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===VEHICLE AND DRONE ACTIONS=== *'''Automatidate Actions'''. Many vehicles employ a system A.I. to aid in various tasks. They can Aid Other for the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). Non-combat Automaticed system can also perform the following maneuvers independently – Hide, Maneuver, Move, Repair, Reroute Power, . * '''Attack'''. As an action an operator or gunner can fire one vehicle weapon system. Vehicle weapons use either Dexterity or Intelligence (your choice) for both attack and damage bonuses. *'''Attack Run''' (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a '''DC18''' Wisdom (Insight) check then target’s saves are at disadvantage instead. *'''Dogfight''' (Vehicle Operator Only). Only aircraft may engage in a Dogfight. Size does not matter and smaller craft have a distinctive advantage over larger, less maneuverable vehicles. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested Piloting plus maneuver modifier skill check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings can engage in dogfights as a group (choosing one pilot from each wing to make the check; gains a +1 insight check for each additional fighters in the wing to its pilot check). ::" ''*Dogfighting''. At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed on its action IF the craft are of equal size or smaller. Larger craft can continue to move as normal even if they are the loser. :: ''*Disengage from a Dogfight'': When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Massive ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so. :: ''*Firing into a Dogfight'': for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Massive size or larger. *'''Hide''' (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system. *'''Maneuver''' (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness. ::''*Avoid Missiles and Torpedoes'': As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage. ::''*Dash'': The operator can use its’ action to move the vehicle its Base speed movement again. This is a '''DC12''' maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. ::''*Dodge'': As its action the operator may take the Dodge action with a vehicle it controls. This is a '''DC15''' maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll. ::''*Fighter Wings'': For aircraft of size Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a '''DC12''' operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks and +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice. ::''*Increase Speed'': As a bonus action, the operator can try and increase the speed of its vehicle. Make a '''DC15''' operator check. Success increase the ship’s speed by +50% this round. A '''DC20'''+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round. *'''Move'''. As vehicle can move up to its base Speed in the round so long as it is not disabled, etc. *'''Ram''' (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check. :If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check 'missed'. *'''Repair''' (System Operator). A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a '''DC15''' Intelligence (Mechanics) check. A success repairs 1d8 + its proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check. ::''*Jury-Rig'': To jury-rig damage of a non-disable vehicle requires a '''DC20''' Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers. ::You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a '''DC15''' Intelligence (Mechanic) check for most situations (GM’s call). ::To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a '''DC20''' Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Reeling for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation. *'''Reroute Power''' (System Operator). A crew must make a '''DC15''' Intelligence (Mechanics) check to remove the Reeling or Stunned condition from a vehicle (note that after the Stunned condition ends it is still Reeling). This takes a number of rounds equal to the reverse of the Vehicle size modifier (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the '''DC''' increases to 20. Failure at jury-rigging causes a Reeling vehicle to suffer the Stunning Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Stunned vehicle to suffer a number of 1d6 damage equal to ¼ the vehicle’s HD (round up) and the vehicle is still Stunned. * '''Search with Sensors''' (System Operator). Scanners use both passive and active scanning to detect another ship within the same system (that is not actively hiding). The bonus is based on vehicle’s Intelligence mod and adds directly to the operator’s Intelligence (Computer Use) checks. With passive scanners assume that vehicles Senses rating is its passive perception. Active scanner is an Action to use and grants the operator advantage on its perception test but it also grants advantage (passive +5) on other vehicles to detecting it.
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