air vehicles

Use: Unskilled use penalized. May be used as a macro skill.
Sample specializations: Gliders, airplanes, helicopters, VTOL craft, jumbo jets, hot-air balloons, zeppelins
Axiom: Tech 16; a magically-operated air vehicle requires Magic 10
This skill reflects a character’s ability to operate, pilot and make minor repairs to aircraft of all types. The pilot must make an air vehicles skill check whenever taking off and landing as well as when attempting any type of unusual maneuver, such as flying through storm turbulence and maneuvers made during combat. The difficulty of a task is determined by the gamemaster using the Difficulty Number Scale.
Routine take-offs and landings have an Easy difficulty.
The consequences of failing a skill check on take-offs or landings should depend on how much the character missed by; missing it by one point should not result in a catastrophic crash except under extreme conditions.
The air vehicles skill is also used to increase a vehicle’s speed beyond its normal capabilities. This is accomplished with a speed push similar to the type characters can do with their own movement rates. All vehicles have a speed value that is essentially the same as a character’s limit value. It is not the maximum possible speed of the vehicle, just the maximum speed possible without putting stress on the vehicle’s engine and/or structure.
The rules for speed pushes can be found in Chapter Four. The macro use of this skill is handled with the same rules that apply to the macro movements of characters in the “Timed Movement” sidebar.
In aerial combat, a pilot’s air vehicles skill is used in place of combat skills such as dodge and maneuver. In the unlikely (but not impossible) case of a vehicle being attacked in flight by someone using melee weapons or unarmed combat the pilot’s air vehicles skill substitutes for the normal defensive skill values.

air vehicles

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