At medium Tech-levels piloting is a complex affair often with many mathematical computations and with other personnel ensuring the trip is successful. In higher Tech-levels however, this becomes more routine and less people are needed, also more powerful computers will probably be doing more of the work. Hyperspace is mostly a theoretical idea and space travel is a very long business often with suspended animation and computer-controlled auto-pilots needed to make the lengthy journeys, hyperspace however shortens this time to a minimum and the crew may have a more relaxed time of it.
A spacecraft may be designed for atmospheric conditions and must be able to withstand re-entry into atmosphere if it is to land on a planets surface. This is often carried out instead by shuttles and/or space/aircraft, if this is the case then a separate skill is needed when in atmosphere.
Training for mid-tech spacecraft is very time consuming and can take years to perfect, high-tech spacecraft training is considerably less so.
Spacecraft travel at speeds normally much greater than aircraft, this means that obstacles and accelerating and decelerating can be very hard to predict, therefore competency is much more important than in other piloting skills, generally spacecraft pilots would not be considered pilots until they had gained at least 45 in their Ratings; many training establishments actually give ratings to their pilots, this enables an employer or commander to determine just how good any pilot is. See Manoeuvers also. Unlike aircraft pilots, spacecraft pilots gain no bonuses as the skill is increased, other than the obvious less chance of failure.
1-45 | Considered untrained. Gain 25% of Rating
to skill roll penalty |
46-60 | Considered competent. Gain 5% of Rating off
of skill roll bonus |
61-70 | Considered very competent. Gain 10% of
Rating off of skill roll bonus |
71-80 | Considered advanced. Gain 15% of Rating off
of skill roll bonus |
81+ | Considered an expert. Gain 25% of Rating off
of skill roll bonus |
Ratings of up to 46 must be in a Specific Speciality, after which the character may divide their XP as wished between other Specialities or Specifics, but they cannot have any Rating below 46 in any one spacecraft or type. Once Rating in a Specific reaches 71 the character may take a new Specific Speciality at Rating 50 (without division) as long as they have had experience with that spacecraft.
Linked with Planetary systems, Survival, Leadership, Computer operation, Computer programme/hack, Scouting, Espionage, Infiltration, Diplomacy, Data tracking, Law, Tactics, Communication systems, Life support systems, Astrogation, Temporal science.
Experience is gained slowly in this
skill. 1 XP is gained for each 4032 hours (approx 6 months) of
continual piloting. Exceptional situations may give minimal extra XP
such as combat manoeuvres, environmental situations and celestial
events etc.
Specifics include:-
Specific Specialities include:-
Obligatory:-