Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6990583" data-attributes="member: 6668634"><p>Some new combat options, skills and feats.</p><p></p><p></p><p><span style="font-family: 'Calibri'"><strong>Indirect Fire</strong></span></p><p><span style="font-family: 'Calibri'">Weapons such asmortar and artillery have many unique advantages, but require a special set ofskills to use correctly. Indirect Fire ignores all cover bonuses less</span></p><p><span style="font-family: 'Calibri'">than Full or 90%cover. Since the rounds come from above, cover such as sandbags, foxholes,walls etc. provide no protection. Indirect Fire attacks also suffer</span></p><p><span style="font-family: 'Calibri'">no range penalties,allowing these weapons to be used at extremely great distance with little lossin accuracy.</span></p><p> </p><p><span style="font-family: 'Calibri'">Range Finding</span></p><p><span style="font-family: 'Calibri'">Indirect Fireattacks start at –10 to hit. Every round that is fired decreases this penaltyby one, until after 10 attacks, the operator is able to attack at his full Base</span></p><p><span style="font-family: 'Calibri'">Attack Bonus. Manyfactors can help the operator negate this penalty more quickly:</span></p><p><span style="font-family: 'Calibri'">Equipment: Modernartillery pieces, even those as small as the mortar have very sophisticatedsights and range finders, granting a bonus to hit (which of course</span></p><p><span style="font-family: 'Calibri'">negates some of theinitial penalty). Use of an artillery sight requires an attack action, unlessthe character firing the weapon has the Target Acquisition feat.</span></p><p><span style="font-family: 'Calibri'">Reconnaissance:Scouting can greatly increase artillery accuracy. Either by land (forwardobservation), air, or satellite (requiring a recent satellite pass), on a</span></p><p><span style="font-family: 'Calibri'">successful Spotcheck (DC 20) the character receives a +2 to hit.</span></p><p><span style="font-family: 'Calibri'">Computer Targeting:Very sophisticated artillery pieces (such as the Paladin self-propelledhowitzer) grant an even greater reduction in Indirect Fire to hit penalties.</span></p><p><span style="font-family: 'Calibri'">Laser Targeting: Ifthe artillery piece is using smart ammunition that has laser ridingcapabilities, laser designators grant their bonus to these munitions.</span></p><p> </p><p><span style="font-family: 'Calibri'">Artillery Crews</span></p><p><span style="font-family: 'Calibri'">Equally vital tosuccess of an artillery attack is the crew loading the weapon. The base firingrate of artillery pieces is several rounds, but each character on the</span></p><p><span style="font-family: 'Calibri'">artillery crew withthe Teamwork feat reduces this loading time by one round to a minimum of oneround per attack.</span></p><p> </p><p><span style="font-family: 'Calibri'">Counter Artillery</span></p><p><span style="font-family: 'Calibri'">If an area struck byindirect weapons fire has indirect weapons of its own, a Spot check (DC 15)will allow those forces to return fire at +2 to hit. This allows the</span></p><p><span style="font-family: 'Calibri'">initial attacker tomake his own Spot skill check to gain a +2 to hit, which in turn allows furtherSpot checks for bonuses to hit from the other side. This process is</span></p><p><span style="font-family: 'Calibri'">known as theartillery duel, and is generally considered a very bad idea for the artillerycrews involved. Immunity from counter artillery (through firing from adifferent position each time) is one of the key advantages of mortar andself-propelled artillery (such as the Paladin) over stationary Howitzers.</span></p><p> </p><p><span style="font-family: 'Calibri'">Minimum Range</span></p><p><span style="font-family: 'Calibri'">Indirect fireweapons can only be used against targets one range increment away or further.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Bombing</strong></span></p><p><span style="font-family: 'Calibri'">Bombs work much likeconventional attacks, except that they have no maximum range, and areunaffected by a character’s skill. Regardless of the Base Attack</span></p><p><span style="font-family: 'Calibri'">Bonus of thecharacter dropping the bomb, the base attack bonus of a bomb is +0, modified bythings like Bombing Run (see aerial combat below), and “smart”</span></p><p><span style="font-family: 'Calibri'">bomb technology. Thebomb keeps falling until it hits the ground. If an attack roll with a bomb is anatural 1, that bomb is a dud, and does not explode. It will need to be foundand defused after the battle. </span></p><p><span style="font-family: 'Calibri'">Bombs ignore allcover less than 90%, and all concealment. Concealment might affect the abilityto find the target and recognize it as valuable enough to bomb, but once thebomb flies, there is no miss chance from concealment.