Vehicle Crew Positions

Pilot: The pilot of the vehicle controls its movement. Most vehicles have only one position from where the vehicle can be piloted. Piloting a vehicle is, at minimum, a move action, which means that the pilot can do something else with their standard action and swift action. A vehicle can have only one pilot at a time. The pilot adds the vehicle’s size modifier and Dexterity modifier on all Initiative and Pilot checks.

  • Astrogate [1 Minute] [Non-Terran FTL-capable ships only]: You can plot a safe course for the vehicle to travel using whatever FTL drive system you have available.  Doing so usually requires 1 minute, at the end of which time you must succeed on a Use Computer check (the DC varies, consult the GM).
  • Attack With Vehicle Weapon (If Available) [Standard Action]: You may make an attack with a vehicle weapon that you have access to. If you are trained in the Pilot skill, you gain a +2 bonus on all attacks made with vehicle weapons (this only applies to Pilots).
  • Attack Run [Standard Action]: You can move up to your vehicle’s speed (minimum 2 squares) in a straight line through unobstructed terrain directly toward your target, and then make an attack with a vehicle weapon at that target at the end of your movement. You gain a +2 bonus on your attack roll and take a -2 penalty to your vehicle’s Reflex Defense until the start of your next turn. In starship scale, you cannot make an attack run through squares occupied by enemies, but allies do not hinder your attack run.
  • Dogfight [Standard Action]: If you are piloting a Gargantuan or smaller vehicle (or a Colossal vehicle with combat thrusters), you can initiate a dogfight with an enemy in and adjacent square, subject to the same restrictions. Make a Pilot check at a -5 penalty, opposed by the enemy’s Pilot check. If you succeed, you and the target vehicle are engaged in a dogfight.
    • Consequences of Dogfighting: A vehicle engaged in a dogfight must select the dogfight action on every turn, and it cannot move out of its current square until it disengages (see below). While engaged in a dogfight, you cannot attack any target outside the dogfight.
    • Firing into a Dogfight: If another vehicle fires into a dogfight, it takes a -5 penalty on its attack roll unless the gunner has the Precise Shot feat.
    • Attacking in a Dogfight: Make an opposed Pilot check as a standard action. If you win the opposed check, you may make a single attack with a vehicle weapon as a swift action. If you fail, you cannot attack the target, and any gunners on your vehicle take a -5 penalty on any attack rolls they make until your next turn.
    • Disengaging from a Dogfight: Make an opposed Pilot check as a move action. If you win the opposed check, you successfully disengage from the dogfight and may move a number of squares equal to your speed. If you fail, you remain in the dogfight, and any gunners on your vehicle take a -5 penalty on any attack rolls they make until your next turn.
    • Attack of Opportunity: If an enemy starfighter tries to move through your square or an adjacent square, you may attempt to initiate a dogfight as an attack of opportunity. If successful, the enemy starfighter must stop moving.
  • Fight Defensively [Standard Action]: You can concentrate more on protecting your vehicle than hurting your enemies. You and all gunners on your vehicle take a -5 penalty on your attack rolls, and your vehicle gains a +2 dodge bonus to its Reflex Defense until the start of your next turn. If you choose to make no attacks, your vehicle gains a +5 dodge bonus to its Reflex Defense and all gunners on your vehicle take a -10 penalty on their attack rolls until the start of your next turn. If you are trained in the Pilot skill, your vehicle instead gains a +5 dodge bonus to its Reflex Defense and your gunners take a -5 penalty on attack rolls, or a +10 dodge bonus if you choose to make no attacks on your turn.
  • Move [Move Action]: You can move up to your vehicle’s speed. The only restriction for vehicle movement is that you cannot reenter a square you just left.

Copilot: A copilot aids the pilot by utilizing redundant controls or fine maneuvering thrusters to allow for a more accurate (or more evasive) course. The copilot must be seated in a location where they can see in front of the vehicle and communicate with the pilot (in most cases, this location is the cockpit).

  • Assist Piloting [Standard Action]: You can make a DC 10 Pilot check. If you succeed, you grant the Pilot a +2 bonus on any Pilot checks they have to make this turn.
  • Attack With Vehicle Weapon (If Available) [Standard Action]: You may make an attack with a vehicle weapon that you have access to.

Gunner: Most military vehicles and a few rare civilian vehicles have built-in weapons. Any weapon not controlled by the pilot or co-pilot requires a gunner to operate. A vehicle can have as many gunners as it has gunner positions.

  • Attack With Vehicle Weapon [Standard Action]: You may make an attack with the vehicle weapon that you are operating.
  • Aim [Swift Action]: You can aim, just as in character combat, before making a ranged attack.

Commanding Officer, Executive Officer, Second Officer: The commanding officer coordinates the various crewmembers and stations aboard the vehicle, analyzes the battle as it unfolds, and looks for weaknesses in the enemy’s vehicles and tactics. A vehicle can have only one commanding officer at a time. This is the ship’s lead officer. There has to be a pecking order, even if the vehicle is a simple cargo freighter or a military vessel. The commanding officer also serves as the best connection between the command staff and the common crew. On larger vessels, there is typically an executive officer, directly below the commanding officer, which serves as the second in command. On extremely large vessels (or vessels commanded by people who love a well-defined pecking order), there is also a second officer, serving below the executive officer.

