew are attacking the designated target.

Unleashed: A heroic admiral can declare an Overwhelming Assault for an entire fleet, such as Admiral Gial Ackbar did at the Battle of Endor when he ordered all guns, all ships, to concentrate all their fire upon the Executor-class Star Dreadnaught Executor. By spending a Destiny Point, the Heroic Admiral activates this attack pattern for all allied units in the engagement. His BAB if superior is used in place of the BAB of all units attacking the designated target, whether Heroic or generic, and the Overwhelming Assault attack pattern is automatically activated for all such vehicles unless the commander of that vehicle refuses to follow the orders. It automatically overrides any other [Attack Pattern] power that may be active upon a vehicle.

Segnor's Loop [Dogfight][]

This maneuver allows a pilot to accelerate away from an enemy before returning to make a devastating and hopefully unexpected attack run. Time: Reaction. Target: One target within weapons range.
Make a Pilot check. If you end your turn farther from the target than you began, you may activate this power to make an immediate attack run upon your target. The result of your Pilot check determines the specifics of the attack run:

  • DC 05: The attack run imposes a -10 penalty to Reflex Defense instead of the normal -2.
  • DC 10: The attack run imposes a -5 penalty to Reflex Defense instead of the normal -2.
  • DC 15: The attack run imposes the normal -2 penalty to Reflex Defense.
  • DC 20: The attack run imposes a -1 penalty to Reflex Defense instead of the normal -2.
  • DC 25: The attack run imposes no penalty to your Reflex Defense.
  • DC 30: Your target is taken completely off-guard, raising the bonus to attack you enjoy from the attack run to +3.
  • DC 35: Your target is taken completely off-guard, raising the bonus to attack you enjoy from the attack run to +5.
  • DC 40: Your target is taken completely off-guard, raising the bonus to attack you enjoy from the attack run to +5 and causing your weapon attack to deal +1 die of damage.
  • DC 45: Your target is taken completely off-guard, raising the bonus to attack you enjoy from the attack run to +5 and causing your weapon attack to deal +2 dice of damage.
  • DC 50: Your target is taken completely off-guard, raising the bonus to attack you enjoy from the attack run to +5 and causing your weapon attack to deal +3 dice of damage.

Special: If you attacked another target during your turn, you take a -10 penalty to the Pilot check to activate Segnor's Loop. Only ships (WARNING, INCOMPLETE SENTENCE.)
Force Point: By spending an Force Point when you activate Segnor's Loop, you may move freely through squares occupied by enemy vehicles when making your attack run upon your target.
Unleashed: Most pilots can run through the motions of a Segnor Loop in practice; it takes a skilled pilot to perform the loop in live combat. Performing the maneuver and shooting upon every target in sight as you close on your target takes the Force. By spending a Destiny Point when you activate Segnor's Loop, you may make one attack with your weapons at every target which you pass within one square of on your attack run; these extra attacks are made at no penalty or bonus, and do not receive bonus damage from a very high activation roll for Segnor's Loop. You may also pass through squares occupied by enemy vehicles freely.

Shield Hit [Gunner][]

This maneuver allows you to target an enemy's shields where they are most vulnerable, setting up a resonance cascade that feeds back into the ship's shield generators, resulting in some blow-out and drop in shield strength. Time: Standard action. Target: A single shielded vehicle within weapons range.
Make an attack roll. If your attack roll exceeds the target's Reflex Defense, resolve the attack normally. Additionally, the target has its shields reduced in strength, depending on the accuracy of your attack:

  • Exceeds by 0-4: Target's SR is reduced by 5.
  • Exceeds by 5-9: Target's SR is reduced by 10.
  • Exceeds by 10+: Target's SR is reduced by 15.

