Back-in-Black:Pilot

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Cost Difficulty Manuever
0 - Maintain Course: The pilot keeps a steady course to let the rest of the astrogation crew catch their breath. If a difficulty 7 Vehicle/Space/Int skill check is successful, regain one expended Crew Point.
2 6 Trim the Course: The pilot forces the ship into a higher drill shear than its drive is technically specced for, increasing its Speed by 1 for the round.
2 7 Lockdown Feint: The pilot turns the ship as if to flee, drawing enemy ships into optimal pursuit trajectories that are easily solved by the ship's targeting computers. No bonus is given this round, but the next round the ship can stop fleeing and attack its enemies with a +3 bonus to hit on all gunnery that round.
1 7 Phase Dance: The pilot jitters the ship’s spike phase through a series of rapid frequency adjustments. The pilot can choose to change the ship’s spike frequency after the enemy has declared what phase they’re shooting into.
2 6 Float Like A Leaf: The pilot kills the ship’s internal gravity for one round, briefly and drastically altering its handling profile. For one round, the ship gains a -2 bonus to its Armor Class while the enemy targeting computers compensate. This command is not effective two rounds in a row, though it can be used interspersed with other choices.
3 7 Between The Rain: This command works only when two or more enemies are firing on the ship. The pilot runs the ship between two chosen opponents on a carefully-calculated course vector. Each missed shot that one of the ships fires must roll to hit the other at -4 to hit.
3 8 Spitting Distance: The pilot dances the ship right up to a specific enemy craft, rolling and weaving so deftly that the enemy can’t get a clean shot in with one of its guns. The pilot can choose which enemy gun is neutralized, but the ship grants a +2 bonus to all other enemy hit rolls, including those of the other guns on the target ship.
4 8 Killing Light: The pilot suddenly flips the inertial orientation transformers, spinning the ship and turning its drive flares on an enemy craft. The pilot makes an attack using either Dex or Int and Vehicle/Space as the ruling stat and skill. Base damage is 1d6 for each level of spike drive. Frigates take -1 to hit and do double damage, cruisers take -3 to hit and do four times as much damage, and capital-class ships take -5 to hit and do eight times as much damage. All enemies gain +2 to hit the ship until the start of the next round.