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Piloting
Piloting
See also: Vehicle Maneuvers, Vehicle Actions, Collisions
Genesys Core ~p.221
Steering
When using vehicles, pilots should always track their current Speed. A vehicle may be operating at any Speed from zero to its maximum.
Additionally, while a vehicle’s current Speed is 3 or higher, certain other effects apply to it.
See also: Vehicle Actions - Dangerous Driving
Single Pilot
When a single character is piloting a vehicle, they must steer the craft. At the beginning or end of their turn each round, you must have the vehicle move a certain number of Range Bands based on its Speed.
Multiple Pilots
If a vehicle has more than one pilot, steering and movement only occurs on the turn of the first pilot to act each round.
No Pilots
If a vehicle has no pilot who can steer it, it still moves — but it does so at the end of the round, and you determine its location and any objects it might hit along the way.
Vehicle Speed Effects
Speed | Forced Move | Other Effects |
---|---|---|
0 | 0 range bands | - |
1 | 1 range band | - |
2 | 2 range bands | - |
3-4 | 3 range bands | Upgrade the difficulty of all Piloting checks by 1. Add +20 to the result of any Critical Hit suffered as a result of a Collision. |
5-6 | 4 range bands | Upgrade the difficulty of combat checks targeting the vehicle by 1. Upgrade the difficulty of all Piloting checks by 2. Add +40 to the result of any Critical Hit suffered as a result of a Collision. |
7+ | 5 range bands | Upgrade the difficulty of combat checks targeting the vehicle by 2. Upgrade the difficulty of all Piloting checks by 3. Add +60 to the result of any Critical Hit suffered as a result of a Collision. |
Navigation Hazards
If local space or terrain is hazardous enough, the Game Master can add Setback dice to a player's Piloting check.
Number of | Planetary Description | Space Description |
---|---|---|
- | Flat, clear terrain. Roads, firm fields, grassy plains, or (if flying) clear skies and good weather. | An easy, relatively unchallenging navigational situation. A broad, loosely packed asteroid field, for example, or a thin, calm nebula. |
Somewhat tricker terrain. Scattered trees, dense undergrowth, rolling hills, sand dunes, or windy weather. | A tricky but not seriously daunting set of obstacles. Flying over high mountains on a moon, or a thicker asteroid field or nebula. | |
Dangerous terrain. A thick forest, steep, rock-covered hills, or flying in atmosphere during a violent storm. | A dangerous astronomical feature. Flying around or through a fracturing comet, or navigating through a particularly dense and turbulent asteroid field. | |
+ | Very risky terrain. Sheer cliff faces, deep swamps, lava with only a thin crust of hardened rock, or speeding through a canyon only just wide enough for the vehicle to fit through, are all examples of flying or driving across this type of terrain. | An extremely dangerous situation such as navigating the Maw, flying close to a deadly pulsar, flying through asteroid tunnels, or other dangerous and foolhardy pursuits. |
Accelerate and Decelerate
Vehicle Maneuvers can be used to Accelerate or Decelerate.