This is what we use:
Make a pilot check at the beginning of your turn. (Leadership for silhouette 5+ ships). Difficulty based on relative speed to opponent:
2+ faster: (0 difficulty dice)
1 faster: (1 difficulty die)
Even: (2 difficulty dice)
1 slower: (3 difficulty dice)
2+ slower: (4 difficulty dice)
Do not track current speed--just use the ship’s speed rating. (Note there are ways to boost speed rating of a vehicle and that is powerful and impacts the choice in the table above.)
Environment obstacles upgrade half silhouette (rounded up) and add setback dice per Table 7-8.
Handling applies boost or setback dice.
Remember Skilled Jockey.
If you fail you can only take normal maneuvers.
On success pilot may pick one advanced maneuver. Silhouette 4- can spend 2 Advantage or Triumph to pick a second advanced maneuver (at the normal cost of doing 2 pilot only maneuvers).
Pilot must take one Pilot Only (*) maneuver. Silhouette 4- can pick a second pilot only maneuver (pilot must use action or take 2 strain, and also costs the ship 2 system strain).
Can spend advantage and triumphs (for boost dice, other cool stuff).
Threats and despair have consequences (system strain, collision [p. 242], etc. as they apply).
Each Pilot Only (*) maneuver can only be taken once per round.
Defender picks targeted facing if silhouette 4- unless otherwise indicated.
Moving between close and medium costs 1 range band if speed is 4+.
Turbolasers against silhouette 4- upgrade twice.
Capital ship gunners are sometimes minions.
Note some pilot talents apply to the existing piloting rules. In general anything that applies to "Gain the Advantage” applies to “Advanced Maneuvers” instead.
Dogfight is considered engaged for attacking into (hitting friendly).
Advanced Maneuvers:
Evade* (silhouette 4-): Pick target, increase range band by one relative to target, attacks from and against add setback dice equal to Pilot skill until beginning of pilot’s next turn.
Pursue* (all): Pick target, decrease range band by one relative to target.
Punch It* (silhouette 4-, speed 4+): Pick target, change range band by one relative to target. Costs 1 system strain if target is trying to escape or catch and target has higher speed.
Dogfight* (silhouette 4-): Only if Close. Pick one silhouette 4- target not in dogfight or you are dogfighting with, attacks from and against add setback dice equal to Pilot skill until beginning of pilot’s next turn. Once in a dogfight may only choose Dogfight, Hard Bank, Scissor, Line Up, or Pilot Craft.
Hard Bank* (silhouette 4-): Only in dogfight. Exit dogfight.
Scissor* (silhouette 4-): Only in dogfight. Pick facing of target.
Line Up* (all): Negate your vehicle’s attack penalty for one maneuver (such as Evade and Dogfight and Heavy Maneuvers and Evasive Maneuvers).
Heavy Maneuvers* (all): Pick one silhouette 5+ target, attacks from and against add setback dice equal to Pilot skill or Leadership skill (if silhouette 5+) until beginning of pilot’s/commander’s next turn.
Lose ‘em* (all): Only if circumstances provide opportunity. Only at Long or Extreme range (GM’s call). End encounter.
Normal Maneuvers:
Pilot Craft* (all): At a minimum must take this maneuver.
Push Engines* (all): Pick target, change range band by one relative to target. Costs 1 system strain if target is trying to escape or catch.
Full Burn* (silhouette 4-, speed 5+): Pick target, change range band by one relative to target. Costs 1 system strain.
Evasive Maneuvers* (silhouette 4-, speed 3+): As rulebook.
Stay on Target* (silhouette 4-, speed 3+): As rulebook.
Angle Deflector Shield (all): As rulebook.
Actions:
Damage Control (all): As rulebook.
Additional Ship and Vehicle Actions (all): As rulebook.
Perform a Combat Check (all): As rulebook.
Maneuvers and Actions removed from game:
Accelerate/decelerate*: No speed tracking.
Punch it*: No speed tracking.
Gain the Advantage: Replaced with Advanced Maneuvers.