Alliance Starfighter Pilot (pre NGE)
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[edit] Profession Overview
The Alliance Pilot serves the Rebel Alliance -- the ragtag coalition of heroes who oppose the tyranny of the Galactic Empire. As an Alliance pilot, you will have access to a wide range of powerful starships, including the versatile X-wing and the incredibly fast A-wing. Alliance pilots also learn special Rebel piloting techniques and custom astromech programs that improve a starfighter's defensive capabilities and other features.
Because the Rebel Alliance is embroiled in a violent war with the Empire, the life of an Alliance Pilot is fraught with danger. If you start down this path, you can expect to clash with Imperial forces on a regular basis.
This profession requires 0 skill points to master, but cannot be learned while a character already has a skill box in the Imperial Pilot or Freelance Pilot trees. Additionally, a character must either be a member of the Rebel Alliance faction or Neutral; Imperial-aligned characters cannot become Alliance Pilots.
You will need 12,570,000 Starship Experience to master this profession. However, this number in reality is much lower, as many skill boxes (including the 7.5 million XP Master box) are granted to you for completing missions without regard for XP levels.
[edit] Getting Started
Starting with the Alliance Pilot tree involves visiting one of three trainers. These trainers can be found on the planets of Naboo, Corellia, and Tatooine. Talking to a trainer will allow you to pick up the Alliance Recruit skill and start down the path of being an Alliance Ace Pilot.
Which trainer you initially visit determines the Rebel squadron you join. Different squadrons have different missions to accomplish on the way to Ace, though all three squadrons require the same missions for Ace Pilot. The three squadrons, and their initial trainers, are:
- Arkon's Havoc Squadron: Captain Kreezo, Tyrena, Corellia (-5177, -2281)
- Vortex Squadron: V3-FX, Moenia, Naboo
- Crimson Phoenix Squadron: Commander Da'la Socuna, Mos Espa, Tatooine, back room of the cantina
To initially sign up for the Rebel Navy you must talk to the recruiter:
- J'pai Brek, Tyrena, Corellia (-5072, -2343)
To Master the Alliance Pilot tree you must talk to the Master Trainer:
- Admiral Willham Burke, Doaba Guerfel, Corellia (3080, 5203)
[edit] Starship Certifications
| Name | Combat Role | Granted At | Notes |
| Z-95 Headhunter (Training ship) | Light Fighter | Alliance Recruit | Granted by trainer. Equipped with "Prototype" Ship Components. |
| Z-95 Headhunter | Light Fighter | Alliance Recruit | n/a |
| Y-wing | Bomber | Starfighters 1 | Second weapon controlled by copilot. |
| Y-wing Longprobe | Bomber | Starfighters 2 | A Y-Wing where the secondary weapon is controlled by the pilot as well as the primary. |
| X-wing | Medium Fighter | Starfighters 3 | n/a |
| A-wing | Interceptor | Starfighters 4 | n/a |
| Advanced X-wing | Heavy Fighter | Starfighters 4 | Same as the normal X-wing, exept it has 180,000 mass. Quest reward. |
| B-wing | Heavy Bomber | Alliance Ace Pilot | n/a |
| Nova Courier | Multipassenger Ship | Alliance Ace Pilot | The Rebel Alliance multipassenger starship with decoratable interior. |
[edit] Pilot Abilities
The Rebel Alliance navy is a ragtag group of pilots who rely on a diverse fleet cobbled together from stolen, borrowed, or illegally purchased starfighters. Because the Rebels have worked so hard to build their fleet, Alliance commanders stress the importance of bringing back each starship intact. Thus, the abilities that Rebel pilots master include protective measures and tactics for increasing survival. Like their Imperial counterparts, Rebel flight officers can also call on allies.
| Name | Command | Description | Granted At |
| Jump Start 1 | /jstart1 | Expends the player's weapon capacitor charge to re-charge the targeted ship's shields. | Special Abilities I |
| Jump Start 2 | /jstart2 | Expends the player's weapon capacitor and half of the player's shield energy to charge to re-charge the targeted ship's shields. | Special Abilities III |
| Jump Start 3 | /jstart3 | Expends the player's weapon capacitor and 90% of the player's shield energy to charge to re-charge the targeted ship's shields. | Alliance Ace Pilot |
| IFF Transponder Scramble | /iffscramble | Causes all aggressive NPC ships in the area to cease attacking the player. | Alliance Recruit |
| Emergency Shields | /eshields | Causes the ship's shield system to regenerate at a vastly increased rate, at the expense of not being able to fire weapons. | Special Abilities I |
| Ship System Emergency Repair | /vrepair | Repairs many of the ship's damaged components by slightly damaging others. | Alliance Recruit |
| Emergency Repair Other Ship's System | /vrepairother | Repairs an allied ship's damaged components by slightly damaging your ship's components. | Special Abilities IV |
| In Space Repair | /inspacerepair | Calls a repair ship to your current position to help fix damaged ship components. | Special Abilities III |
| Underway Replenishment | /inspacereload | Calls an ordnance ship to your current position to reload your empty ordnance launchers. | Special Abilities IV |
| Repair and Replenishment | /inspacerr | Calls an allied freighter to your current position to both repair your ship and reload your ordnance launchers. | Alliance Ace Pilot |
[edit] Droid Routines
| Name | Data Size | Description | Granted At |
| Mute Droid | 1 | Keeps your droid or flight computer from making random noises or giving verbal feedback on commands. | Alliance Starfighter Trainee |
| Emergency Shields Front | 35 | Transfers 75% of remaining capacitor energy and 75% of rear shield power to the front shield. | Astromechs IV |
| Emergency Shields Back | 35 | Transfers 75% of remaining capacitor energy and 75% of front shield power to the rear shield. | Astromechs IV |
| Shield Front Adjust - Light, Moderate, Heavy, Extreme | 5, 10, 20, 40 | Redistributes shield generator to create stronger shields in front. Light transfers 20% of the rear shield energy and regeneration to the front shield, moderate transfers 50%, heavy transfers 75%, and extreme transfers 90%. | Astromechs I, II, III, IV |
| Shield Rear Adjust - Light, Moderate, Heavy, Extreme | 5, 10, 20, 40 | Redistributes shield generator to create stronger shields in rear. Light transfers 20% of the front shield energy and regeneration to the rear shield, moderate transfers 50%, heavy transfers 75%, and extreme transfers 90%. | Astromechs I, II, III, IV |
| Shield Front Reinforcement - Light, Moderate, Heavy, Extreme | 5, 10, 20, 40 | Transfers stored energy from the rear shield to the front. Light transfers 25% of the rear shield energy to the front shield, moderate transfers 50%, heavy transfers 75%, and extreme transfers 100%. | Astromechs I, II, III, IV |
| Shield Rear Reinforcement - Light, Moderate, Heavy, Extreme | 5, 10, 20, 40 | Transfers stored energy from the front shield to the rear. Light transfers 25% of the front shield energy to the rear shield, moderate transfers 50%, heavy transfers 75%, and extreme transfers 100%. | Astromechs I, II, III, IV |
| Shield Normalization | 1 | Redistributes shields evenly to front and rear, undoing changes from the Shield Adjust routines. | Astromechs I |
[edit] Community Information
Pilot Correspondent: TomoRainer
Former Correspondents:
- _Smoke_
- MonsofoLexius
Pilot Forum: http://forums.station.sony.com/swg/board?board.id=pilot
Droid Routine Information: http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=32946
