Piloting Tasks:


This material is from
_The Crutchfield Compendium: A Task Library_,
Copyright © 1997-2005 by Steve C.
All rights reserved.

To avoid a collission: Simple. (Hazardous). Piloting. Instant. Referee: If the avoiding spacecraft has no stutterwarp, this task becomes Routine. Failures resulting in non-superficial Mishaps are treated as a successful ram (see the sixth task, below).

To avoid contact with intercepting ships in an enemies' search pattern: Formidable. Piloting. 30 minutes. Referee: Success prior to the arrival of interceptors allows the ship to avoid the enemies' search pattern, but adds one to the encounter chance for the next 2D10 hours.

To locate enemy shipping: Impossible. Piloting. 1 hour.

To pilot a ship through an asteroid belt without collission: Routine. (Hazardous). Piloting + the maximum movement rate of the ship - the ship's largest Target Profile modifier - the ship's current pseudo-velocity. Absolute. Referee: Roll once for each time that the vessel moves within or through the belt. Superficial Mishaps result in non-damaging strikes, Minor in 1x1 hit, Major in 1D6 x2 hits, and Total in 1D10 x2.

To dock with a rotating station: Routine. Piloting OR Thrusters. Absolute. (1D10 + the ship's largest Targetting Profile modifier - (Piloting OR Thrusters skill level)) minutes. Referee: The pilot must use the ship's thrusters to stop at the station's hub, match rotation, and then move closer and actually dock. If this task fails, Superficial Mishaps mean rough docking, but no real problems. Minor Mishaps result in 1x2 battle damage to the ship and station, and the pilot will have a lot of explaining to do. Major Mishaps are treated the same as a ram (see the sixth task, below).

To ram a ship in the same hex: Difficult. (Competitive). The Attacker's (Piloting + Movement Rate) - The Defender's (Piloting + Movement Rate). Absolute (1 action). Referee: Ties are considered a failure by the Attacker. If this task succeeds, add each ship's (Radial + Lateral Target Profile modifiers + 10). Each ship will inflict this number of battle damage points to the opposing craft (roll for the effects as is normal for space combat, confirming them against armor, et cetera). If both pilots are attempting to ram one another this task is NOT competitive, and the assets of BOTH pilots are added to the task (making it almost impossible to miss)! If the defending ship has no stutterwarp, the task is Routine, but still competitive.

To ram an enemy ship's Hull, Power Plant, Hanger Deck, or Missile Bay; or scrape off a specific surface fixture: Formidable. (Competitive). The Attacker's (Piloting + Movement Rate) - The Defender's (Piloting + Movement Rate). Absolute (1 action). Referee: This desperate form of attack may be used to hull an enemy ship; destroy its Power Plant, Hanger Deck, or Missile Bay without causing any other damage; remove a Gun-tower or other Weapon Mount; or to knock out Sensors, Communicators, TTAs, or Screen Generators. In order to attack the Bridge, TAC, Life Support, or Drive section increases the difficulty by one level (to Impossible). The Damage Control Parties, Computers, and UTES may not be targetted at all, nor may Continuing Damage automatically be caused. On a Failure, Any Mishap more serious than Superficial results in a normal ramming attack, and any Success results in the specified area or surface fixture being rammed, and the Attacker's ship receiving 1x2 hit of battle damage.

To dock with an evading vessel in the same hex when it is moving in the same direction with lesser or equal pseudo-velocity: Difficult. (Competitive). The Docker's (Piloting + Movemen Rate) - The Oppenent's (Piloting + Movement Rate). Absolute (1D10 + the largest Target Profile modifier of either ship - Docker's Piloting + Opponent's Piloting) minutes. Referee: If the two ships both WISH to dock together, use the fifth task, above, instead. If a Pilot is attempting to match velocity with an unpowered ship, an asteroid, or other such object, the task becomes Routine and non-competitive, and there are no subtractions from the roll. On a failed attempt, Mishaps are treated the same as in the fifth task, above.

To properly launch a Decoy Drone (DD): Difficult. (Uncertain). Piloting & Remote Piloting. Instant. Referee: Both the Ship's Pilot and the Drone's Remote Pilot must succeed in this task. Success means the ship assumes "All-Stop", and the DD appears to be it, continuing on its way. Failure means that any sensor observing the ship would notice something wrong - a momentary dual image (or lack of any image) on a Superficial Mishap. Minor Mishaps alert any DD-Recognition Programs, making later detections of the Ship/Drone one level easier, from then on. Major Mishaps make subsequent detections two levels easier.


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