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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8857422" data-attributes="member: 6668634"><p>Combat Options/Maneuvers</p><p></p><p><strong>Brace For Impact</strong></p><p>The captain of the ship can give this command using a free action that uses up one of their attack of opportunity for the round in response to an attack from an opponent or in reaction to failed pilot check to avoid a hazard such as an asteroid. The Captain performs a Knowledge (tactics) DC 10, or an Intelligence check DC 15 if doesn't have Knowledge (tactics) skill. The crew in response locks down systems and items, or prepares auto-repair systems. On a successful check, the ship gains a +2 bonus to any saves (Reflex and Fort saves) the ship and crew have to make for the rest of the round.</p><p></p><p><strong>Defensive Position</strong></p><p>The Pilot can make a Pilot check DC 15 as part of its move action to turn the craft to reduce exposure to its vital systems. The ship has a 25% chance of turning critical strikes against it into normal hits. If the ship has Fortification, this stacks to a maximum of 75% chance to turn a critical strike to a normal hit.</p><p></p><p><strong>Fire Interceptors!</strong></p><p>If the ship is equipped with a point defense system, it can be set to intercept weapons instead of fighters and missiles. When used this way, the point defense system can not destroy missiles or make attacks of opportunity against ships until set back to normal. When set to intercept, when an opponent fires a projectile or an energy weapon that is not a beam weapon (beam in name or described as firing a beam), the point defense system rolls a 1d20 and adds the ship's targeting system bonus, if the result equals or exceeds the attack roll of the attacking ship, the weapon deals no damage to the equipped ship.</p><p></p><p><strong>Broadside!</strong></p><p>The gunners fire all weapons on one side, or turrets directed to one side, attacking any and all targets in a line the width of the firing ship's length with a length of the shortest weapon range increment in that arc, Reflex save 10 + highest gunner's attack bonus -4, dealing damage equal to the weakest weapon's damage.</p><p></p><p><strong>Concentrate All Fire!</strong></p><p>The captain orders the gunners to concentrate all gunners that are able to attack a single target, making a Knowledge (tactics) DC 15, which grants a +1 bonus to attack rolls for every 5 points the captain beats the DC to a minimum of +1 for the rest of the round against that target, however the ship loses the Pilot's Dex bonus to Defense for the rest of the round.</p><p></p><p><strong>Skindancing</strong></p><p>One of the most difficult manoeuvres known, skindancing involves holding the solo craft in close proximity to the hull of a target. The craft performing the skindancing must be ultralight and the target craft at least two type categories larger, and must have started within 500 ft of each other. The pilot of the attempting craft makes a Pilot DC 30 check and flies in close proximality to the target craft and matches speed with it, with a failure having a 50% chance of ramming the target ship instead. On a success, the skindancing ship can not be targeted by attacks by the targeted ship it is skindancing, and other attacks strike the ship the skindancing ship is skindancing instead. This lasts for the round and must be attempted at the start of each of the target ship's rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8857422, member: 6668634"] Combat Options/Maneuvers [B]Brace For Impact[/B] The captain of the ship can give this command using a free action that uses up one of their attack of opportunity for the round in response to an attack from an opponent or in reaction to failed pilot check to avoid a hazard such as an asteroid. The Captain performs a Knowledge (tactics) DC 10, or an Intelligence check DC 15 if doesn't have Knowledge (tactics) skill. The crew in response locks down systems and items, or prepares auto-repair systems. On a successful check, the ship gains a +2 bonus to any saves (Reflex and Fort saves) the ship and crew have to make for the rest of the round. [B]Defensive Position[/B] The Pilot can make a Pilot check DC 15 as part of its move action to turn the craft to reduce exposure to its vital systems. The ship has a 25% chance of turning critical strikes against it into normal hits. If the ship has Fortification, this stacks to a maximum of 75% chance to turn a critical strike to a normal hit. [B]Fire Interceptors![/B] If the ship is equipped with a point defense system, it can be set to intercept weapons instead of fighters and missiles. When used this way, the point defense system can not destroy missiles or make attacks of opportunity against ships until set back to normal. When set to intercept, when an opponent fires a projectile or an energy weapon that is not a beam weapon (beam in name or described as firing a beam), the point defense system rolls a 1d20 and adds the ship's targeting system bonus, if the result equals or exceeds the attack roll of the attacking ship, the weapon deals no damage to the equipped ship. [B]Broadside![/B] The gunners fire all weapons on one side, or turrets directed to one side, attacking any and all targets in a line the width of the firing ship's length with a length of the shortest weapon range increment in that arc, Reflex save 10 + highest gunner's attack bonus -4, dealing damage equal to the weakest weapon's damage. [B]Concentrate All Fire![/B] The captain orders the gunners to concentrate all gunners that are able to attack a single target, making a Knowledge (tactics) DC 15, which grants a +1 bonus to attack rolls for every 5 points the captain beats the DC to a minimum of +1 for the rest of the round against that target, however the ship loses the Pilot's Dex bonus to Defense for the rest of the round. [B]Skindancing[/B] One of the most difficult manoeuvres known, skindancing involves holding the solo craft in close proximity to the hull of a target. The craft performing the skindancing must be ultralight and the target craft at least two type categories larger, and must have started within 500 ft of each other. The pilot of the attempting craft makes a Pilot DC 30 check and flies in close proximality to the target craft and matches speed with it, with a failure having a 50% chance of ramming the target ship instead. On a success, the skindancing ship can not be targeted by attacks by the targeted ship it is skindancing, and other attacks strike the ship the skindancing ship is skindancing instead. This lasts for the round and must be attempted at the start of each of the target ship's rounds. [/QUOTE]
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