A Few Maneuvers [Vehicle]
You can weave, juke, and roll to avoid enemy fire in the thick of combat.
Prerequisites: Dodge, Vehicular Combat
Benefit: When piloting a vehicle of Colossal size or smaller, you grant a +2 dodge bonus to your vehicle’s Reflex defense. Furthermore, if you are the target of a missile or torpedo attack and the attack roll misses by 5 or more, the projectile self-destructs harmlessly (instead of attacking again the next turn).
ATVU Training [Vehicle]
Prerequisites: Trained in Pilot or Mechanics
Benefit: You suffer no penalty when using the Pilot or Mechanics skills in relation to an ATVU.
Normal: Due to their complex and unique nature amongst Terran military hardware, you suffer a -2 penalty when Piloting or using the Mechanics skill on an ATVU.
Gunnery Specialist [Vehicle]
You are right at home in the gunner’s seat and use heavy artillery to great effect.
Prerequisite: Base attack bonus +1
Benefit: While you are the gunner of a vehicle, you are considered proficient with vehicle weapons. Additionally, once per encounter, you can reroll an attack roll made with a vehicle weapon, though you must keep the second result, even if it is worse. You can declare this reroll after you learn the result of the attack roll, but before damage is resolved.
Special: Taking this feat satisfies the prerequisites for the Starship Tactics feat; however unless you are trained in the Pilot skill and have the Vehicular Combat feat, you may only take [gunner] maneuvers when you select maneuvers for the Starship Tactics feat.
Hold Together [Vehicle]
Sometimes vehicles seem to hold together by your force of will .
Prerequisite: Trained in the Mechanics skill.
Benefit: As a reaction, you can spend a Hero Point to delay the effect of damage dealt to a vehicle you are riding in or piloting until the end of the round. The vehicle must be of Colossal size or smaller.
Starship Tactics [Vehicle]
You are trained to make use of starship maneuvers and are skilled at space combat.
Prerequisites: Vehicular Combat, trained in the Pilot skill
Benefit: You add to your starship maneuver suite a number of starship maneuvers equal to 1 + your Wisdom modifier (minimum of one). You can add the same maneuver more than once.
Special: You can take this feat more than once. Each time you take this feat, you add to your starship maneuver suite a number of new maneuvers equal to 1 + your Wisdom modifier (minimum of one). If your Wisdom modifier permanently increases, you immediately gain a number of new starship maneuvers equal to the number of Starship Tactics feats you have taken.
Tactical Genius [Vehicle]
You are a master at using multiple starship tactics over the course of long space combats.
Prerequisites: Starship Tactics, Vehicular Combat, trained in the Pilot skill
Benefit: You regain all spent starship maneuvers at the end of any round in which you roll a natural 20 on an attack roll. This is in addition to being able to recover maneuvers when you roll a natural 20 on a Pilot check.
Unified Squadron [Team] [Vehicle]
You and your allies are excellent pilots whose skills shine when you fly together, making you better as a unit than as individuals.
Prerequisite: Trained in Pilot
Benefit: You gain a +3 competence bonus to Pilot checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, you always succeed when trying to avoid collisions with vehicles piloted by allies who also have this feat (no collisions occur, even at character scale).
Vehicular Combat [Vehicle]
You can avoid attacks made against your vehicle.
Prerequisite: Trained in the Pilot skill.
Benefit: Once per round (as a reaction), when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish to negate.
In addition, while you are piloting a vehicle, you are considered proficient with pilot-operated vehicle weapons.
Vehicular Surge [Vehicle]
You can coax more out of vehicles than other pilots can, staying in the fight when others might be destroyed.
Prerequisite: Trained in the Pilot skill.
Benefit: If the vehicle you pilot is Colossal or smaller and is reduced to fewer than one-half its maximum hit points, once per day as a swift action your vehicle gains a number of bonus hit points equal to one-quarter its maximum hit point total. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack.
Vehicle Systems Expertise [Vehicle]
You may use your technical expertise to manipulate a vehicle’s systems more quickly than usual.
Prerequisites: Tech Specialist, trained in the Mechanics skill
Benefit: You may use the Recharge Shields or Reroute Power vehicle combat actions by spending two swift actions. Also, once per encounter, you may attempt to use either of these actions as a single swift action by making a DC 30 Mechanics check.
Normal: Recharging shields or rerouting power normally requires you to spend three swift actions.