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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9215734" data-attributes="member: 6668634"><p>Some more Combat Maneuvers/Options</p><p></p><p><strong>Spin</strong></p><p>The pilot causes the ship to rotate along the x-axis while still moving forward. It can be used offensively or defensively. When used offensively, making a Pilot check DC 20, can negate any Dodge bonus to Defense the target might have, and if the target doesn't have any Dodge bonus, reduces the Dex modifier bonus to Defense by 1. Can only be used with forward firing weapons only.</p><p>Defensively, the pilot can spin the ship to reduce damage the ship would suffer from non missile weapons, and weapons that deal area damage. Pilot makes a Pilot check DC 22, a successful check reduces the damage by 10% round down, and if against an area of effect weapon, gains a +1 to Reflex save. For every 5 points above the DC, increase the damage reduced by +5% (rounding down) and the Reflex save by +1.</p><p> </p><p><strong>Combat Spread</strong></p><p>This maneuver requires an allied craft of similar size to be within 2000 ft of each other and targeting the same target for this maneuver to work. One ship will be designated the 'defender' and the other the 'attacker' in a "perch" position while approaching an enemy ship, Pilot DC 15 to get into position. When an enemy ship attacks the 'defender' within 1500 ft of the defender, and still in the first weapons increment range of the attacker, both the defender and attacker must make a Pilot check DC 24, and if successful, the defender has lead the enemy into position and the attacker gains an advantage similar to catching the enemy in a crossfire without actually being in a crossfire, the attacker gains +3 to attack rolls against the enemy target.</p><p> </p><p><strong>Break</strong></p><p>Upon spotting an attacker approaching from behind, the defender can attempt to break, turning sharply across the attacker's flight path, slowing their forward momentum, and causing the attacker to overshoot. The defender and attacker make opposed Pilot checks, the defender gains +2 to the Pilot check if within 1000 ft or less of the attacker. If the defender wins, the attacker moves past the defender, putting themselves into the sights of the defender. If the attacker fails by 10 or more, there is chance the attacker rams the defender and must make another Pilot check DC 17 to avoid a collision.</p><p> </p><p><strong>Flip</strong></p><p>The pilot is able to change the direction the ship is facing without changing the direction of movement, typically to face the opposite direction, usually used to attack craft behind them. The pilot makes a Pilot check DC 21 (if the ship has a bonus to Dodge from equipment, universe rules, add that to Pilot check). If successful, the ship now faces the opposite direction and moves in the original direction for half speed distance, also can make an attack of opportunity to attack an opponent ship within 1 range increment in line of sight, surprising the opponent, however suffers -2 to Defense. This can be done as a reaction to being attacked, but suffers a -4 to the Pilot check. A failed Pilot check points the ship in a random direction (1d6) and suffers an additional -2 to Defense.</p><p> </p><p><strong>Whip Sling</strong></p><p>This maneuver is dangerous and requires the use of a physical grappling system, such as grapplers. The ship uses its grappling system to grab a larger ship, station, asteroid or other larger object, and using the tether to allow the ship the swing around the larger object quickly, and must release the grapplers at the right moment to keep from slamming into the larger target. The Pilot moves towards the target as if they were going to use the grapplers as normal, but the DC is increased by +5 (page 143 of d20 Future table 7-15), providing an attack of opportunity for the target the ship is grabbing, and is denied its Dex modifier to Defense against the grabbed ship. Then the pilot makes another Pilot check at the same DC to swing the ship to another facing of the object grabbed, can release the grappling system as a free action on a successful check, and can move afterwards. If the check succeeds by more than 5, the pilot has moved the ship to the other side of the target. If the pilot isn't able to successfully use the grapplers, the pilot can't make the second. If the pilot fails the second check, the ship slams into the larger target, suffers damage like a ram, and disables the grappling system. If the check fails by more than 5, the grappling system is destroyed and the ram damage is doubled.</p><p>While attempting this maneuver, any opponents, other than the target being grappled, have a -4 to attack rolls and 50% chance of striking the grappled target. If the ship attempting to complete this maneuver is successful, it gains half cover bonus to Defense (+4), and if succeeds DC by more than 5 and swings to the other side, has complete cover as the grappled object is now in the way.