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<blockquote data-quote="kronos182" data-source="post: 6911046" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Maneuver Options</span></p><p><span style="font-family: 'Calibri'">These are alternateways to use some normal actions, or something extra while performing anaction.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Crazy Legs Charge</span></p><p><span style="font-family: 'Calibri'">A character usingthe charge action can move farther by taking a penalty to his attack roll. Acharacter can move up to his speed in additional movement during the charge,but each extra 5 feet requires him to suffer a cumulative –2 penalty on hisattack roll.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Knock Down</span></p><p><span style="font-family: 'Calibri'">A character canattempt to knock down a foe with a particularly hard strike, but he must take a–4 penalty on his attack roll. The resulting attack, if it hits, must inflict20 points of damage or more in a single melee attack against a creature of thesame size or smaller before the character can try to knock down the foe. Eachdifference in size larger than the character must increase the damage in asingle blow by +10 per size category larger. To knock down the foe, theattacker makes an immediate Strength check opposed by the foe’s Strength orBalance check; on a success, he knocks down the foe. The foe gains a +4 bonusfor every size category he is larger than Medium or suffers a –4 penalty forevery size category he is smaller than Medium. The foe gains a +4 bonus if hehas more than two legs or is otherwise more stable than a normal humanoid (suchas a dwarf). A knocked-down foe stays in the same square but falls prone. Toknock down a foe without making an attack, use the standard trip rules.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Throw</span></p><p><span style="font-family: 'Calibri'">If a character hasan opponent grappled, he can use a standard action to attempt to throw hisopponent into an adjacent square, where he will land prone. The opponent mustweigh less than the character’s heavy load. The character and his opponent makeopposed grapple checks, and if the character succeeds, he throws the opponent.If the opponent wins, however, he breaks the grapple, is not prone, and canimmediately readjust to any adjacent square he wishes (or stay in the samesquare).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Turning Charge</span></p><p><span style="font-family: 'Calibri'">A character usingthe charge action can make one turn during the charge (rather than just movingin a straight line). However, he must make a Balance check (DC 12) or, at the </span></p><p><span style="font-family: 'Calibri'">point of the turn,he falls prone and his turn ends. Further, the prone character suffers a –4penalty on his attack roll (with the +2 bonus for charging, the net is –2) anda further –2 to his Armor Class (for atotal of –4 with the charge).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">NEW STARSHIPACTIONS</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">BLINDSIDE</span></p><p><span style="font-family: 'Calibri'">As a move action thepilot maneuvers his ship into a position so that his target cannot see or shoothim. The vehicles must be within one square of one another, and the blindsidingvehicle must be the same size or smaller. The character makes a Pilot check,opposed by Pilot check by the pilot of the opposing vessel. If the character issuccessful, they may choose one of the enemy ship’s weapons – until thecharacter’s next action his ship cannot be targeted by that weapon.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">ELECTRONICCOUNTERMEASURES</span></p><p><span style="font-family: 'Calibri'">As a standardaction, a character may use an array of electronic countermeasures to enhancethe stealth of his vessel, baffling enemy sensors and masking their ownsignature. The character makes a Computer Use check. For every 5 points bywhich the check exceeds 10, anyone attempting to detect the vessel incurs a -1penalty to do so. This penalty lasts for one round.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">INTERCEPTCOMMUNICATION</span></p><p><span style="font-family: 'Calibri'">As a standardaction, characters with access to communications equipment may attempt tointercept the communications of another vessel. The DC for the Computer Usecheck is 20 or the result of the enemy counterpart’s Computer Use check,whichever is higher. If successful, the character may listen in to the enemycommunication onboard the target vessel until the interception is noticed andprevented. An opposing communication officer may not realize communications arebeing intercepted. Communications that have been scrambled must be unscrambledwith a separate check.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"> </span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6911046, member: 6668634"] [FONT=Calibri]Maneuver Options[/FONT] [FONT=Calibri]These are alternateways to use some normal actions, or something extra while performing anaction. Crazy Legs Charge[/FONT] [FONT=Calibri]A character usingthe charge action can move farther by taking a penalty to his attack roll. Acharacter can move up to his speed in additional movement during the charge,but each extra 5 feet requires him to suffer a cumulative –2 penalty on hisattack roll. [/FONT] [FONT=Calibri]Knock Down[/FONT] [FONT=Calibri]A character canattempt to knock down a foe with a particularly hard strike, but he must take a–4 penalty on his attack roll. The resulting attack, if it hits, must inflict20 points of damage or more in a single melee attack against a creature of thesame size or smaller before the character can try to knock down the foe. Eachdifference in size larger than the character must increase the damage in asingle blow by +10 per size category larger. To knock down the foe, theattacker makes an immediate Strength check opposed by the foe’s Strength orBalance check; on a success, he knocks down the foe. The foe gains a +4 bonusfor every size category he is larger than Medium or suffers a –4 penalty forevery size category he is smaller than Medium. The foe gains a +4 bonus if hehas more than two legs or is otherwise more stable than a normal humanoid (suchas a dwarf). A knocked-down foe stays in the same square but falls prone. Toknock down a foe without making an attack, use the standard trip rules. [/FONT] [FONT=Calibri]Throw[/FONT] [FONT=Calibri]If a character hasan opponent grappled, he can use a standard action to attempt to throw hisopponent into an adjacent square, where he will land prone. The opponent mustweigh less than the character’s heavy load. The character and his opponent makeopposed grapple checks, and if the character succeeds, he throws the opponent.If the opponent wins, however, he breaks the grapple, is not prone, and canimmediately readjust to any adjacent square he wishes (or stay in the samesquare). [/FONT] [FONT=Calibri]Turning Charge[/FONT] [FONT=Calibri]A character usingthe charge action can make one turn during the charge (rather than just movingin a straight line). However, he must make a Balance check (DC 12) or, at the [/FONT] [FONT=Calibri]point of the turn,he falls prone and his turn ends. Further, the prone character suffers a –4penalty on his attack roll (with the +2 bonus for charging, the net is –2) anda further –2 to his Armor Class (for atotal of –4 with the charge). [/FONT] [HR][/HR] [FONT=Calibri]NEW STARSHIPACTIONS [/FONT] [FONT=Calibri]BLINDSIDE[/FONT] [FONT=Calibri]As a move action thepilot maneuvers his ship into a position so that his target cannot see or shoothim. The vehicles must be within one square of one another, and the blindsidingvehicle must be the same size or smaller. The character makes a Pilot check,opposed by Pilot check by the pilot of the opposing vessel. If the character issuccessful, they may choose one of the enemy ship’s weapons – until thecharacter’s next action his ship cannot be targeted by that weapon. [/FONT] [FONT=Calibri]ELECTRONICCOUNTERMEASURES[/FONT] [FONT=Calibri]As a standardaction, a character may use an array of electronic countermeasures to enhancethe stealth of his vessel, baffling enemy sensors and masking their ownsignature. The character makes a Computer Use check. For every 5 points bywhich the check exceeds 10, anyone attempting to detect the vessel incurs a -1penalty to do so. This penalty lasts for one round. [/FONT] [FONT=Calibri]INTERCEPTCOMMUNICATION[/FONT] [FONT=Calibri]As a standardaction, characters with access to communications equipment may attempt tointercept the communications of another vessel. The DC for the Computer Usecheck is 20 or the result of the enemy counterpart’s Computer Use check,whichever is higher. If successful, the character may listen in to the enemycommunication onboard the target vessel until the interception is noticed andprevented. An opposing communication officer may not realize communications arebeing intercepted. Communications that have been scrambled must be unscrambledwith a separate check. [/FONT] [/QUOTE]
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