Spacecraft Pilot


Pilots are the cowboys of the galaxy. Most of them aren't adrenaline junkies and daredevils, but a large percentage take delight in the thrill of flight and can be enthusiastic about sharing it. Pilots can have military backgrounds or be privately educated on the spaceways. Serving as a crew member on a spacecraft can often be a way to eventually earn pilot's training as a civilian, if one can not afford an academy or college. Military training is almost always in smaller craft, such as shuttle and fighter craft. While other characters can certainly pick up a piloting skill or two, the spacecraft pilot is a dedicated flier with a working knowledge of how to pilot almost any kind of craft used to navigate the stars.

In general, spacecraft pilots have a fraternal outlook toward their fellow pilots. This is due to the extensive training required to pilot the spacecraft that they do. Unlike the hotdog fighter pilot types (see the Fighter Pilot O.C.C.) who rarely take the time to learn the workings of the larger or more exotic craft and tend to have individualistic personalities or spur of the moment temperaments, spacecraft pilots tend to be more open to opinions, personable, and patient. The spacecraft pilot can be just as gung ho as any fighter pilot, but they tend to have a responsible streak in regards to their crew and will almost always weight the risk against the danger before acting.

Because of the staggering costs, pilots are not likely to own their own spacecraft, unless they are of the Hardware, Robotics, or Secret Operative power categories (See the Spacecraft Construction Rules for details). It is more likely that they pilot the vehicle for an employer who actually owns the craft or that they are part of a group which owns the craft. The group can be the other player characters or any number of organizations. The circumstances are completely up to the gamemaster, but ideas from the pilot character's player are certainly worth hearing (they will be the one hoping to enjoy this character after all). Should the craft belong to an organization, random determination of organizational ties is an interesting option for the GM to use, simply use the Status With Sponsoring Organization table on page 127 of Heroes Unlimited Second Edition. Capturing or salvaging a craft is also an option for player characters to acquire their own craft (see the Spacecraft Construction Rules for more details).

Attribute Requirements:

O.C.C. skills
Radio: Basic (+15%)
Computer Operation (+10%)
Navigation: Space (+5%)
Navigation: Faster Than Light (+10%)
Operate Sensory Systems (+10%)
Pilot: Shuttles (+20%)
Pilot: Large Civilian Spacecraft (+20%)
Pilot: Select four additional piloting skills from either the advanced or basic piloting skills, robot piloting and combat skills. (+15% on each).
Hand-to-hand skills must be purchased using with other skill selections and are not automatically known by the pilot O.C.C.

Other Skills
Because of their extensive training in piloting, only a bare minimum of other skills are available. Choose four other skills from the following list. At least one of these must be an additional piloting skill.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: None
Mechanical: Basic Mechanics, Spacecraft Mechanics (+10%), and Weapons Engineer only.
Medical: First Aid only
Military: None
Physical: Any
Pilot: Basic: Any (+10% to aircraft)
Pilot: Advanced: Any (+10% and +15% to spacecraft skills)
Pilot Related: Any (+15%)
Rogue: Find Contraband & Illegal Weapons only, but only applies to spacecraft weaponry.
Science: Any (+5% to Astrophysics)
Technical: Any
Weapon Proficiencies: Any
Wilderness: None

Secondary Skills:In addition to the above skills, the character can select six secondary skills from the secondary skill list on page 47 of Heroes Unlimited, second edition. As usual, these skills receive none of the bonuses listed above. The character can select three additional secondary skills at levels 3, 6, 9, 12 and 15.

Standard Equipment: Uniform (if still in the military or other organization), flight suit (identical in effect to the driving suits in the Hardware section p. 142 of Heroes Unlimited Second Edition), light body armor (A.R. 10, S.D.C. 45), small sidearm of choice (usually a laser pistol or similar energy weapon), standard in-ship sidearm (A weapon designed to minimize hull penetration. Stun guns and tasers are common, but energy weapons with normal damaged and ranges of 20 to 30 feet are available, though usually only to the military), a kisentite or vibro knife, wrist radio (Range: 5 miles/8 km, but can be tied to a ship's systems to extend it to 150 miles/ km), personal computer with navigation programs and stellar charts on file (+2% to navigation rolls), ultra cool aviator glasses, protective goggles, helmet with HUD display that links to the computers of the ship, and insulated, no-slip gloves.

The character may or may not have his own spacecraft, depending on the gamemaster's ruling for such. If a vessel is owned by the character, it will be an older model (though in perfect working order) shuttle or transport craft with 100 tons of mass and a pair of light weapon systems (most likely lasers). Light armor is also an option the gamemaster may want to consider. Other systems are left up to the gamemaster, but no additional weapons or armor should be allowed to start. It might be a good idea to give the player(s) a list of systems to choose from as well as limiting the total additional module points that can be filled.

Optional Cybernetics: Headjack, radio reciever/transmitter and bionic memory modules with navigation codes (+5% to navigation, both normal and FTL).

Starting Money/Salary: 2500 credits per month. Officers on larger craft and pilots working for corporations can have increased salaries based on their rank and skill (anywhere from 3000 to 5000 credits per month).


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Copyright © 2002, Wayne Breaux, Jr.
Revised: September 13, 2002
URL: http://webpages.charter.net/solstice