</span></p><p><span style="font-family: 'Calibri'">Bombs have twoattack rolls, the initial check to determine how close it landed to its target,and the detonation check. Use the grenade-like missile rules to</span></p><p><span style="font-family: 'Calibri'">determine where abomb lands that misses its target. A bomb does full damage to whatever it hits,and then damage to everything around it. When a bomb strikes, it makes separateranged touch attack rolls on all targets within one range increment at full damageand a Base Attack Bonus of +10. These attacks continue out to additional rangeincrements, with the bomb losing –2 Base Attack Bonus and 2 dice of damage, andcontinue until the bomb’s damage, modified for range, would be 0.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Flying Stunts</strong></span></p><p><span style="font-family: 'Calibri'">Nap of Earth Flying(DC 20): A very dangerous way to fly. By flying at extremely low altitudes, thecharacter can avoid being detected by radar. If any unexpected</span></p><p><span style="font-family: 'Calibri'">obstacle appears inthe character’s path, this check must be made again to avoid a sudden landing(called a crash).</span></p><p><span style="font-family: 'Calibri'">Wingover (DC 15):This maneuver allows an aircraft to make an extra 90-degree turn.</span></p><p><span style="font-family: 'Calibri'">Loop the Loop (DC20): This maneuver allows the character to turn the tables on a trailingopponent.</span></p><p><span style="font-family: 'Calibri'">A successful checkallows the character to make an attack of opportunity against a trailingopponent, and immediately roll a skill vs. skill check to begin trailing</span></p><p><span style="font-family: 'Calibri'">his pursuer as well.If this check fails, the pursued craft gets an attack of opportunity againstthe character. This stunt is an attack action.</span></p><p><span style="font-family: 'Calibri'">Bombing Run (DC 15):By flying steady and still while releasing bombs, an aircraft can greatlyincrease the accuracy of those attacks, gaining a +1 to hit for</span></p><p><span style="font-family: 'Calibri'">each round itperforms a Bombing Run (so if the aircraft performed this stunt for 6 roundsbefore releasing bombs, it would gain a +6 to hit). However, this also</span></p><p><span style="font-family: 'Calibri'">makes the craft veryvulnerable to incoming fire. The craft loses all defense bonuses gained fromspeed, and cannot perform any stunts while executing this</span></p><p><span style="font-family: 'Calibri'">maneuver.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Radar Operation</span></p><p><span style="font-family: 'Calibri'">You are skilled atoperating radar systems.</span></p><p><span style="font-family: 'Calibri'">Effect: You makeSpot skill checks normally to perform Radar Operation.</span></p><p><span style="font-family: 'Calibri'">Normal: Characterswithout this feat suffer a –4 penalty to Spot skill checks to perform RadarOperation.</span></p><p> </p><p><span style="font-family: 'Calibri'">Sonar Operation</span></p><p><span style="font-family: 'Calibri'">You are skilled atoperating sonar equipment.</span></p><p><span style="font-family: 'Calibri'">Effect: You makeListen skill checks normally to perform Sonar Operation.</span></p><p><span style="font-family: 'Calibri'">Normal: Characterswithout this feat suffer a –4 penalty to Listen skill checks to perform SonarOperation.</span></p><p> </p><p><span style="font-family: 'Calibri'">Grenadier</span></p><p><span style="font-family: 'Calibri'">You are skilled atusing grenades and grenade launchers in combat.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: ExoticFirearms Proficiency (Grenade Launcher).</span></p><p><span style="font-family: 'Calibri'">Effect: You gain a+1 bonus to attack rolls, and +50% range bonus, to all grenade attacks, whetherthrown or with a grenade launcher.</span></p><p> </p><p><span style="font-family: 'Calibri'">Marksman</span></p><p><span style="font-family: 'Calibri'">You are skilled atlong-distance accuracy with one weapon.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: WeaponFocus (one ranged weapon), Spot 5 Ranks.