  • Aiding an Attack Roll [Standard Action]: Grant a +2 bonus on another character’s attack roll by making a DC 10 Knowledge (Tactics) check.
  • Aiding a Skill Check [Standard Action]: As a standard action, a Commanding Officer, Executive Officer, or Second Officer can grant a +2 to any bonus on any other character’s skill check by making a DC 10 check with the skill in question.

Mission Specialist: Some vehicles have an additional officer position known as a Mission Specialist. These officers (which are sometimes actually enlisted personnel), are an expert in the vehicle’s assigned mission, and can assist with the crew carrying out that mission.

  • Aiding a Skill Check [Standard Action]: As a standard action, a Mission Specialist can grant a +2 to any bonus on any other character’s skill check by making a DC 10 check with the skill in question.
  • Lend Insight [Standard Action]: As a standard action, a Mission Specialist can make a DC 20 skill check with the knowledge skill most related to the vehicle’s current mission (as determined by the GM). If successful, this grants the crew a +2 bonus on all rolls made to carry out that mission for the duration of the encounter.

Systems Operator, Operations Officer: The systems operator and/or operations officer manage the coordination of all vehicle systems and monitors them, ensuring smooth operation. A vehicle can only have one system operator at a time. On Terran Alliance vehicles, the Systems Operator also functions as the pilot and operator for the Higgs Drive, necessitating that FTL-capable Terran Alliance vehicles use wireheads as system operators. As long as the systems operator is a wirehead, a vehicle can have both a systems operator and an operations officer, otherwise it only has an operations officer. If a vehicle has both a Systems Operator and an Operations Officer, they cannot both take the same action in a turn, with the exception of Aiding a Skill Check.

  • Aiding a Skill Check [Standard Action]: As a standard action, the systems operator can grant a +2 to any bonus on any other character’s skill check by making a DC 10 check with the skill in question.
  • Astrogate [1 Minute] [Systems Operator Only (Terran FTL-capable ships only)]: You can plot a safe course for the vehicle to travel using its Higgs Drive.  Doing so usually requires 1 minute, at the end of which time you must succeed on a Use Computer check (the DC varies, consult the GM).
  • Recharge Shields [3 Swift Actions]: You can spend three swift actions on the same turn or on consecutive turns to make a DC 20 Mechanics check to recharge the vehicle’s shields.  If successful, you restore 5 points to its shield rating, up to its normal maximum. A vehicle can only be effected by this action once per turn.
  • Regulate Power [3 Swift Actions]: You can spend three swift actions to make a DC 20 Mechanics check to regulate the vehicle’s power.  If you are successful, the vehicle moves +1 step condition track. A vehicle can only be effected by this action once per turn.

Engineer: The chief engineer keeps the ship running even as it takes debilitating damage to its systems, diverting power from overloaded circuits to keep the ship functional. The engineer also leads efforts to repair damage to the hull between battles. A vehicle can have only one chief engineer at a time.

  • Jury-Rig [Full-Round Action]: You can make temporary repairs to a disabled vehicle with a DC 25 Mechanics check. A disabled vehicle is one that has moved to the bottom of the condition track but which has not been destroyed.  If you use a tool kit, you gain a +5 equipment bonus on the check.  The vehicle gains +2 steps on the condition track and repairs 1d8 hit points.  At the end of the scene or encounter, the vehicle moves -5 steps along the track and becomes disabled again.
  • Recharge Shields [3 Swift Actions]: You can spend three swift actions on the same turn or on consecutive turns to make a DC 20 Mechanics check to recharge the vehicle’s shields.  If successful, you restore 5 points to its shield rating, up to its normal maximum. A vehicle can only be effected by this action once per turn.
  • Regulate Power [3 Swift Actions]: You can spend three swift actions to make a DC 20 Mechanics check to regulate the vehicle’s power.  If you are successful, the vehicle moves +1 step condition track. A vehicle can only be effected by this action once per turn.

Chief Medical Officer: The ship’s lead doctor. Even on the smallest starship capable of FTL travel, a Chief Medical Officer is an important thing to have. Beyond the given tasks expected of a doctor, they are also in charge of overseeing the well-being of any wireheads using an interface tank.


Other Crew: Other crewmembers can fill many supporting roles, coordinating troops or fighters, administering medical care, guarding sensitive areas, and providing general maintenance. These crewmembers can assist others on some skill checks; for example, the members of a repair team may assist the chief engineer in his duties in capital ships.

  • Aiding a Skill Check [Standard Action]: As a standard action, a crewmember can grant a +2 to any bonus on any other character’s skill check by making a DC 10 check with the skill in question.

Passenger: All other personnel aboard the vehicle are considered passengers. Passengers have no specific role in the vehicle’s operation, but may take actions aboard the vehicle or replace crewmembers as needed.

Epic Space Adventures Abound!