Attack Run
◊Descriptors – Talent, variable (by weapon)
◊Effect – Limited Variable Effect Area • 1 point per rank
Attack Run (limited variable Area)
◊Modifiers – check required: -1 flat point, limited: –1/rank, area: +2/rank,
variable: 1 flat point
◊Action – standard
◊Area/Range – 120-ft line within weapons system range in an area your
vehicle moved through this turn
◊Duration – instant
◊Results – damage equal to rank
◊Resist –Toughness
Description
As your vehicle sweeps through
the area, you unleash wide ranging hostile fire.
You can only attempt to use this power during a turn in which your
vehicle has moved. At the end of your vehicle’s movement, make a Vehicles (or appropriate Expertise skill such as Space Transport
Operation) check. For every point by which your result exceeds 10, you may use
one rank of Attack Run (up to your effect rank). If your check result is 10 or
less, your standard action is wasted.
You can spread the Damage effect of the weapons system you are operating
over a line 5 feet wide and 120 feet long which originates anywhere within
the area of your vehicle’s movement this turn.
◊Descriptors – Piloting, talent, variable (weapons system)
◊Effect – Multiattack• 1 point per 2 ranks +1
Darklighter Spin (variable multiattack)
◊Modifiers – check required: -1 flat point, limited: -1/rank, multiattack:
+1/rank, variable descriptor: 2 flat point
◊Action – standard
◊Requirements – piloting a vehicle with a flight speed and a weapons
system; Vehicles (or
appropriate Expertise skill)
check
◊Range – S/M/L 25/50/100 feet per rank or by weapons system (see text)
◊Duration – instant
◊Results – damage
◊Resist –Toughness
Description
By spinning your vehicle and
firing multiple weapons simultaneously, you can eliminate multiple incoming
targets.
You must be piloting a vehicle with a flight speed to use this power.
Using your superior piloting skills, you can launch a startling display
of firepower. Make a Vehicles (or appropriate Expertise skill, such as
Starfighter Operation) check. For each point by which the result exceeds 10,
you may use one rank of Darklighter Spin (up to your effect rank). You can apply
the Multiattack modifier to your attack up to your effective Darklighter Spin
ranks, or the Damage effect
you are wielding (whichever is lower).
For example, if you have Darklighter Spin 10 and achieve a
Vehicles skill check result of 18, you can use up to 8 ranks of Darklighter
Spin. While piloting an X-wing starfighter, you can choose to wield its
fire-linked laser cannons as a multifire attack up to Damage rank 8, or you can
use the full Damage rank of 10, without gaining the multiattack effect.
If your skill check fails, your standard action is consumed and your
Darklighter Spin is ineffective.
If your Darklighter Spin is successful, the multiattack modifier provides
you with the following options:
•You can fire multiple shots
and a single target to increase the effective damage rank of the attack against
that target by +2 for two degrees of success, and +5 for three or more. This
circumstance bonus does not count against power level limits.
•You can spray fire against
multiple targets across a firing arc. Roll one attack check per target in the
arc. You suffer a penalty to each check equal to the total number of targets.
If you miss one target, you may still attempt to hit the others.
•You can choose to provide
cover to an ally in your line of sight. Your ally receives the benefits of
cover against enemies that are also within your line of sight and in range of
your Darklighter Spin power or the range of your weapons system (whichever is less). You cannot lay down a
covering attack for an ally engaged in close combat. An opponent can choose to
ignore the cover provided by your covering attack at the cost of being
automatically attacked by it; make a normal attack
check to hit that opponent.
The effective range of these effects is the lesser of your Darklighter
Spin range or the weapons system’s range.
Demoralizing Flurry
◊Descriptors – Fear, talent
Demoralizing Flurry (ranged reaction Affliction)
◊Modifiers – check required: -3 flat point, limited degree: -1/rank,
ranged: +1/rank, reaction: +3/rank, quirk: -1 flat point
◊Action – reaction
◊Requirement – hit a target with a multiattack Damage effect; Intimidation (or
appropriate Expertise skill)
check
◊Range – S/M/L 25/50/100 feet per rank
◊Duration – instant
◊Results – target impaired (one degree) or disabled (two or more degrees)
◊Resist –Will
Description
Your attacks come with such speed
and intensity that your opponent begins to realize they have little chance to
escape you.
You can attempt to use Demoralizing Flurry as a reaction when you make a
successful attack check using a damaging effect with the multiattack modifier.
Make an Intimidation (or appropriate Expertise skill, such as Tactics) check.
For each point by which the result exceeds 12, you may use one rank of Demoralizing
Flurry (up to your effect rank). The target of your attack (or the pilot, if
targeting a vehicle) must make a Will check (DC 10 + your effective
Demoralizing Flurry ranks). If this check fails by one degree, the target is
impaired and if it fails by two or more degrees the target is disabled.
The target makes a Will resistance check at the end of each of her turns
to overcome the condition.
Hold Together
◊Descriptors – Piloting, luck
◊Effect – Healing • 4 points per rank -1
Hold Together (limited persistent Healing affecting only objects)
◊Modifiers – affects only objects: +0/rank, affects only others: +0/rank,
limited: -1/rank, persistent: 1 flat point, reaction: +3/rank
◊Requirement – DC 10 power check; you must be the pilot of the target
vehicle
◊Range – close
◊Duration – instant
◊Results – you remove one Damage condition per degree of success
Description
Some pilots rely on armored
plating, efficient shielding, and regular maintenance to keep their vehicles in
top condition. You can’t explain why, but whatever you’re doing works too…
Once per turn, you may attempt to heal a vehicle you are piloting as a
reaction. Make a DC 10 Hold Together check. Each degree of success heals one
Damage condition, starting with the worst condition, and working down. If the
check fails, you must wait one minute or use extra effort in order to try
again.
Hyperjump Sense
◊Effect – Detect Hyperspace Hazard • 1 point
Hyperjump Sense (personal Sense)
◊Action – none
◊Requirement – operating a navicomputer
◊Range – personal
◊Duration – permanent
◊Results – able to detect interstellar dangers along a hyperspace jump
route
◊Resist –Will
Description
You have a remarkable instinct
for the perils of hyperspace.
You can sense the presence of a potential threat located on your present
course through hyperspace. You must be operating and able to manipulate the
navicomputer used to calculate this route (you cannot currently be operating
any other system on the vessel). You can detect the presence of an obvious
threat (such as a large planet or star) that was missed while the course was
crafted with a DC 0 Perception check.
Noticing a less obvious threat located on star charts (like an asteroid field
or comet swarm) requires a DC 10 while course deviations or unmapped threats
require a DC 20 or more.
Hyperjump Sense only allows you to recognize that there is a threat, not
any details about it or its location along the present route (the sense is
neither accurate nor acute). Accordingly, it is not possible to adjust the
course to account for the danger you’ve detected. The ship can either continue
along its current path and potentially suffer a mishap, or drop out of
hyperspace to calculate a new route.
Natural Astrogator
◊Descriptors – Courage, mental, talent
◊Effect – Enhanced Technology • 1 point per 4 ranks
Natural Astrogator (personal Enhanced Trait)
◊Modifiers – limited: -2/rank
◊Action – free
◊Range – personal
◊Resist – Technology (or an appropriate Expertise skill) +1
Description
You have an unusual gift for
finding a way through the interstellar void.
You gain a +1 bonus per rank to Technology (or an appropriate Expertise
skill such as Starfighter Operation) checks made to plot a route through
hyperspace with no astrogation data.
Overload Shields
◊Effect – Penetrating • 1 point per 2 ranks +2
Overload Shields (Limited Enhanced Trait)
◊Modifiers – limited: -2 rank, variable: 2 flat points
◊Action – standard
◊Requirement – wielding a multiattack damage effect against a target with
the deflector shields descriptor
◊Range – S/M/L 25/50/100 feet per rank or by Damage effect (see text)
◊Duration – sustained
◊Results – an effect you wield gains penetrating damage equal to your
effect rank
Description
Your persistent fire pushes your
target’s shielding.
You can fire a series of rapid shots to attempt to stretch the target’s
shields beyond their generator’s energy output range,
causing them to temporarily fail. You must
be wielding a Damage effect with the Multiattack modifier against a deflector
shield to apply this effect. Under those circumstances, your attack becomes
Penetrating, up to your Overload Shields rank.
The effective range of the penetrating effect is the lesser of your Overload
Shields range or the range of the Damage effect you are wielding.
Shortcut
◊Descriptors – Courage, luck, versatility
◊Effect – Feature • 1 point
Shortcut (Feature)
◊Action – free
◊Range – personal
◊Duration – permanent
◊Results – +5 circumstance bonus when speed is a factor
Description
Once per scene, you gain a +5 circumstance bonus to any skill check made
during a chase, mission or race when Speed is a
factor (as if your Speed rank, or
that of your vehicle, were three or more ranks higher than your opponents’).
Target Locked
◊Descriptors – Technology
◊Effect – Limited Degree Affliction • 1 point per rank -2
Target Locked (limited degree limited progressive Affliction)
◊Modifiers – alternate resistance: +0/rank, limited: -1/rank, limited
degree: -1/rank, progressive: +2/rank, quirk: -2 flat points
◊Action – standard
◊Requirement – Technology
or appropriate Expertise
check
◊Range – close
◊Duration – instant
◊Results – target vulnerable (one degree) or defenseless (two or more
degrees) to your attacks
◊Resist – Acrobatics,
Dodge, or Vehicles
Description
Got ‘em!
Make a Technology
(or suitable Expertise
skill, such as Starfighter Operation) check as a standard action. If your check
result exceeds 10, your target is permitted a resistance check (DC 10 + Disarming
Smile rank up to your check result) to escape your crosshairs. If this
resistance check fails, your target becomes vulnerable (failure by one degree) or
defenseless (failure by two or more degrees), but only to your attacks.
The target makes a new resistance check at the end of each of her turns
to remove the condition. If this check fails, the condition worsens by one
degree (from vulnerable to defenseless) if applicable.
Note: You must be using a HUD or targeting computer to use this ability.
Understand Binary
◊Descriptors – Auditory, language, talent
◊Effect – Limited Comprehend
• 1 point
Understand Binary (limited Comprehend Machines)
◊Modifiers – limited: -2/rank
◊Action – free
◊Range – personal
◊Duration –permanent
◊Results – you understand droidspeak
Description
You can understand droidspeak,
also known as binary, although you can’t speak it.
You can communicate with astromech droids or any other unit that speaks
binary.
Note: Normally units without a vocabulator communicate to organics via text or an interpreter; however any unit capable of producing sound can emit binary vocalizations.
Note: Normally units without a vocabulator communicate to organics via text or an interpreter; however any unit capable of producing sound can emit binary vocalizations.
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