</span></p><p><span style="font-family: 'Calibri'">Effect: You may useup to one-half your Spot skill to offset attack penalties due to range with oneranged weapon (effectively allowing you to ignore one penalty</span></p><p><span style="font-family: 'Calibri'">for range per 4Ranks of Spot). This feat may be taken multiple times. Its effects do notstack. Each time the feat is taken (requiring Weapon Focus to be taken again),</span></p><p><span style="font-family: 'Calibri'">it applies to adifferent weapon.</span></p><p> </p><p><span style="font-family: 'Calibri'">Mortar/Indirect Fireweapons (Exotic Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">You understand thebasics of indirect fire and can fire them without penalty.</span></p><p><span style="font-family: 'Calibri'">Effect: You makeattack rolls with the weapon normally.</span></p><p><span style="font-family: 'Calibri'">Normal: A characterthat uses a weapon without being proficient takes a –4 penalty to hit.</span></p><p><span style="font-family: 'Calibri'">Special: Charactersserving as the crew of an artillery weapon (as opposed to the character firingthe weapon), do not need this feat. </span></p><p> </p><p><span style="font-family: 'Calibri'">New Skill</span></p><p><span style="font-family: 'Calibri'">Paradrop (Dex)</span></p><p><span style="font-family: 'Calibri'">Armor Penalty</span></p><p><span style="font-family: 'Calibri'">Airborne insertionsare a powerful military tool for inserting soldiers behind enemy lines forscouting, surprise raids, and special operations. In modern warfare, heavilyfortified positions can be bypassed, encircled, and defeated with far lesscasualties than were taken in past conflicts. This skill allows a character toland precisely where she wishes to, and also allows parachuting under less thanideal conditions (from a very fast-moving craft, a low-flying craft and soforth). This skill also covers preparing equipment to be dropped. Failing this check means the character lands100 yards off target for every two points by which his roll missed the DC.Failing a check by more than 5 means the character has landed somewheredangerous (depending on the situation, a dangerous landing could be inproximity to enemy soldiers, power lines, dense foliage, etc).</span></p><p><span style="font-family: 'Calibri'">Failing the check tosafely land in dense foliage such as a forest means the character has becomefouled in the brush 10-100 feet above the ground. Getting down</span></p><p><span style="font-family: 'Calibri'">usually involvesclimbing or simply cutting yourself free and falling the remaining distance.Failing the check from a high speed or low altitude insertion results in 1-4points of damage per 2 points by which the character missed the DC (in additionto possibly landing off target, and landing somewhere dangerous). The charactermay attempt either a Reflex save (DC 20), or a Tumble check (DC 15) to reducethis damage by half.</span></p><p><span style="font-family: 'Calibri'">Forces on the groundneed to roll a Spot check (DC 10) to detect incoming paratroopers 1-6 rounds(50-300 ft) before landing. Paratroopers in the air are extremely</span></p><p><span style="font-family: 'Calibri'">vulnerable to enemyfire, being treated as flat-footed both while in the air, and for 1-4 roundsafter they land (while the soldiers get free of their heavy parachute</span></p><p><span style="font-family: 'Calibri'">riggings). Asuccessful Paradrop skill (DC 15) will allow a character to get clear of hisriggings in the minimum time (1 round).</span></p><p><span style="font-family: 'Calibri'">For these reasons,soldiers will only be dropped into a hostile landing zone when absolutelynecessary. Often Special Operations forces will be sent in first, to make</span></p><p><span style="font-family: 'Calibri'">sure an area issecure (neutralizing any enemy forces encountered) before more conventionaltroops are paradropped in.</span></p><p><span style="font-family: 'Calibri'">For specialoperations, the HALO, or High Altitude Low Opening method of deployment isconsidered the ideal. Troops are dropped from extreme altitude, making</span></p><p><span style="font-family: 'Calibri'">the presence ofaircraft harder to detect. The soldiers so deployed then wait until they areextremely low before deploying their parachutes. HALO landings are only</span></p><p><span style="font-family: 'Calibri'">spotted by forces onthe ground on a Spot check of 20 or higher, and if a HALO drop is spotted,forces on the ground only have 1-2 rounds at which to attack the</span></p><p><span style="font-family: 'Calibri'">incomingparatroopers. </span></p><p><span style="font-family: 'Calibri'">LALO, or LowAltitude Low Opening method of deployment is also very popular, used whenaircraft must come in under the radar of a potentially hostile group,</span></p><p><span style="font-family: 'Calibri'">or to avoid adiplomatic incident. LALO insertions are risky, as the soldiers are pulled fromthe craft, their chute opens, and they hit the ground, all in under a minute.On</span></p><p><span style="font-family: 'Calibri'">a LALO jump,characters receive 2d6 points of subdual damage from the stress and impacts ofthe jump.