Special: Engineers aboard the targeted ship may restore lost shield power as normal. The extra reduction in SR from Shield Hit is applied after the damage from your attack is resolved, not before. If your attack's damage exceeds the target's shields, its SR is reduced normally, in addition to the reduction from Shield Hit.
Force Point: By spending a Force Point, you can reduce the target's shields an additional 5 points.
Unleashed: It has been observed in the past that an overwhelming assault by a modern vessel against an archaic one sometimes causes the target's shields to collapse entirely. It is theoretically possible to induce this in modern shields, but one would need millimeter-accurate precision fire to do so. No targeting computer is capable of such a strike, but the Force is. By spending a Destiny Point when declaring the attack, you may Unleash the power of a Shield Hit. Roll 1d2: on a 1, the target's shields drop by 50% before applying any reduction in shield strength due to damage or the effects of the Shield Hit attack roll. On a 2, they collapse entirely. If the ship is archaic and your weapons are not, the shields simply collapse entirely. This occurs regardless of the SR of the target vessel or the relative weakness of the weapon with which you attack it.

Shield Ram [Capital, New][]

Piloting your vessel to intentionally ram another is typically an act of desperation. The Shield Ram maneuver, on the other hand, is a calculated attempt by a pilot to strip the shields away from a target vehicle by ramming the shields of her own vessel into those of her enemy, whilst avoiding a physical collision. Done right, it can be very effective. Done wrong, the opponent evades, and done very wrong, you get an actual collision. This maneuver was pioneered in the desperate days by the Rebel Alliance; even a small CR90 corvette carries shields strong enough to strip the shields of an Imperial-II class Star Destroyer down to levels more commonly associated with space transports and well-shielded starfighters than a capital ship. Time: Reaction to moving into an opponent's square. Target: One enemy.
Make an opposed Pilot check. If your enemy's Pilot check exceeds your own, they evade your attempt at a Shield Ram and the maneuver is expended. If your enemy's Pilot check does not exceed your own and your Pilot check total is less than 21, you actually ram the target, resolving a full ramming attempt as per the rules for ramming vehicles found on page 173 of the Saga Edition core rulebook. If your Shield Ram is successful, however, you successfully force your shields into prolonged contact with those of the enemy vessel without letting them pull away or over-correcting and slamming into them. Compare the SR of both vehicles. The vehicle with fewer SR is left with 0 SR after the encounter, and the vehicle with more SR has its SR reduced by that of the other vehicle.
Special: If both vessels have equal shields, then both are left with 0 SR when the Shield Ram is concluded.
Force Point: By spending a Force Point when you activate Shield Ram you control your Shield Ram with expert precision. You may choose to break off the shield ram at any time, naming any SR value (in multiples of 5) from 5 up to the maximum amount of SR the ship with the lowest SR in the encounter has, to strip from both vessels in the encounter.
Unleashed: By spending a Destiny Point to activate Shield Ram, you hit the target where it hurts. Reduce the target's SR by 25% (rounding the remaining SR down to the nearest multiple of five) before comparing SRs and resolving the remainder of the Shield Ram. Done correctly, a CR90 corvette with full shields can completely strip an Imperial Star Destroyer's shields while keeping 10 SR of its own.

Skim the Surface[]

This Starship Maneuver has been struck from the register of Starship Maneuvers that fill a pilot's Maneuver Suite. It is now instead a maneuver (note the lowercase) which any starfighter pilot or space transport pilot may perform upon a capital ship. (See Experimental House Rules for more details.)

Skywalker Loop [Dogfight][]

One of the oldest combat maneuvers known to sapients since the dawn of air warfare, in the modern age it is known primarily to the New Republic Fighter Corps as the Skywalker Loop, after Jedi Master Luke Skywalker, who made extensive use of it during the Rebellion from the cockpit of his X-Wing. Time: Reaction to an opponent's failed attack attempt. Target: One target engaged in a dogfight with you.
You may declare the use of the Skywalker Loop any time your opponent attempts the Attacking in a Dogfight action and your opposed roll is greater than his. You may immediately make an attack of opportunity against that opponent, with a modifier based upon how much greater than his Pilot roll yours was:

  • Exceeds by 0-4: Attack made at a -2 penalty.
  • Exceeds by 5-9: Attack made at no penalty.
  • Exceeds by 10+: Attack made at a +5 bonus.


