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Alliance Starfighter Pilot (pre NGE)

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Skill tree
Alliance Ace Pilot
Starfighters IV Components IV Special Abilities IV Astromechs IV
Starfighters III Components III Special Abilities III Astromechs III
Starfighters II Components II Special Abilities II Astromechs II
Starfighters I Components I Special Abilities I Astromechs I
Alliance Starfighter Trainee

Profession OverviewEdit

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.

Getting StartedEdit

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:

To initially sign up for the Rebel Navy you must talk to the recruiter:

To Master the Alliance Pilot tree you must talk to the Master Trainer:

Starship CertificationsEdit

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. 2 Missile tubes, lower maneouverability.
X-wing Medium Fighter Starfighters 3 The Iconic Rebel fighter from the movies.
A-wing Interceptor Starfighters 4 n/a
Advanced X-wing Heavy Fighter Starfighters 4 Same as the normal X-wing, except it has 180,000 mass. Quest reward.
B-wing Heavy Bomber Alliance Ace Pilot Tough, modern bomber with significant gun loadout.
Nova Courier Multipassenger Ship Alliance Ace Pilot The Rebel Alliance multipassenger starship with decoratable interior.

Pilot AbilitiesEdit

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/jstart1Expends the player's weapon capacitor charge to re-charge the targeted ship's shields.Special Abilities I
Jump Start 2/jstart2Expends 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/jstart3Expends 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/iffscrambleCauses all aggressive NPC ships in the area to cease attacking the player.Alliance Recruit
Emergency Shields/eshieldsCauses 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/vrepairRepairs many of the ship's damaged components by slightly damaging others.Alliance Recruit
Emergency Repair Other Ship's System/vrepairotherRepairs an allied ship's damaged components by slightly damaging your ship's components.Special Abilities IV
In Space Repair/inspacerepairCalls a repair ship to your current position to help fix damaged ship components.Special Abilities III
Underway Replenishment/inspacereloadCalls an ordnance ship to your current position to reload your empty ordnance launchers.Special Abilities IV
Repair and Replenishment/inspacerrCalls an allied freighter to your current position to both repair your ship and reload your ordnance launchers.Alliance Ace Pilot

Droid RoutinesEdit

Name Data Size Description Granted At
Mute Droid1Keeps your droid or flight computer from making random noises or giving verbal feedback on commands.Alliance Starfighter Trainee
Emergency Shields Front 35Transfers 75% of remaining capacitor energy and 75% of rear shield power to the front shield.Astromechs IV
Emergency Shields Back 35Transfers 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, 40Redistributes 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, 40Redistributes 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, 40Transfers 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, 40Transfers 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 1Redistributes shields evenly to front and rear, undoing changes from the Shield Adjust routines.Astromechs I

Community InformationEdit

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

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