Smuggler Pilot specialty question

By luciusthegod, in Game Masters

I have a guy in my group who is using (for now) dead to rights when piloting a ship even tho he is not the gunner (used the DP to assist a turret gunner for extra damage), I was under the impression that he had to be the person operating the weapon in question on the ship to get this ability, I let him use it for the session but wasnt able to find anything while searching the forums or the FAQ's. pg 134 core rulebook.

any help appreciated.

**edited a type-o**
Edited by luciusthegod

Just reading it, it seems obvious to me that it is intended to be for the shooter. You are right that it doesn't say that, explicitly.

As the GM; if it doesn't bother you or your table and if the players can narrate how they pull it off let it happen.

If it is a problem, shut it down.

1 Destiny point for 2-5 points of damage will not ruin your game.

Talents only apply to the person who actually has them, unless they specify that they give bonuses to other people. If he wants to flip a Destiny point to add damage, he has to be the one firing the gun.

Keep in mind that many ships with multiple weapons systems allow the pilot to use one of them to shoot. It also wouldn't be difficult to rig up fixed targeting and a trigger for the pilot to be able to take shots in combat if the ship didn't initially have that capability.

Keep in mind that many ships with multiple weapons systems allow the pilot to use one of them to shoot. It also wouldn't be difficult to rig up fixed targeting and a trigger for the pilot to be able to take shots in combat if the ship didn't initially have that capability.

What station can fire what weapon system is left to be settled narratively, so it's entirely plausible that the pilot could take shots with even turreted weapons because targeting computers. Maybe he can't do it while the gun is being manned by someone else , but it doesn't break the game because the pilot has to use his precious action to take the shot. In this game, having additional stations manned is almost always better because of the additional actions per round that they provide.

To me, it reads like he may only do it while he is firing.

S/he can only use DtR if firing the weapon... use the TIE scene in SW IV as canon/home ruling... Luke & Han enter the Gunnery seats, Chewie pilots the ship...no doubt with Leia being a side seat co-pilot 'Watch out for that TIE' or... 'Veer left' or... 'Boost the aft shields' etc etc :D

This is a team game... I saw on another thread about a pilot player who does everything in ship to ship combat in a YT1300 I assume... made the Gunnery skill superfluous for other careers in a pinch for ship to ship combat :(

Edited by DidntFallAsleep66

Add a setback die to the Gunnery and the Piloting if he is going to try to control it all himself, cause that would be difficult. Flip a Destiny Point as well to upgrade to Red. When he stops doing it, add a blue boost dice to the gunner if someone (not piloting the ship) is helping him by calling targets or assisting in some meaningful way. Sooner or later, the controlling pilot character will start to realize what is happening.

This is a team game... I saw on another thread about a pilot player who does everything in ship to ship combat in a YT1300 I assume... made the Gunnery skill superfluous for other careers in a pinch for ship to ship combat :(

Sounds like a player problem.

Also, possibly a problem of always fighting in a vacuum. Asteroids, debris field, multiple assailants, etc. will all give the pilot something to not only spend his precious action on, but frequently rack up system strain on additional ship maneuvers. Ratchet up the tension, and all hands will be frantic.