</span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Sample Actions</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">DC</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Land within 100 ft of target</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">15</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Land within 100 yards of target</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">10</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Paradrop Safely through dense Foliage</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">25</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">HALO</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">+5</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">LALO</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">+5</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Paradrop Equipment</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Clear Riggings in 1 round</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">15</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p><span style="font-family: 'Calibri'">Special: Characterswith 5 or more ranks in Tumble receive a +2 Synergy bonus on paradrop checks.</span></p><p><span style="font-family: 'Calibri'">Characters with theParatrooper feat gain a +2 bonus to Paradrop checks.</span></p><p> </p><p> </p><p><span style="font-family: 'Calibri'">Listen (Wis)</span></p><p><span style="font-family: 'Calibri'">New Use</span></p><p><span style="font-family: 'Calibri'">Sonar Operation:Sonar operators use what is known as passive sonar to detect enemy vessels onmost occasions. Passive sonar gives the best of detecting your</span></p><p><span style="font-family: 'Calibri'">enemy without aidinghis efforts to detect you. Sonar operators have finely tuned senses of hearingcapable of discerning minute differences in pressure and motion in</span></p><p><span style="font-family: 'Calibri'">the waters aroundtheir ship. These natural capabilities are backed up by computers sophisticatedenough to identify submarines by name by the sound they make</span></p><p><span style="font-family: 'Calibri'">when moving throughthe water. This skill is opposed by the Drive skill of an enemy submarine insubmarine warfare. See the new combat rules section on submarine</span></p><p><span style="font-family: 'Calibri'">warfare for moreinformation. </span></p><p><span style="font-family: 'Calibri'">Active Sonar grantsan operator a +10 to his skill check, but grants the same bonus to any enemy inthe area to detect him. Thus, this method of sonar detection</span></p><p><span style="font-family: 'Calibri'">is often only usedby surface vessels and aircraft that have a clear advantage over any submarinein terms of weaponry and speed.</span></p><p><span style="font-family: 'Calibri'">Characters withoutthe Sonar Operation feat take a –4 penalty when making Listen checks for SonarOperation.</span></p><p> </p><p><span style="font-family: 'Calibri'">Spot (Wis)</span></p><p><span style="font-family: 'Calibri'">New Use</span></p><p><span style="font-family: 'Calibri'">Radar Operation:Even with modern advanced adar systems, the eye of the operator is still key indetermining the difference between a large cloud bank and a squadron ofincoming fighters. A successful spot check will allow the operator todistinguish natural phenomena from aircraft at a range of several miles.</span></p><p><span style="font-family: 'Calibri'">Characters withoutthe Radar Operation feat take a –4 penalty to Spot checks for Radar Operation.</span></p><p><span style="font-family: 'Calibri'">NBC Detection: ManyNuclear Biological and Chemical weapons have subtle effects in their earlystages, or in the case of many biological weapons may be difficult to detectunder any circumstances. A Spot check (DC 10 for a nuclear/radiological weapon,DC 15 for a chemical weapon, or DC 20 for a biological weapon) will alert acharacter to the presence of dangerous materials in time to don protective gearwithout needing to make a Saving Throw (assuming the character has the rightNBC gear handy). This use of the spot skill takes a –4 penalty unless thecharacter has the NBC feat.