A pilot my ram his vehicle into another, hoping to cause more damage to it than it suffers himself. To do so, he must get within close distance of said ship and make a Maneuverability test to hit the target ship inflicting half his total amount of Hull points in damage on both the target ship and himself. Armor and shields still reduce this damage.
A pilot may try to perform maneuvers in order to avoid enemy fire. He does this making his vehicle very hard to pin point, moving in chaotic patterns, making it hard to be hit, but possibly hindering the attacks of his own crew members. In game terms, the pilot decides how many points of additional Difficulty he wants to impose on an enemy attack to hit him, and must pass a Maneuverability test with the same Difficulty. If the player is successful, enemies attacking him have the Difficulty of their attacks increased by the same amount. A failure within the Difficulty has the same effect but also increase the Difficulty of the ship’s own attacks by the same number. A failure above the Maneuverability (or the pilot’s Agility, whichever is lower) only increases the Difficulty of the attacks made by the pilot’s vehicle.
Locking on Target
Gunners can spend a full round locking the ship’s target system to an specific target to make an imminent attack more likely to strike true. In game terms, they make a Intellect test and forego all other actions in one round to halve the Difficulty to attack a specified target on the next round.
A technician may redirect the vehicle’s energy force to boost the ship’s shield temporarily. To do so, the character makes an Intellect test with a Difficulty equal to the amount of which he desires to improve the ship’s Shield score (up to the maximum of it’s normal Shield score, effectively doubling it). This lasts for 1d6 rounds and immediately forces a Durability Roll for the ship.
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