Establishing and Breaking Missile Lock
A pilot or gunner can attempt to establish a missile lock against any target up to long range. To establish a missile lock, the attacker makes an attack roll as an attack action (the missile is not fired as part of this action). The character trying for a missile lock gains a +2 synergy bonus to this roll is he has 5 or more ranks of Computer Use. If the attack roll succeeds, a missile lock is established, giving the attacker a readied action to fire the missile at any point later in the combat.
The missile lock remains established until the missile weapon is fired (unless the target ship moves a range category farther away). The pilot or gunner can execute his readied action to fire the missile at any time.
Sobre Free Actions em combate espacial
"A pilot can perform only one stunt per move action." So you could get at best two stunts in a single round — unless you have the Heroic Surge feat, in which case you could get one more.
Sobre movimento e ataque no espaço
If you take a move action, you:
1) declare your speed
2) may steer the ship with simple maneuvers
3) may perform stunts as a free action. You may take two move actions in one round (potentially changing your speed in the middle of the round).
If you take an attack action or move action other than actually steering the ship, you automatically coast forward at whatever speed you had on your last move action, with no stunts or simple maneuvers allowed.
If you take a full-round action, you automatically coast forward at twice the speed of your last move action, with no stunts or simple maneuvers allowed.
19 janeiro 2004
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