Here are a list of stunts I've just written up:
For each move-equivalent actions a pilot makes piloting his vessel, he can also make a single Stunt. Stunts require Pilot skill checks. Stunts are listed bellow:
Hard Turn: You can attempt to turn an extra amount that does not count against the turns normally associated with your vessel’s maneuverability, and is not limited in degree by your vessel’s maneuverability. The Pilot check for this turn is determined by how much you wish to turn.
45o = DC 5
90o = DC 10
135o = DC 15
180o = DC 20
225o = DC 25
270o = DC 30
315o = DC 35
360o = DC 40
If a pilot fails his pilot check on this stunt, the vessel does not turn as much a intended. If the DC is 35, and the pilot only gets a 30, the vessel turns 270o instead of 315o. A natural roll of 20 does not mean automatic success, although a natural roll of 1 will result in loss of control.
Shake Lose: A pilot can attempt to create a shaky ride in order to knock over people on or in the vessel. Anyone or thing not secured on the vessel must make a Balance check to maintain their footing or a Climb check to retain their grip, depending on the situation. This an opposed skill check between the pilot and everyone on board. The pilot makes his roll, and everyone must beat that roll or fall down or off the vessel. For example, I pilot wants to shake a gremlin off his wing. He makes a makes a Shake Lose Stunt and rolls a total of 36 after modifiers. The Gremlin must now make a Balance check against DC 36 or be knocked from the wing. If instead of a gremlin on the wing, it had been a NPC secured with a rope and grappling hook, the check would have been a climb check, with bonuses for the hook and rope. There is no special penalty for failing to shake lose anything or anyone on a vessel.
Landing: Landing is the first stunt all new pilot are often taught. While flying a vessel already in flight is easy enough, genuine skill is required to land it safely. The base DC for this piloting check is DC 10, although the DC can be much higher if there are bad conditions such as fog, wind, rain, in proper landing zone, or poor lighting. Outside of combat, a pilot can take 10, but not 20, on this check, and this is often the reason that only experienced pilots attempt to land larger vessels, and why many airports would prefer to turn vessels away in bad conditions. If the pilot check fails, then the vessel crashes during the attempt. The distance of the fall is considered equal to the distance moved by the vessel during that round, and most pilots chose to be moving only the minimum speed necessary when attempting to land in order to avoid damaging their vessel should the landing be “rough.” Vessels rarely fall very far during such “crash,” and most often aren’t damaged much. In order to land, a Vessel requires enough space, which is equal to it’s minimum movement distance. That is 0 for hovering vehicles.
Complex Stunt: An impressive maneuver of piloting skill, such as a loop, barrel roll, or spin is worked into the vessel’s movement. Besides looking impressive, it also has the benefit of making your difficult to target. The vessel gains a Dodge bonus to AC based on the complexity of the stunt. The DC of the pilot check is 5 + 5 for each Dodge bonus, so a +1 is DC 10, and +5 is DC 35. The maximum bonus possible is +5 DC 40. Also, successfully pulling a Complex Stunt, even an easy one at DC 5, is enough to require reevaluation of targeting locks on the vessel with the vessel’s new improved dodge bonus. The pilot must define the complexity of the stunt before trying it. A failed check results in loss of control.
Break a Grapple: A vessel that has been caught in a grapple effect, such as a tractor beam, grappling cable, or Kraken tentacle can attempt to break away by using a stunt. To escape a grapple, add any bonus from the Vessel’s STR score to the pilot check. The DC to beat is determined by the grappler as normal. You must beat all the grapples on you (such as multiple tractor beams) in a single roll in order to break out of a mass grapple. A failed pilot check has no special penalties beyond remaining grappled.
Regain Control: Regaining control of a vessel is a special stunt that can only be used if you are in a pilot station or seat of a vessel currently out of control. The DC to regain control is the same as the one that previously was failed. So if you tried to pull a Complex Stunt with a DC 40, you must beat DC 40 to regain control. Every time some one attempts to regain control, and fails, the DC to beat is lowered by one. You officially become a vessel’s pilot if you regain control.
Taking Off: To take off from a landing, a vessel must be fully powered, and have sufficient space (equal to a vessel’s minimum movement rate). The DC for a take off is 5, although poor conditions would increase this DC. You can take 10 on this check. A failed Take Off check results in the vessel remaining on the ground despite moving its minimum speed down the runway. That would be 0 for hovering vehicles. On a natural 1, the vehicle is considered crashed and takes falling damage equal to the distance it has traveled, which is again 0 for hovering vehicles.
PS: I don't know why you would want to make a Hard Turn for more then 180o, but some one might want to for some unknow reason (I guess if your gunner had a readied action to shoot as soon as the enemy following was in his firing arc, you could turn 360o, he'd get his shot, and you still continue forward)