Ace Pilot

The ace pilot is a rare example of true excellence in piloting starships. When he is seated in the cockpit of his craft, the starfighter becomes an extension of his will, with the pilot and the vessel becoming as one. Deadly in the extreme, these pilots have survived numerous dogfights. They have racked up an impressive number of kills and can outmaneuver just about any foe.
Ace Pilot Encounters
Ace pilots—from the Rebel starfighter pilot who racks up two dozen kills to the TIE interceptor pilot who screams into dogfights leaving glowing shards of molten metal in his wake—can be irreplaceable allies or dreadful opponents. Word of these characters’ exploits travels quickly through the galaxy. As their reputation grows, they become almost legendary. This can attract ambitious would-be ace pilots who want to become the next “top gun”—a desire that is almost never fulfilled.
Ace Pilot (CL 14)
Threats of the Galaxy, page 64.
Medium scoundrel 7 + ace pilot 7 NPC
Force: 8
Initiative: +15; Senses: Perception +13
Languages: Basic, 2 others
Defenses: Ref 31 (flat-footed 28), Fort 29, Will 26; Dodge
Hit Points: 98; Damage Threshold: 29
Speed: 6 squares
Melee: unarmed +10 (1d4+7)
Ranged: blaster pistol +13 (3d6+7)
Base Attack: +10; Grapple: +13
Attack Options: Double Attack (heavy), Hyperdriven, Point Blank Shot, Precise Shot, Running Attack, Spacehound, Starship Raider
Special Actions: Elusive Dogfighter
Abilities: Str 11, Dex 17, Con 15, Int 14, Wis 12, Cha 12
Special Qualities: vehicle dodge +3
Talents: Elusive Dogfighter, Hyperdriven, Keep it Together, Relentless Pursuit, Spacehound, Starship Raider, Stellar Warrior, Vehicle Evasion
Feats: A Few Maneuvers, Dodge, Double Attack (heavy), Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Pilot), Vehicular Combat, Weapon Proficiency (heavy, pistols, simple)
Skills: Initiative +15, Knowledge [tactics] +14, Mechanics +14, Perception +13, Pilot +20 (can reroll when initiating dogfight and take better result), Use Computer +14
Possessions: blaster pistol, flight suit, comlink, breath mask, medpac, field kit, fusion lantern, starfighter, astromech droid
Elite Pilot

Where the ace pilot is a legendary figure with a score of kills under his belt, the elite pilot described here represents the somewhat more common starfighter pilots who have seen their fair share of combat. Although they migh no have the fame (or infamy) of ace pilots, elite pilots can hold their own in a fight and enjoy a bit more freedom than their more renowned counterparts do.
Elite pilots also represent those veteran squadrons of starfighters whose names are spread throughout the galaxy, such as Rogue Squadron and Saber Squadron of the 181st Imperial Fighter Group. Though few of the members stand out from the rest, they are experts at fighting in formation, and their shared exploits are enough to cause their enemies concern.
Elite Pilot Encounters
An elite pilot is not much without his ship, but in his cockpit he’s a terror. Encounters with these characters should alm ost always be in starfigter combat, pitting the heroes against these hardened veterans in hair-raising dogfights. Furthermore, elite pilots rarely operate on their own and are typically part of a larger squadron.
Elite squadrons are those groups that have survived several confrontations in important battles around the galaxy. Like the ace pilot, these squadron attract a fair bit of attention, gaining enemies from unexpected quarters who want to take them down a notch or to prove they themselves are the better. These squadrons might be tasked with escorting an important transport that bears important passengers, patrol a contested section of space, or safeguard a space station that happens to be the site of tense and unpopular negotiations.
When organized in to squadrons, most elite pilots count at least one of their number as an ace pilot. This hotshot might be a talented pilot to whom they owe much of their success, or he might be their squadron commander. Elite pilots are usually protective of their aces and take risks to keep them safe.
Elite pilots do not have to be openly antagonistic to the heroes; they might even fight on the same side. Rivalries brew in competing squadrons, and it’s possible that one or more heroes might compete with the members of a rival squad. As long as these rivalries are friendly, rarely is there trouble. It’s when things get out of hand that allies can turn into nasty enemies.
Elite Pilot (CL 10)
Threats of the Galaxy, page 10.
Medium scoundrel (heroic class) 4 / soldier 3 / ace pilot 3 NPC
Force: 5
Initiative: +12; Senses: low-light vision;Perception +7
Languages: Basic
Defenses: Ref 28 (flat-footed 26), Fort 25, Will 21; Dodge
Hit Points: 68; Damage Threshold: 25
Speed: 6 squares
Melee: unarmed +8 (1d4+5)
Ranged: blaster pistol +10 (3d6+5)
Base Attack: +8; Grapple: +10
Attack Options: Combat Reflexes, Double Attack (heavy), Elusive Dogfighter, Point Blank Shot, Precise Shot, Spacehound, Starship Raider
Abilities: Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Talents: Armored Defense, Improved Armored Defense, Elusive Dogfighter, Spacehound, Starship Raider, Vehicular Evasion
Feats: Armor Proficiency (light), Combat Reflexes, Dodge, Double Attack (heavy), Point Blank Shot, Precise Shot, Skill Focus (Pilot), Vehicular Combat, Weapon Proficiency (heavy, pistols, simple)
Skills: Initiative +12, Knowledge [tactics[ +10, Perception +7, Pilot +17, Use Computer +10
Possessions: blaster pistol, armored flight suit (+5 armor) with helmet package, starship
Pilot
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Ship Captain
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Ship Gunner
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Skull Squadron Pilot
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Space Transport Pilot
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Wing Guard
NPC Text
NPC Encounters
Nonplayer character archetype (CL 1)
Saga Edition Core Rulebook, page 284.
Initiative: +6; Senses: Perception +5
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills: