Air Combat Advantages and Maneuvers

 
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Marcus Brody
The Dog


Joined: 09 Jan 2004
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Location: floating bumpercar

PostPosted: Sat Jan 03, 2015 2:03 am    Post subject: Air Combat Advantages and Maneuvers Reply with quote

Airman Advantages

A Ship's Master On initiative rolls, add your lowest rolled die to either of your actions.

A Phantom Add a die to all Positioning rolls at Pursuit Range or longer.

A Gunnery Chief Add an extra rolled die to all damage rolls.

A Spotter Use Target Fire at Long Range without penalty, and at Pursuit Range with a penalty of two dropped dice.

A Shipwright Airship systems and hull may be repaired past the 50% threshold without access to a dry dock. Sufficient materials and 1d10 hours per system are required (2d10 hours for the hull).

A Mechanic Any time Maneuvers or Positioning is rolled (by you or another character, assuming you're on the ship and involved in combat), roll your Engineering. Substitute your highest rolled die for the highest die in the Helm roll, if desired. This substitution may only be done by one player.


Airman Maneuvers

M Come Around After breaking an opponent's Control or Complete Control, immediately assume Control of the engagement.

M Run on the Wind After a successful Positioning roll, change the Range of the engagement twice.

M Ranging Shot After dealing Target Fire damage, you may use the same damage die value for the next turn's Target Fire or Broadside damage.

M Uproll Barrage Use Broadside at any Range up to Long Range without the normal Range penalty.

M Prepare to Take Fire When taking damage from another airship, roll 1d10. Subtract the result of this roll from your opponent's damage die. If the result is reduced to zero or lower, take no damage.

M Emergency Rebuild After any sufficient Emergency Repairs roll, repair the chosen section past any applicable Damage Threshold.

M Battle Assessment While involved in an air battle, you may use your action to gain back three maneuver points. This may only be done once every four turns.

M Rolling Broadside While in Complete Control of an engagement, use an action to prepare a Rolling Broadside. On the next turn, roll Broadside against the opponent's hull, adding one die. If the opponent's Damage Control roll is unsuccessful, roll and keep all damage dice; otherwise, keep only the highest die.

M Turn and Fire Roll a Broadside attack against an opponent in Complete Control. If their Damage Control is unsuccessful, deal normal damage to their hull and reset Weathergage to Even. If their Damage Control succeeds, the shot misses and they are reduced to normal Control.


Pilot Advantages

A Perfect Lead Add an extra rolled die to all damage rolls.

A Close Escort When Defending an airship, keep your two highest damage dice.

A Quick Disengagement While involved in an air battle, you may use your action to gain back one Maneuver Point. This may only be done once every four turns.

A Tricky Positioning When using Passive Evade, roll 1d10 and add it to your Passive Evade score. This does not consume your action.

A Fast Strike Any opponent you begin to Dogtail may (as usual) attempt to Break on their next turn. If they are unsuccessful, you are granted an extra free attack on that turn. If they choose not to Break, your extra attack precedes their action.

A Stunt Training Any successful Breakaway roll on your turn allows for a second, immediate action.


Pilot Maneuvers

M Immelmann Turn After a successful Attack roll, immediately Attack again.

M Sweeping Strafe After a successful Strafe roll, suppress all three sections of the targeted airship.

M Guns Defense When taking damage from another plane, roll 1d10. If this result is higher than your opponent's lowest damage die, take no damage. If not, receive only the lowest die in damage.

M Blindside Attack After a successful Attack roll, deal damage as if Dogtailing.

M Cuban Eight After a successful Breakaway Roll, roll Attack against your former Dogtailer. If the Attack is successful, immediately begin Dogtailing them.

M Deathgrip When Dogtailing an opponent, use your turn to roll Dogtail a second time to close with them. If successful, you may Attack on all of your turns and all of their turns (after their action) until they successfully Break.

M Tailslide On a roll of your choice, substitute your Aerobat and/or Maneuvers for any stat and/or skill (e.g. Dogtail with Duelist+Maneuvers, Aerobat+Dogtail, or Aerobat+Maneuvers), and add one extra die.

M Chandelle Use at the start of any round to add 1d10 to your initiative score. This bonus continues throughout the remainder of combat. This does not consume your action, though it may only be done once per turn.

M Stick Memory After a successful Active Evade, preserve the roll total for your next two uses of Passive Evade (or until combat ends, whichever is sooner).



________________________________________



Maneuver Points (MP)

MP are used to perform Maneuvers. Each player gets a number of MP equal to their top Pilot or Airman stat. Each maneuver costs one MP, though some may be used to gain back more. MP recharge at a rate of one per hour outside of combat. If MP are depleted, Daring may be used to perform Maneuvers.


Last edited by Marcus Brody on Sun Jan 04, 2015 4:23 am; edited 1 time in total
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Dr. SexBot
Doctorb


Joined: 09 Jan 2004
Posts: 953
Location: Johnstown

PostPosted: Sat Jan 03, 2015 11:28 am    Post subject: Reply with quote

How many maneuvers/advantages do we get? Shold we be picking these for tonight or just thinking about them for next session?
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Marcus Brody
The Dog


Joined: 09 Jan 2004
Posts: 10585
Location: floating bumpercar

PostPosted: Sat Jan 03, 2015 1:57 pm    Post subject: Reply with quote

Everyone gets two advantages.

Since we had people with varying numbers of maneuvers in the old game, use this chart to see how many you get in the new one:

If you had -> You get
0 -> 2
1-2 -> 3
3+ -> 4

And yes, we'll use these tonight. As with anything else, you can respec later, but try to avoid the temptation to spec yourself out for the current encounter.
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