Added the following lengthy question(s). Thanks to Jegergryte for formatting it for me.Vehicular Maneuvers as Actions
Question asked by Jegergryte:
My questions concern pilot (planetary/space) checks.
1) As vehicle movement is a manoeuvre and doesn't normally require a check unless there's some sort of terrain or navigational hazards, I wonder if the Fly/Drive manoeuvre is "upgraded" to an action when speed, silhouette and terrain enters the equation. Or if such a pilot check is exempt from the skill check = Action convention?
2) This is sort of based on a negative response on the above, that manoeuvres stay as manoeuvres: Does the navigational hazard rules, either setback dice and/or the speed/silhouette rules, also come into play with other manoeuvres that involve movement, like evasive manoeuvres? Stay on target? Accelerate/decelerate? Punch it!? Basically any pilot only manoeuvre which in some way entails ship movement, whether relative to other ships or not.
3) Would it be within the intentions of the rules to add terrain modifiers, setback dice only (or silhouette or speed as upgrades too?), to the Gain the advantage action?
Answered by Sam Stewart:
To answer your first question, generally you would “upgrade” the maneuver to an action when piloting is something crucial to the plot, such as piloting through terrain. In this situation, a GM might have the vehicles in question make piloting checks on the first round, then have a chance to shoot one another on the second round (which would also give advantage to the PCs who have the Master Pilot talents). However, if the GM wishes to handle this differently, he is of course free to do so.
This should answer your second question. As to your third, it would absolutely be within the intentions of the rules to add terrain modifiers in the form of Setback dice to the Gain the Advantage action, or any other piloting action that might come up (it could conceivably be added to the Copilot action, for example).
Question asked by Jegergryte:
I guess the following rationale is tied to this quote "In this situation, a GM might have the vehicles in question make piloting checks on the first round, then have a chance to ...": Would a fair interpretation then be that when entering a hazardous area one is required to make a piloting check, which then allows manoeuvres and actions to be performed by the pilot until the end of the next round without further pilot checks (barring moving out of/through the area and using Gain the Advantage)?
So, for instance:
I'm flying my YV-545 into a 2 setback dice asteroid field terrain using the fly/drive manoeuvre, this then becomes an action and I make a piloting check.
I could then, for two system and character strain (or the copilot could so that it only requires 2 system strain) perform an Evasive Manoeuvre without this requiring a check (or of course the copilot could attack any targets)?
The second round I could perform a Stay on Target manoeuvre and then attack, or accelerate or evade without requiring a pilot check, even when within the hazardous terrain?
The third round then, it seems if I take you very literally, would require a pilot check, whether I'm moving out of the area or still within the area as long as I'm moving, which of course I am, since I haven't decelerated to 0 speed.
And one last question concerning Gain the Advantage. Am I being too literal when I interpret that Action to only apply to the Pilot (as the wording specifies), or should it also apply to any and all gunners aboard the starship? Considering the attack will happen in one round (unless you have the Master Pilot talent), the gunners cannot this round pick and choose defensive zone, unless the Pilot has to pick zone now - which opens for the defending starship to move angle deflector shields in between this action and the pilots attack action next round (if the target fails or cannot perform Gain the Advantage).
Answered by Sam Stewart:
Your interpretation of flying through difficult terrain is a fair one. Spending the first round making a piloting check, while performing evasive maneuvers as a maneuver that does not require additional checks, is completely reasonable (after all, your ability or inability to fly through the asteroid field has already been determined, so there's no reason to check it twice in a round). Then in the second round, as the GM has already established that you're flying through terrain, you could fly and fight as normal.
Whether you needed to make another piloting check during the third round is really up to the GM. If the situation is fairly dire (such as the Millennium Falcon flying through the Hoth Asteroid Field) then the GM could require multiple piloting checks to reinforce the idea that just staying in the asteroid field is extremely dangerous. However, if the encounter is over, and the GM feels that there's no need to keep testing, he can simply have one piloting check be enough.
The important thing in this situation is to remember that you don't always need to stick with the rules, when doing so could result in a tedious or even ridiculous encounter. If the GM and players like the idea of lots of piloting checks (which increases the odds of failure) then by all means, have them test often. If the GM and players feel that this is slowing down the combat too much, then maybe one piloting check the first time the pilot enters the terrain is enough.
To answer your final question; RAW does state that the pilot is the one who benefits from Gain the Advantage, however the GM would be well within his bounds to rule that gunners (especially gunners in a two-seater Y-wing, for example) benefit from it as well.