Monday, March 21, 2016

Star Wars Campaign Pilot Class Abilities




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
◊Requirements – gunner or pilot; Vehicles check
◊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.


Darklighter Spin

◊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
◊Effect – Ranged Affliction • 4 points per rank -4

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
◊Action – reaction (to Damage)
◊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

◊Descriptors – Luck, manipulation, versatility
◊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
◊Duration –sustained
◊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

◊Descriptors – Talent, variable (any multiattack Damage effect you wield)
◊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

You have a propensity for finding a more direct path to your goal at just the right time.

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.







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