</span></p><p><span style="font-family: 'Calibri'">Reconnaissance: Akey use for special operations forces is reconnaissance. Knowing where yourenemy is, in what numbers, how he is defended, and where he is going arecrucial to formation of a plan for attack or defense. Besides providing theinformation above, a successful reconnaissance skill check will grant thefollowing bonus to Knowledge (Tactics) if brought the attention of a friendlyforce within 24 hours.</span></p><p>[TABLE="width: 1"]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">Check</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">Bonus</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">15</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">+2</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">20</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">+3</span></p><p> [/TD]</p><p> [/TR]</p><p> [TR]</p><p> [TD] <span style="font-family: 'Calibri'">25</span></p><p> [/TD]</p><p> [TD] <span style="font-family: 'Calibri'">+4</span></p><p> [/TD]</p><p> [/TR]</p><p>[/TABLE]</p><p></p><p><span style="font-family: 'Calibri'">Special: If acharacter can requisition a satellite map of an area, she gains a +4 bonus toher Spot skill for reconnaissance purposes. If a character can requisition asatellite pass over an area, a Reconnaissance check (Spot Skill +20 againstmoving targets, Spot Skill +10 against stationary targets) can be made withoutever setting foot</span></p><p><span style="font-family: 'Calibri'">in the area.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6990583, member: 6668634"] Some new combat options, skills and feats. [FONT=Calibri][B]Indirect Fire[/B][/FONT] [FONT=Calibri]Weapons such asmortar and artillery have many unique advantages, but require a special set ofskills to use correctly. Indirect Fire ignores all cover bonuses less[/FONT] [FONT=Calibri]than Full or 90%cover. Since the rounds come from above, cover such as sandbags, foxholes,walls etc. provide no protection. Indirect Fire attacks also suffer[/FONT] [FONT=Calibri]no range penalties,allowing these weapons to be used at extremely great distance with little lossin accuracy.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Range Finding[/FONT] [FONT=Calibri]Indirect Fireattacks start at –10 to hit. Every round that is fired decreases this penaltyby one, until after 10 attacks, the operator is able to attack at his full Base[/FONT] [FONT=Calibri]Attack Bonus. Manyfactors can help the operator negate this penalty more quickly:[/FONT] [FONT=Calibri]Equipment: Modernartillery pieces, even those as small as the mortar have very sophisticatedsights and range finders, granting a bonus to hit (which of course[/FONT] [FONT=Calibri]negates some of theinitial penalty). Use of an artillery sight requires an attack action, unlessthe character firing the weapon has the Target Acquisition feat.[/FONT] [FONT=Calibri]Reconnaissance:Scouting can greatly increase artillery accuracy. Either by land (forwardobservation), air, or satellite (requiring a recent satellite pass), on a[/FONT] [FONT=Calibri]successful Spotcheck (DC 20) the character receives a +2 to hit.[/FONT] [FONT=Calibri]Computer Targeting:Very sophisticated artillery pieces (such as the Paladin self-propelledhowitzer) grant an even greater reduction in Indirect Fire to hit penalties.[/FONT] [FONT=Calibri]Laser Targeting: Ifthe artillery piece is using smart ammunition that has laser ridingcapabilities, laser designators grant their bonus to these munitions.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Artillery Crews[/FONT] [FONT=Calibri]Equally vital tosuccess of an artillery attack is the crew loading the weapon. The base firingrate of artillery pieces is several rounds, but each character on the[/FONT] [FONT=Calibri]artillery crew withthe Teamwork feat reduces this loading time by one round to a minimum of oneround per attack.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Counter Artillery[/FONT] [FONT=Calibri]If an area struck byindirect weapons fire has indirect weapons of its own, a Spot check (DC 15)will allow those forces to return fire at +2 to hit. This allows the[/FONT] [FONT=Calibri]initial attacker tomake his own Spot skill check to gain a +2 to hit, which in turn allows furtherSpot checks for bonuses to hit from the other side. This process is[/FONT] [FONT=Calibri]known as theartillery duel, and is generally considered a very bad idea for the artillerycrews involved. Immunity from counter artillery (through firing from adifferent position each time) is one of the key advantages of mortar andself-propelled artillery (such as the Paladin) over stationary Howitzers.