Pilot Actions

Starfinder Core Rulebook, page 282

During the pilot actions phase, the pilot of each vehicle selects any pilot actions she wants to use to drive her vehicle this round, and performs her piloting actions in initiative order during this phase. Most pilot actions require a move action; taking two pilot actions requires the double maneuver pilot action, which is a full action. Only the speed up action advances vehicles during this phase. For all other pilot actions, the GM advances vehicles as appropriate during the chase progress step. If the pilots have any actions remaining at the end of the pilot actions phase, they can take them in initiative order during the combat phase. Table 8–3 offers a quick reference for the pilot actions.

Break Free (Move)

You attempt a Piloting check (DC = 5 + the enemy vehicle’s KAC) to disengage from an engagement with other vehicles. If the engagement includes multiple enemy vehicles, the DC equals the highest KAC among the enemy vehicles + 5 per enemy vehicle beyond the first. If all parties are willing to end the engagement, no Piloting check is required to break free.

Engage Another Vehicle (Move)

You attempt a Piloting check (DC = the KAC of the enemy vehicle) to engage your vehicle with an enemy vehicle in the same zone. Two allied vehicles can engage freely; this is useful to allow people on one vehicle to board the other. In both cases, your vehicle then automatically becomes engaged with all other vehicles in the engagement. You can make melee attacks against those on another vehicle only if your vehicle is engaged with it; see the Engagement sidebar on page 284 for more information.

Evade (Move)

You can attempt a Piloting check (DC = 10 + your vehicle’s item level) to grant your vehicle a +2 circumstance bonus to its AC for 1 round. If you evade twice, the bonuses aren’t cumulative.

PILOT ACTION SKILL CHECK DC RESULT OF SUCCESS
Break free Piloting 5 + enemy vehicle’s KAC End vehicle engagement (and move 1 zone forward in chase progress phase)
Double maneuver* Varies Special (each at a –4 penalty) Special—see page 283 (and vehicle moves 1 zone forward in chase progress phase)
Engage another Piloting Enemy vehicle’s KAC Vehicle’s riders can attack one another or board another vehicle (and vehicle
vehicle moves 1 zone forward in chase progress phase)
Evade Piloting 10 + vehicle's item level Vehicle gains a +2 bonus to its AC (and moves 1 zone forward in chase progress phase)
Keep pace Piloting 10 + vehicle's item level Vehicle moves 1 zone forward in chase progress phase
Slow down None None Vehicle doesn’t move forward in chase progress phase
Speed up Piloting 17 + vehicle's item level Move 1 zone forward immediately (and move 1 zone forward in chase progress phase)
Trick Varies (see page 283) 15 + vehicle's item level Pilots behind you take –2 penalty to Piloting checks for 1 round (and vehicle
  • A double maneuver is a full action that allows a pilot to take any two of the other actions listed in this table. moves 1 zone forward in chase progress phase)

Keep Pace (Move)

You attempt a Piloting check (DC = 10 + your vehicle’s item level) to stay in the same position in the chase. If you’re successful, your vehicle moves forward during the chase progress phase. If you fail, your vehicle falls back one zone during that phase. Many other pilot actions can also result in a vehicle moving forward one zone during the chase progress phase, but they have a higher DC, increasing the chance the pilot will fail.

Slow Down (Move)

Your vehicle doesn’t move during the chase progress phase. This pilot action doesn’t require a check.

Speed Up (Move)

You attempt a Piloting check (DC = 17 + your vehicle’s item level) to get ahead, moving forward one zone immediately on a success. If the vehicle encounters any hazards or similar effects that occur upon entering a zone (see page 285), they trigger immediately. The vehicle later moves forward one additional zone in the chase progress phase, even on a failed check, unless you failed the check by 5 or more.

Trick (Move)

You can try a risky maneuver, use the terrain, or take an unconventional route to foil pursuers. You attempt a skill check (DC = 15 + your vehicle’s item level); this skill check could be a Piloting check if the ploy requires intricate maneuvering, but it might instead be a Bluff, Stealth, or other skill check at the GM’s discretion. If you succeed, the Piloting checks of all vehicles behind you take a –2 penalty for 1 round. You can attempt multiple tricks with the double maneuver action, but the penalties imposed on the vehicles behind you aren’t cumulative. Penalties from multiple different pilots who are ahead and successfully perform tricks, however, are cumulative.

Double Maneuver (Full)

You can take two of the aforementioned pilot actions, but take a –4 penalty to each Piloting check or other skill check. You take the pilot actions in succession, but can choose your second action after taking the first one and can take an action more than once. If you don’t want to use your second action, you forfeit it but still take the penalty to your first check. Unlike other pilot actions, a double maneuver takes your full action.

If your vehicle is significantly faster than the other vehicles in the chase, you have an advantage when performing a double maneuver. If your vehicle’s full speed is at least 50 feet faster than the fastest enemy vehicle, you take only a –2 penalty when performing a double maneuver.

Regardless of how many pilot actions you take as part of a double maneuver, you move forward at most one zone during the chase progress phase.