Force Point: If you spend a Force Point when you activate the Skywalker Loop, your opponent has no clue where you went until you hove to on his six and open fire. Your opponent is flat-footed against your attack.
Unleashed: By spending a Destiny Point when your opponent attacks you, you completely turn your opponent's attack upon you to your favor. You are considered to automatically exceed the opponent's check result by 10 or more. For the remainder of the encounter, any time you successfully defeat an opponent's opposed Pilot check to attack you in a dogfight, you may attack them in kind as with the Skywalker Loop, though you are limited to the Exceeds by 0-4 result.

Snap Roll[]

You break away from your current vector with great speed, evading incoming fire. Time: Reaction. Target: You.
Make a Pilot check. Your Pilot check result replaces your Reflex Defense until the start of your next turn. If your Pilot check result is lower than your normal Reflex Defense, you may choose to retain your normal Reflex Defense.
Special: You use this maneuver as a reaction to an incoming attack; when you do so, you make your Pilot check and replace your Reflex Defense before the result of that attack is resolved. Despite the name, this maneuver works equally well for ground vehicles, provided adequate maneuvering space.

Strike Formation [Attack Pattern][]

Pilots who use the Strike Formation attack pattern have one, simple goal in mind: target the enemy and do him harm by landing as many strikes as he can. He accomplishes this through the most expedient means imaginable: pointing the nose of his vehicle towards the enemy and depressing the fire trigger, ignoring all other concerns. Time: Swift action. Target: You.

Make a Pilot check.

  • DC 05: Increase your damage by +1.
  • DC 10: Increase your damage by +2; Reflex Defense is reduced by -1.
  • DC 15: Increase your damage by +3; Reflex Defense is reduced by -1.
  • DC 20: Increase your damage by 1d10; Reflex Defense is reduced by -2.
  • DC 25: Increase your damage by 1d10+1; Reflex Defense is reduced by -3.
  • DC 30: Increase your damage by 1d10+2; Reflex Defense is reduced by -3.
  • DC 35: Increase your damage by 2d10; Reflex Defense is reduced by -4.
  • DC 40: Increase your damage by 2d10+1; Reflex Defense is reduced by -5.
  • DC 45: Increase your damage by 2d10+2; Reflex Defense is reduced by -5.
  • DC 50: Increase your damage by 3d10; Reflex Defense is reduced by -6.

Special: All damage increases are applied before damage multiplication, and apply to all weapons. You may choose to limit your result on the roll. You may end Strike Formation at any time as a swift action. Vehicles with any gunners except the pilot may not enter Strike Formation.
Force Point: By spending a Force Point when you activate Strike Formation, you focus even more single-mindedly on destroying your target. Increase your damage by 1, +1 for every three dice you roll, and increase the penalty to Reflex Defense by -1, -1 for every four dice your roll.
Unleashed: It takes nerves of steel to focus everything one has on a target, completely ignoring one's own safety to do so. When you enter an Unleashed Strike Formation, you become the very definition of high-risk, high-reward. You are considered flat-footed against all incoming attacks, but you may attack one target per round with every weapon system at your command as a standard action at no penalty.

Tallon Roll [Dogfight][]

A complicated three-dimensional maneuver made in response to a pilot attempting to break away from a dogfight, the Tallon Roll permits the attacking party a free shot at the opponent from an obscure angle - if correctly performed. Time: Reaction. Target: One enemy attempting to escape a dogfight with you involved.
Declare this maneuver when you make an opposed Pilot Check to prevent an enemy from exiting a dogfight. If you succeed on your opposed Pilot check and prevent the enemy from escaping the dogfight, you make an attack of opportunity against him automatically.
Force Point: If you spend a Force Point when you activate the Tallon Roll, you apply a -5 penalty to your opponent's Pilot Check.
Unleashed: By spending a Destiny Point when you activate the Tallon Roll, you automatically prevent the target from escaping the dogfight. For the remainder of the encounter, every time you prevent an opponent from slipping out of a dogfight, you may make an attack of opportunity against them.