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Minimum Range[/FONT] [FONT=Calibri]Indirect fireweapons can only be used against targets one range increment away or further.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri][B]Bombing[/B][/FONT] [FONT=Calibri]Bombs work much likeconventional attacks, except that they have no maximum range, and areunaffected by a character’s skill. Regardless of the Base Attack[/FONT] [FONT=Calibri]Bonus of thecharacter dropping the bomb, the base attack bonus of a bomb is +0, modified bythings like Bombing Run (see aerial combat below), and “smart”[/FONT] [FONT=Calibri]bomb technology. Thebomb keeps falling until it hits the ground. If an attack roll with a bomb is anatural 1, that bomb is a dud, and does not explode. It will need to be foundand defused after the battle. [/FONT] [FONT=Calibri]Bombs ignore allcover less than 90%, and all concealment. Concealment might affect the abilityto find the target and recognize it as valuable enough to bomb, but once thebomb flies, there is no miss chance from concealment.[/FONT] [FONT=Calibri]Bombs have twoattack rolls, the initial check to determine how close it landed to its target,and the detonation check. Use the grenade-like missile rules to[/FONT] [FONT=Calibri]determine where abomb lands that misses its target. A bomb does full damage to whatever it hits,and then damage to everything around it. When a bomb strikes, it makes separateranged touch attack rolls on all targets within one range increment at full damageand a Base Attack Bonus of +10. These attacks continue out to additional rangeincrements, with the bomb losing –2 Base Attack Bonus and 2 dice of damage, andcontinue until the bomb’s damage, modified for range, would be 0.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri][B]Flying Stunts[/B][/FONT] [FONT=Calibri]Nap of Earth Flying(DC 20): A very dangerous way to fly. By flying at extremely low altitudes, thecharacter can avoid being detected by radar. If any unexpected[/FONT] [FONT=Calibri]obstacle appears inthe character’s path, this check must be made again to avoid a sudden landing(called a crash).[/FONT] [FONT=Calibri]Wingover (DC 15):This maneuver allows an aircraft to make an extra 90-degree turn.[/FONT] [FONT=Calibri]Loop the Loop (DC20): This maneuver allows the character to turn the tables on a trailingopponent.[/FONT] [FONT=Calibri]A successful checkallows the character to make an attack of opportunity against a trailingopponent, and immediately roll a skill vs. skill check to begin trailing[/FONT] [FONT=Calibri]his pursuer as well.If this check fails, the pursued craft gets an attack of opportunity againstthe character. This stunt is an attack action.[/FONT] [FONT=Calibri]Bombing Run (DC 15):By flying steady and still while releasing bombs, an aircraft can greatlyincrease the accuracy of those attacks, gaining a +1 to hit for[/FONT] [FONT=Calibri]each round itperforms a Bombing Run (so if the aircraft performed this stunt for 6 roundsbefore releasing bombs, it would gain a +6 to hit). However, this also[/FONT] [FONT=Calibri]makes the craft veryvulnerable to incoming fire. The craft loses all defense bonuses gained fromspeed, and cannot perform any stunts while executing this[/FONT] [FONT=Calibri]maneuver. [/FONT] [FONT=Calibri]Radar Operation[/FONT] [FONT=Calibri]You are skilled atoperating radar systems.[/FONT] [FONT=Calibri]Effect: You makeSpot skill checks normally to perform Radar Operation.[/FONT] [FONT=Calibri]Normal: Characterswithout this feat suffer a –4 penalty to Spot skill checks to perform RadarOperation.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Sonar Operation[/FONT] [FONT=Calibri]You are skilled atoperating sonar equipment.[/FONT] [FONT=Calibri]Effect: You makeListen skill checks normally to perform Sonar Operation.[/FONT] [FONT=Calibri]Normal: Characterswithout this feat suffer a –4 penalty to Listen skill checks to perform SonarOperation.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Grenadier[/FONT] [FONT=Calibri]You are skilled atusing grenades and grenade launchers in combat.[/FONT] [FONT=Calibri]Prerequisite: ExoticFirearms Proficiency (Grenade Launcher).[/FONT] [FONT=Calibri]Effect: You gain a+1 bonus to attack rolls, and +50% range bonus, to all grenade attacks, whetherthrown or with a grenade launcher.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Marksman[/FONT] [FONT=Calibri]You are skilled atlong-distance accuracy with one weapon.[/FONT] [FONT=Calibri]Prerequisite: WeaponFocus (one ranged weapon), Spot 5 Ranks.