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Player > Starships > Role > Pilot > Stunts
Instead of ordinary movement, pilots can attempt stunts with their starships, pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL).
The starship moves up to half its speed in the direction of the aft edge
without changing facing. It can’t take any turns during this movement. To perform
this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s
tier). On a failed check, your starship moves backward only 1 hex. If you fail
this check by 5 or more, your starship does not move at all and takes a –4 penalty
to its AC and TL until the start of the next round.
Critical:
Your starship can move up to its full speed and make turns as normal for its
maneuverability rating.
The starship moves up to half its speed and flips along its central axis.
For the next gunnery phase, the starship’s port shields and weapons function
as if they were in the starboard firing arc and vice versa. The starship reverts
to normal at the beginning of the next round. To perform this stunt, your starship
must be Large or smaller and you must succeed at a Piloting check (DC = 10 +
1-1/2 × your starship’s tier). On a failed check, the starship moves half its
speed but doesn’t roll. If you fail by 5 or more, your starship moves half its
speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start
of the next round.
Critical: The sudden roll makes it difficult
to target your starship. You also gain the effects of a successful evade stunt
until the start of the next round.
The ship moves up to its speed and can turn as normal, but it gains a +2
circumstance bonus to its AC and TL until the start of the next round. To perform
this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s
tier). If you fail, the starship moves as normal. If you fail the check by 5
or more, the starship moves as normal, but it also takes a –2 penalty to its
AC and TL until the start of the next round.
Critical:
You successfully anticipate your enemy’s firing patterns. The stunt’s circumstance
bonus to your starship’s AC and TL increases to +4.
The ship moves forward up to half its speed (without turning) and rotates
180 degrees to face the aft edge at the end of the movement. To perform this
stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × your ship’s tier).
If you fail this check, your starship moves forward half its speed but doesn’t
rotate.
Critical: With a flawlessly executed stunt, your
starship can move up to its full speed (without turning) and rotate 180 degrees
to face the aft edge at the end of the movement.
The ship moves as normal, but it can move through 1 hex occupied by an enemy
starship without provoking a free attack (as described here). During the following
gunnery phase, you can select one arc of your starship’s weapons to fire at
the enemy vessel as if the vessel were in close range (treat the range as 1
hex), against any quadrant of the enemy starship. To perform this stunt, you
must succeed at a Piloting check (DC = 15 + 1-1/2 × the tier of the enemy starship).
If you fail this check, your starship still moves as described above, but you
follow the normal rules for attacking (based on your starship’s final position
and distance), and the movement provokes a free attack from that starship as
normal.
Critical: You line up the shot perfectly. The gunner
gains a +2 circumstance bonus to the gunnery check affected by this stunt.
The starship increases its distance between turns by 2 (to a maximum of 4)
and moves up to its speed, but it can move through 1 hex occupied by an enemy
starship that has already moved during this helm phase. To perform this stunt,
you must first succeed at a Piloting check (DC = 15 + 1/1-2 × your starship’s
tier). If you succeed, you then attempt a gunnery check against the enemy starship’s
AC upon entering that starship’s hex. If the gunnery check succeeds, your starship
collides with the enemy starship, dealing collision damage to each based on
your starship’s speed and the sizes of the two starships. The base collision
damage equals 1d4 × half your starship’s speed, plus an additional 1d4 damage
× a value based on your starship’s size (for the purpose of this calculation,
Tiny = 1, Small = 2, Medium = 3, etc.). The enemy starship takes the full damage
to the struck quadrant, and your starship takes half this damage to its forward
quadrant, after which your movement ends. If your starship has a ramming weapon,
add the ramming weapon’s damage to the damage to the enemy starship. If your
starship is one size category smaller than the enemy ship or larger, you push
the ship 1 hex in the direction your ship is facing. If this would push the
ship into an occupied hex, the ship does not move but instead takes additional
damage equal to your starship’s tier. If your starship is more than one size
category smaller than the enemy starship, your starship returns to the hex from
which it entered the enemy ship’s hex, facing that starship. If the initial
Piloting check fails, your starship still moves as described and doesn’t attempt
the gunnery check, but the movement provokes a free attack from that starship
as normal. If the Piloting check is successful yet the gunnery check fails,
your starship still moves as described, but the movement doesn’t provoke a free
attack from that starship.
Critical: You fly your ship
fast and true. You gain a +2 circumstance bonus to the gunnery check to ram
the target, and if you succeed, you deal additional damage to the target equal
to your starship’s tier.
The starship moves up to its speed in the direction of either the forward-port
or forward-starboard edge without changing its facing. To perform this stunt,
you must succeed at a Piloting check (DC = 10 + 1-1/2 × your ship’s tier). If
you fail this check, the ship moves forward up to half its speed and can’t make
any turns.
Critical: You slide and rotate your starship
simultaneously. At the end of the stunt’s movement, your starship can turn once.
The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.
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