Tallon Split [Dogfight, New][]

Exploiting known weaknesses in targeting computers, the Tallon Split allows two vessels sized to engage in dogfights to approach a target whilst flying mere meters apart, causing the enemy targeting computers to misidentify them as one target. If performed successfully, the bait ship pulls up at the last moment, causing the targeting computers to continue tracking it, and giving the attack ship about five seconds of complete electronic invisibility. Though often considered nothing more than a hotshot training maneuver owing to the difficulty of performing it under live combat conditions, it has been successfully performed to devastating effect. Time: Reaction to moving into a square containing a friendly vehicle. Target: You and one ally capable of dogfighting.

Make a Pilot check against a DC of 25. If successful, you link up in close formation with your ally and your ally must hold their next action until you act again. If one vehicle is larger than the other, all attacks directed at the vehicles are directed at it and apply a -1 penalty to incoming attacks. If the vehicles are the same size, split the incoming attacks evenly and apply a -2 penalty to incoming attacks. If the vehicles are of the same type, split the incoming attacks evenly and apply a -5 penalty to incoming attacks. The Tallon Split lasts until one of the vehicles is destroyed or one of the vehicles pulls away. If the maneuver ends when one of the vehicles pulls away, all targeting computers register it as the craft they have been tracking, giving the other vehicle one full combat round during which it enjoys total concealment against all targets, rendering said targets flat-footed against its attacks.

Special: The Tallon Split can be fairly described as a very tight, two-craft form of Attack Pattern Delta, and functions similarly whilst the two craft remain together. The Tallon Split is ended automatically when either craft pulls away, such as by being dragged into a dogfight or voluntarily leaving. If one half of the Split is forced into a dogfight, the other may choose to maintain the formation by entering the dogfight voluntarily. however they must achieve a DC 25 Pilot check in order to do so successfully. The Tallon Split is, of course, limited to the speed of the slowest vehicle in it, but both vehicles are also limited to the slowest Dexterity rating within it as well. If either craft's maneuverability or speed statistics changes, the party who initiated the Split must roll again against a DC of 25 or fail to maintain the Split and pull away early.

Force Point: A Force Point may be spent by either pilot when ending a Tallon Split adjacent to a hostile capital ship. By doing so, that pilot's craft is automatically inserted under the shields of the capital ship and they remain undetected until they choose to attack. This is a great way to get a ship capable of entering hyperspace attached to the hull of an enemy capital ship heading back to a clandestine location.
Unleashed: You may spend a Destiny Point to enter a Tallon Split with up to one-dozen friendly starfighters. Every three starfighters will appear on enemy tactical boards as one starfighter, so a full squadron will appear to be merely four fighters, creating a hell of a surprise when all units break and attack!

Target Lock [Dogfight][]

This maneuver allows a pilot to focus on a target they are dogfighting with, doggedly remaining on his six for the remainder of the skirmish. Time: Standard action. Target: One target with whom you are engaged in a dogfight.
Make a Pilot check.

  • DC 05: You gain a +1 maneuver bonus on the next Pilot roll you make against the target.
  • DC 10: You gain a +1 maneuver bonus on the next Pilot and the next attack roll you make against the target.
  • DC 15: You gain a +1 maneuver bonus on all opposed Pilot checks and attack rolls against the target.
  • DC 20: As DC 15, but the bonus to Pilot checks increases to +2.
  • DC 25: As DC 15, but the bonus to Pilot checks and attack rolls increases to +2.
  • DC 30: As DC 15, but the bonus to Pilot checks increases to +5, and attack rolls increases to +2.
  • DC 35: As DC 15, but the bonus to Pilot checks and attack rolls increases to +5.
  • DC 40: As DC 15, but the bonus to Pilot checks and attack rolls increases to +5 and your weapons deal +1 damage.
  • DC 45: As DC 15, but the bonus to Pilot checks and attack rolls increases to +5 and your weapons deal +1d10 damage.
  • DC 50: As DC 15, but the bonus to Pilot checks and attack rolls increases to +5 and your weapons deal +2d10 damage.