[/FONT] [FONT=Calibri]Effect: You may useup to one-half your Spot skill to offset attack penalties due to range with oneranged weapon (effectively allowing you to ignore one penalty[/FONT] [FONT=Calibri]for range per 4Ranks of Spot). This feat may be taken multiple times. Its effects do notstack. Each time the feat is taken (requiring Weapon Focus to be taken again),[/FONT] [FONT=Calibri]it applies to adifferent weapon.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Mortar/Indirect Fireweapons (Exotic Firearms Proficiency)[/FONT] [FONT=Calibri]You understand thebasics of indirect fire and can fire them without penalty.[/FONT] [FONT=Calibri]Effect: You makeattack rolls with the weapon normally.[/FONT] [FONT=Calibri]Normal: A characterthat uses a weapon without being proficient takes a –4 penalty to hit.[/FONT] [FONT=Calibri]Special: Charactersserving as the crew of an artillery weapon (as opposed to the character firingthe weapon), do not need this feat. [/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]New Skill[/FONT] [FONT=Calibri]Paradrop (Dex)[/FONT] [FONT=Calibri]Armor Penalty[/FONT] [FONT=Calibri]Airborne insertionsare a powerful military tool for inserting soldiers behind enemy lines forscouting, surprise raids, and special operations. In modern warfare, heavilyfortified positions can be bypassed, encircled, and defeated with far lesscasualties than were taken in past conflicts. This skill allows a character toland precisely where she wishes to, and also allows parachuting under less thanideal conditions (from a very fast-moving craft, a low-flying craft and soforth). This skill also covers preparing equipment to be dropped. Failing this check means the character lands100 yards off target for every two points by which his roll missed the DC.Failing a check by more than 5 means the character has landed somewheredangerous (depending on the situation, a dangerous landing could be inproximity to enemy soldiers, power lines, dense foliage, etc).[/FONT] [FONT=Calibri]Failing the check tosafely land in dense foliage such as a forest means the character has becomefouled in the brush 10-100 feet above the ground. Getting down[/FONT] [FONT=Calibri]usually involvesclimbing or simply cutting yourself free and falling the remaining distance.Failing the check from a high speed or low altitude insertion results in 1-4points of damage per 2 points by which the character missed the DC (in additionto possibly landing off target, and landing somewhere dangerous). The charactermay attempt either a Reflex save (DC 20), or a Tumble check (DC 15) to reducethis damage by half.[/FONT] [FONT=Calibri]Forces on the groundneed to roll a Spot check (DC 10) to detect incoming paratroopers 1-6 rounds(50-300 ft) before landing. Paratroopers in the air are extremely[/FONT] [FONT=Calibri]vulnerable to enemyfire, being treated as flat-footed both while in the air, and for 1-4 roundsafter they land (while the soldiers get free of their heavy parachute[/FONT] [FONT=Calibri]riggings). Asuccessful Paradrop skill (DC 15) will allow a character to get clear of hisriggings in the minimum time (1 round).[/FONT] [FONT=Calibri]For these reasons,soldiers will only be dropped into a hostile landing zone when absolutelynecessary. Often Special Operations forces will be sent in first, to make[/FONT] [FONT=Calibri]sure an area issecure (neutralizing any enemy forces encountered) before more conventionaltroops are paradropped in.[/FONT] [FONT=Calibri]For specialoperations, the HALO, or High Altitude Low Opening method of deployment isconsidered the ideal. Troops are dropped from extreme altitude, making[/FONT] [FONT=Calibri]the presence ofaircraft harder to detect. The soldiers so deployed then wait until they areextremely low before deploying their parachutes. HALO landings are only[/FONT] [FONT=Calibri]spotted by forces onthe ground on a Spot check of 20 or higher, and if a HALO drop is spotted,forces on the ground only have 1-2 rounds at which to attack the[/FONT] [FONT=Calibri]incomingparatroopers. [/FONT] [FONT=Calibri]LALO, or LowAltitude Low Opening method of deployment is also very popular, used whenaircraft must come in under the radar of a potentially hostile group,[/FONT] [FONT=Calibri]or to avoid adiplomatic incident. LALO insertions are risky, as the soldiers are pulled fromthe craft, their chute opens, and they hit the ground, all in under a minute.On[/FONT] [FONT=Calibri]a LALO jump,characters receive 2d6 points of subdual damage from the stress and impacts ofthe jump.