The pilot is someone who pilots jetcopters for a living. Aircraft are almost a thing of the past these days, reserved mainly for transport to and from other countries, but there will always be a need for some sort of aerial transport and attack vehicle, able to fly above most ground combats and hazards, and the jetcopter is currently the vehicle of choice for this. Jetcopter pilots are effectively the drivers of the air then, and their training covers all aspects of jetcopter use and repair - when you've taken damage miles from anyway it pays if you can repair parts of the vehicle yourself. Not as glamorous a career as being an Op or hardcore Renegade, the Pilot is still a valuable member of society, having a role somewhere between taxi-driver of the air and air duellist.
Pilots have the following game statistics.
A Pilot must come from a PeeZee or Town Native background.
Dexterity is the most important characteristic for a pilot as it helps them pilot their jetcopters and shoot the weapons. A god Intelligence is also handy for repairing their vehicle.
Hit Die: 1d8
|2||+1||+1||+3||+2||Hard Core Piloting (+1d4)|
|6||+3||+2||+5||+4||Hard Core Piloting (+1d6)|
|7||+3||+3||+5||+4||Dive Bomber (+1d4)|
|9||+4||+3||+6||+5||Hard Core Jetcopter Repair (+1d4)|
|10||+5||+4||+7||+6||Hard Core Piloting (+1d8)|
|14||+7/+2||+5||+9||+8||Hard Core Piloting (+1d10)|
|17||+8/+3||+6||+10||+9||Hard Core Jetcopter Repair (+1d6)|
|18||+9/+4||+6||+11||+10||Hard Core Piloting (+1d12)|
|19||+9/+4||+6||+11||+10||Dive Bomber (+1d6)|
Build/Repair (complex), Heal, Jetcopter, Navigate,
Skill Points at 1st Level: (8 + Int Modifier) x4
Skill Points at Each Additional Level: 8 + Int Modifier
All of the following are class features of the pilot.
A pilot is proficient with advanced firearms, light armour and all vehicular weapons.
Each time the pilot is entitled to a bonus feat, they may choose from the following list:
Born to the Turret, Improved Critical (vehicle weapons only), Improved Initiative, Iron Will, Lightning Reflexes, One-handed Driver, Rapid Fire (vehicle weapons only), Suppressing Fire (vehicle weapons only), Vehicle Dodge, Vehicle Focus, Vehicle Gunning, Weapon Focus (vehicle weapons only), Weapon Specialisation (vehicle weapons only).
This functions exactly like the Combat Driver feat but only applies when piloting a jetcopter.
As in Redline.
A pilot with this feat is skilled at keeping their jetcopter firmly on their target despite what's been thrown at them, and then letting loose with their own weapons in a devastating attack.
In game terms, this means that to be able to use this feat, the pilot must keep the target in view and within forward weapon arc for two whole turns. Weapon combat can be made as normal in the first turn, but during the second turn, the pilot is able to fire their weapons at the target with a bonus (equal to the die listed in the feat). In addition, they gain a +2 to any Concentration checks when making the attack. All attacks by the flyer that turn gain these bonuses provided they are all aimed at the same target.
Any gunners in the jetcopter do not receive any bonuses unless they have the Dive Bomber feat as well. In this case, the pilot must stay on target for the first two turns and then the gunners with the feat can apply their bonues to their attacks on the tracked target.
As in Redline.
This functions exactly like the normal Hard Core Repair feat but only applies when the pilot is attempting to fix their jetcopter. It doesn't apply to weapons or other vehicle types.
This functions exactly like the Hard Core Driving feat but only applies when piloting a jetcopter.
A pilot starts with $175,000 with which to buy a Jetcopter and personal gear.