Special: You suffer a penalty to opposed Pilot checks and Reflex Defense against targets other than the one you have locked equal to the bonus you enjoy against them, both within and without of the dogfight. This makes you very vulnerable to the Corellian Slip! If you and the target you locked cease to be in the same dogfight with one another for any reason, the benefit of this maneuver is lost, even if you initiate another dogfight with that target. You may choose to dismiss the benefits of this maneuver, losing its penalties as well, at any time as a free action.
Force Point: By spending a Force Point when you activate this power, you gain an additional +5 bonus to the first Pilot, attack and damage roll you make against the target while under the effect of Target Lock.
Unleashed: When you enter an Unleashed Target Lock, you enter a state that some pilots call "being in the zone," and which others describe as being in a trance or being in touch with the Force. You gain the benefits of this maneuver without the penalties.

Target Sense [Force][]

Use the Force, Luke!Jedi Master Obi-Wan Kenobi.
This maneuver allows a Force-sensitive pilot to target opponents with the Force instead of a vehicle's targeting computer. Time: Swift action. Target: You.
Make a Use the Force check. You may turn off your ship's targeting computer (or ignore its input) and use your Charisma modifier on attack rolls instead. The exact effects depend upon your Use the Force check result:

  • DC 05: You may use your Charisma modifier on attack rolls until the end of the round.
  • DC 10: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the round.
  • DC 15: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the next round.
  • DC 20: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter.
  • DC 25: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +1 Force bonus to use as you see fit on any of those rolls.
  • DC 30: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +2 Force bonus to use as you see fit on any of those rolls.
  • DC 35: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +5 Force bonus to use as you see fit on any of those rolls.
  • DC 40: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +10 Force bonus to use as you see fit on any of those rolls.
  • DC 45: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +15 Force bonus to use as you see fit on any of those rolls.
  • DC 50: You may use your Charisma modifier on attack rolls and piloting rolls until the end of the encounter, and you gain a +20 Force bonus to use as you see fit on any of those rolls.

Special: The use of your Charisma modifier replaces your vehicle's INT and DEX scores. The Force bonus granted by the use of this power constitutes a finite pool of arbitrary bonus you may apply to any attack roll or Pilot roll made whilst aboard a vehicle for the duration of the encounter, not to exceed your Charisma bonus to any one roll. The Force bonus to attacks granted by the Target Sense maneuver stacks with that granted by Force powers such as Battle Strike or Battle Meditation talent. You may not choose to retain your vehicle's INT or DEX scores if superior, though you may choose to end this maneuver's effects at any time.
Force Point: By spending a Force Point when you activate the Target Sense maneuver, you gain an additional +5 (to your) Force bonus to use as you see fit, pursuant to the rules of this Maneuver.
Unleashed: An Unleashed Target Sense allows a Jedi pilot to permit the Force to guide their every move. The pilot spends a Destiny Point and activates the Target Sense maneuver with a check result of 50, and for the remainder of the encounter, they may use their heroic class level in place of their Charisma modifier to determine the number of points they may spend from their pool on any one roll.

Thruster Hit [Gunner][]

This maneuver allows you to strike an opponent's control systems, reducing the maneuverability they provide to a ship. Time: Reaction. Target: One vehicle that you have just struck.
If your attack causes the vehicle to fall on the condition monitor, you may activate this maneuver as a reaction. Compare the result of your attack roll to the target's Reflex Defense to determine the effect:

  • Exceeds by 0-4: The target's DEX drops by -2, causing it to take a -1 penalty to Reflex Defense, Initiative checks (adjust its position in the Initiative order) and Pilot checks for the remainder of the encounter.
  • Exceeds by 5-9: The target's DEX drops by -4, causing it to take a -2 penalty to Reflex Defense, Initiative checks (adjust its position in the Initiative order) and Pilot checks for the remainder of the encounter.
  • Exceeds by 10+: The target's DEX drops by -10, causing it to take a -5 penalty to Reflex Defense, Initiative checks (adjust its position in the Initiative order) and Pilot checks for the remainder of the encounter. It may only move in a straight line unless it takes a standard action to turn.