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9215734, member: 6668634"] Some more Combat Maneuvers/Options [B]Spin[/B] The pilot causes the ship to rotate along the x-axis while still moving forward. It can be used offensively or defensively. When used offensively, making a Pilot check DC 20, can negate any Dodge bonus to Defense the target might have, and if the target doesn't have any Dodge bonus, reduces the Dex modifier bonus to Defense by 1. Can only be used with forward firing weapons only. Defensively, the pilot can spin the ship to reduce damage the ship would suffer from non missile weapons, and weapons that deal area damage. Pilot makes a Pilot check DC 22, a successful check reduces the damage by 10% round down, and if against an area of effect weapon, gains a +1 to Reflex save. For every 5 points above the DC, increase the damage reduced by +5% (rounding down) and the Reflex save by +1. [B]Combat Spread[/B] This maneuver requires an allied craft of similar size to be within 2000 ft of each other and targeting the same target for this maneuver to work. One ship will be designated the 'defender' and the other the 'attacker' in a "perch" position while approaching an enemy ship, Pilot DC 15 to get into position. When an enemy ship attacks the 'defender' within 1500 ft of the defender, and still in the first weapons increment range of the attacker, both the defender and attacker must make a Pilot check DC 24, and if successful, the defender has lead the enemy into position and the attacker gains an advantage similar to catching the enemy in a crossfire without actually being in a crossfire, the attacker gains +3 to attack rolls against the enemy target. [B]Break[/B] Upon spotting an attacker approaching from behind, the defender can attempt to break, turning sharply across the attacker's flight path, slowing their forward momentum, and causing the attacker to overshoot. The defender and attacker make opposed Pilot checks, the defender gains +2 to the Pilot check if within 1000 ft or less of the attacker. If the defender wins, the attacker moves past the defender, putting themselves into the sights of the defender. If the attacker fails by 10 or more, there is chance the attacker rams the defender and must make another Pilot check DC 17 to avoid a collision. [B]Flip[/B] The pilot is able to change the direction the ship is facing without changing the direction of movement, typically to face the opposite direction, usually used to attack craft behind them. The pilot makes a Pilot check DC 21 (if the ship has a bonus to Dodge from equipment, universe rules, add that to Pilot check). If successful, the ship now faces the opposite direction and moves in the original direction for half speed distance, also can make an attack of opportunity to attack an opponent ship within 1 range increment in line of sight, surprising the opponent, however suffers -2 to Defense. This can be done as a reaction to being attacked, but suffers a -4 to the Pilot check. A failed Pilot check points the ship in a random direction (1d6) and suffers an additional -2 to Defense. [B]Whip Sling[/B] This maneuver is dangerous and requires the use of a physical grappling system, such as grapplers. The ship uses its grappling system to grab a larger ship, station, asteroid or other larger object, and using the tether to allow the ship the swing around the larger object quickly, and must release the grapplers at the right moment to keep from slamming into the larger target. The Pilot moves towards the target as if they were going to use the grapplers as normal, but the DC is increased by +5 (page 143 of d20 Future table 7-15), providing an attack of opportunity for the target the ship is grabbing, and is denied its Dex modifier to Defense against the grabbed ship. Then the pilot makes another Pilot check at the same DC to swing the ship to another facing of the object grabbed, can release the grappling system as a free action on a successful check, and can move afterwards. If the check succeeds by more than 5, the pilot has moved the ship to the other side of the target. If the pilot isn't able to successfully use the grapplers, the pilot can't make the second. If the pilot fails the second check, the ship slams into the larger target, suffers damage like a ram, and disables the grappling system. If the check fails by more than 5, the grappling system is destroyed and the ram damage is doubled. While attempting this maneuver, any opponents, other than the target being grappled, have a -4 to attack rolls and 50% chance of striking the grappled target. If the ship attempting to complete this maneuver is successful, it gains half cover bonus to Defense (+4), and if succeeds DC by more than 5 and swings to the other side, has complete cover as the grappled object is now in the way. [/QUOTE]
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