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Star Trek Voyager RPG d20 System

ST-VO v23c

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Ace<br />

While regular Pilots may fly for the thrill of it, for an Ace there is something more. An<br />

Ace has a connection to their ship and even a connection to the stars. For an Ace it’s a<br />

personal undertaking to manoeuvre a starship and because of that they have a distinct and<br />

enhanced approach to the controls.<br />

Prerequisites: Base Attack Bonus +6<br />

<strong>Star</strong>ship Operations<br />

<strong>Star</strong>ship Alertness<br />

Pilot 10 Ranks<br />

Navigate 10 Ranks<br />

Plot Course 8 Ranks<br />

The Ace<br />

LVL Base Attack Fort Ref Save Will Special<br />

Defence<br />

Bonus Save<br />

Save<br />

1 1 1 1 1 Affinity +2, Autodock 1<br />

2 1 1 2 1 Like a Sextant 2<br />

3 2 2 3 2 Affinity +4, <strong>Star</strong>ship Dodge 2<br />

4 2 2 3 2 Flyby 3<br />

5 3 3 4 3 Affinity +6 3<br />

Autodock: An Ace can take 10 to Dock except in unusual circumstances (i.e. combat, high solar flare<br />

activity, neutron storm, damaged engines etc)<br />

Affinity: Due to their affinity for their profession Aces gains bonuses at 1st, 2nd and 3rd levels (see<br />

Ace table for progression) to all Pilot and Navigate checks.<br />

Like a Sextant: An Ace need only make one Navigation check per Warp trip instead of the usual 1 per<br />

light-year traveled.<br />

<strong>Star</strong>ship Dodge: An Ace can designate an opposing starship that they are engaged in combat with<br />

and receive a +1 dodge bonus to their starship’s defense.<br />

Flyby: At 4th level the Ace gains the ability to fly to within mere meters of an opposing starship at high<br />

speed. As a result the opposing starship’s Commanding Officer must make a Will save SKILL<br />

CHECK = 1 per level of Ace + 1 per the number of ranks the Ace has in Pilot. If the Will Save is<br />

unsuccessful the enemy ship’s crew is stunned for one round and cannot act.<br />

Game Mechanics<br />

Hit Die: d8<br />

Skill Sets: Everyman, Pilot<br />

4 + INT modifier

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