[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Sample Actions[/FONT] [/TD] [TD] [FONT=Calibri]DC[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Land within 100 ft of target[/FONT] [/TD] [TD] [FONT=Calibri]15[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Land within 100 yards of target[/FONT] [/TD] [TD] [FONT=Calibri]10[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Paradrop Safely through dense Foliage[/FONT] [/TD] [TD] [FONT=Calibri]25[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]HALO[/FONT] [/TD] [TD] [FONT=Calibri]+5[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]LALO[/FONT] [/TD] [TD] [FONT=Calibri]+5[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Paradrop Equipment[/FONT] [/TD] [TD] [FONT=Calibri]20[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Clear Riggings in 1 round[/FONT] [/TD] [TD] [FONT=Calibri]15[/FONT] [/TD] [/TR] [/TABLE] [FONT=Calibri]Special: Characterswith 5 or more ranks in Tumble receive a +2 Synergy bonus on paradrop checks.[/FONT] [FONT=Calibri]Characters with theParatrooper feat gain a +2 bonus to Paradrop checks.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Listen (Wis)[/FONT] [FONT=Calibri]New Use[/FONT] [FONT=Calibri]Sonar Operation:Sonar operators use what is known as passive sonar to detect enemy vessels onmost occasions. Passive sonar gives the best of detecting your[/FONT] [FONT=Calibri]enemy without aidinghis efforts to detect you. Sonar operators have finely tuned senses of hearingcapable of discerning minute differences in pressure and motion in[/FONT] [FONT=Calibri]the waters aroundtheir ship. These natural capabilities are backed up by computers sophisticatedenough to identify submarines by name by the sound they make[/FONT] [FONT=Calibri]when moving throughthe water. This skill is opposed by the Drive skill of an enemy submarine insubmarine warfare. See the new combat rules section on submarine[/FONT] [FONT=Calibri]warfare for moreinformation. [/FONT] [FONT=Calibri]Active Sonar grantsan operator a +10 to his skill check, but grants the same bonus to any enemy inthe area to detect him. Thus, this method of sonar detection[/FONT] [FONT=Calibri]is often only usedby surface vessels and aircraft that have a clear advantage over any submarinein terms of weaponry and speed.[/FONT] [FONT=Calibri]Characters withoutthe Sonar Operation feat take a –4 penalty when making Listen checks for SonarOperation.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Spot (Wis)[/FONT] [FONT=Calibri]New Use[/FONT] [FONT=Calibri]Radar Operation:Even with modern advanced adar systems, the eye of the operator is still key indetermining the difference between a large cloud bank and a squadron ofincoming fighters. A successful spot check will allow the operator todistinguish natural phenomena from aircraft at a range of several miles.[/FONT] [FONT=Calibri]Characters withoutthe Radar Operation feat take a –4 penalty to Spot checks for Radar Operation.[/FONT] [FONT=Calibri]NBC Detection: ManyNuclear Biological and Chemical weapons have subtle effects in their earlystages, or in the case of many biological weapons may be difficult to detectunder any circumstances. A Spot check (DC 10 for a nuclear/radiological weapon,DC 15 for a chemical weapon, or DC 20 for a biological weapon) will alert acharacter to the presence of dangerous materials in time to don protective gearwithout needing to make a Saving Throw (assuming the character has the rightNBC gear handy). This use of the spot skill takes a –4 penalty unless thecharacter has the NBC feat.[/FONT] [FONT=Calibri]Reconnaissance: Akey use for special operations forces is reconnaissance. Knowing where yourenemy is, in what numbers, how he is defended, and where he is going arecrucial to formation of a plan for attack or defense. Besides providing theinformation above, a successful reconnaissance skill check will grant thefollowing bonus to Knowledge (Tactics) if brought the attention of a friendlyforce within 24 hours.[/FONT] [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Check[/FONT] [/TD] [TD] [FONT=Calibri]Bonus[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]15[/FONT] [/TD] [TD] [FONT=Calibri]+2[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]20[/FONT] [/TD] [TD] [FONT=Calibri]+3[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]25[/FONT] [/TD] [TD] [FONT=Calibri]+4[/FONT] [/TD] [/TR] [/TABLE] [FONT=Calibri]Special: If acharacter can requisition a satellite map of an area, she gains a +4 bonus toher Spot skill for reconnaissance purposes. If a character can requisition asatellite pass over an area, a Reconnaissance check (Spot Skill +20 againstmoving targets, Spot Skill +10 against stationary targets) can be made withoutever setting foot[/FONT] [FONT=Calibri]in the area.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top