Special: If a vehicle's Dexterity is reduced to 0, it goes completely out of control and piloting it becomes impossible. If it's in space, it may continue to travel in the direction it traveled last, but any Pilot checks it makes are automatic failures. If it's in atmosphere, it enters an out-of-control spiral, and the pilot must make a DC 10 Pilot check (not impossible, but penalized fully for the vehicle's size modifier and the fact that its Dexterity penalty is -5) to cut engines and activate the repulsorlifts to drift to the ground. The effects of multiple Thruster Hits stack. An engineer aboard the ship may be able to get the thrusters working again with a Mechanics check; every full-round action the engineer spends working and succeeds on a DC 25 Mechanics check, the damage to the thrusters is alleviated by +1, up to the normal maximum.
Force Point: When you activate the Thruster Hit Maneuver and spend a Force Point, you deal extra damage to the target's thrusters, reducing its Dexterity by an additional -2 (for a -1 cumulative penalty).
Unleashed: An Unleashed Thruster Hit is an attack of devastating consequences. The pilot spends a Destiny Point when activating this power, and their attack roll is considered to exceed the target's Reflex Defense by ten or more. Additionally, any damage to thrusters caused by this Thruster Hit is permanent until the ship can be put into a dock for repairs.

Wotan Weave [Flight][]

This maneuver allows the ship to fly a corkscrew pattern, moving forward as normal but making the ship difficult to hit. Time: Swift action. Target: You.
Make a Pilot check as part of fighting defensively or using the total defense action. You improve your Reflex Defense at the expense of speed. The result of the Pilot check determines the effect, if any:

  • DC 05: You gain a +1 maneuver bonus to Reflex Defense against the first attack you suffer until the end of the round.
  • DC 10: You gain a +1 maneuver bonus to Reflex Defense to all attacks made against you until the end of the round.
  • DC 15: You gain a +1 maneuver bonus to Reflex Defense to all attacks made against you until the start of your next turn.
  • DC 20: You gain a +2 maneuver bonus to Reflex Defense to all attacks made against you until the start of your next turn.
  • DC 25: You gain a +5 maneuver bonus to Reflex Defense to all attacks made against you until the start of your next turn.
  • DC 30: As DC 25, except the Weave lasts until the maneuver bonus to Reflex Defense dissipates, at the rate of -3 per turn.
  • DC 35: As DC 25, except the Weave lasts until the maneuver bonus to Reflex Defense dissipates, at the rate of -2 per turn.
  • DC 40: As DC 25, except the Weave lasts until the maneuver bonus to Reflex Defense dissipates, at the rate of -1 per turn.
  • DC 45: As DC 25, except the Weave lasts until the maneuver bonus to Reflex Defense dissipates, at the rate of -1 per two turns.
  • DC 50: As DC 25, except the Weave lasts until the maneuver bonus to Reflex Defense dissipates, at the rate of -1 per three turns.

Special: Flying the Wotan Weave reduces your ship's speed by 1/2, rounded down. If this would reduce it below one whole square, then the maneuver cannot be attempted and automatically fails. If the pilot activates the Wotan Weave well enough to hold the Weave through multiple turns, he may choose to end the Weave, restoring his full flight speed and forgoing any additional bonus to Reflex Defense as a swift action.
Force Point: By spending a Force Point when you activate the Wotan Weave, you may activate it inside a dogfight and use the maneuver to exit the dogfight. Opposing pilots may make an opposed Pilot roll to prevent you from activating the maneuver if their Pilot roll is higher than yours.
Unleashed: You may spend a Destiny Point to activate the Wotan Weave with an adjusted check result of 50.


Template for Me[]

  • DC 05:
  • DC 10:
  • DC 15:
  • DC 20:
  • DC 25:
  • DC 30:
  • DC 35:
  • DC 40:
  • DC 45:
  • DC 50:

Special:
Force Point:
Unleashed:

Template for Me #2[]

  • Exceeds by 0-4:
  • Exceeds by 5-9:
  • Exceeds by 10+:

Special:
Force Point:
Unleashed:


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