Author Topic: [PoC] Actions in Combat  (Read 1134 times)

Garryl

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[PoC] Actions in Combat
« on: June 29, 2017, 02:03:50 PM »
Actions in Combat
Power of Cybernetics introduces several new actions that can be taken in combat.

Table: Actions in Combat
Special AttackActionAttack of Opportunity
Aid another at range1 standard actionYes
Aim1 standard actionNo
Aim and attack1 full-round actionYes
Autofire1 ranged attackYes
Modify target lock1 free actionNo
Reallocate energy1 swift actionNo
Suppressing fire1 standard actionYes



Aim
As a standard action, designate a target. You can treat your next ranged attack, if it is made against that target and before you move or aim again, as 1 range increment closer (minimum 0 feet away) for the purpose of all effects dependent on the number of range increments away your target is (such as range increment penalties to your attack roll and whether your target is within range of your weapon) and when determining whether or not you can use the Point Blank Shot feat or deal precision damage. Aiming multiple times before a single attack provides no additional benefit. Aiming provides no particular benefit to attack forms that have no range increment, such as rays and spells, although they can still be aimed attacks.

If your Base Attack Bonus is +6 or higher, you can aim and make a single ranged attack against the same target as a full-round action.



Modify Target Lock
If you have the ability to acquire a target lock, you can acquire, release, or change your target lock as a free action. See the target lock special ability for more details.



Reallocate Energy
You can allocate energy to your energy receptacles. Some receptacles have specific ways of allocating energy to them and dealing with allocated energy, but unless otherwise stated, you can add, remove, or shift any energy you possess between your energy pool and any energy receptacles you possess. Doing so (called reallocating your energy) is a swift action that can be performed at most once per turn, even if you gain additional swift actions. Unless it specifically states otherwise, no effect allows you to reallocate your energy more than once between the end of one of your turns and the end of your next turn.
« Last Edit: June 29, 2017, 02:22:21 PM by Garryl »
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Garryl

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(Continued) [PoC] Actions in Combat
« Reply #1 on: June 29, 2017, 02:22:03 PM »
Special Attacks
The following special attacks can be performed by any character. They require no special training to perform, but, like grappling, tripping, and other special attacks described in the PHB, a better trained individual can make better use of them.

Table: Special Attacks
Special AttackBrief Description
Aid another at rangeGrant an ally a +2 bonus on attacks at a distance
AutofireRanged attack applies in a 5-foot radius
Suppressing fireGrant an enemy a -2 penalty on attacks for 1 round



Aid Another
In ranged combat, you can help a friend attack by distracting or interfering with an opponent. If you’re in position to make a ranged attack on an opponent that is engaged by an ally in melee or ranged combat, you can attempt to aid your ally as a standard action. You make an attack roll against AC 10, applying penalties for range, firing into melee against the opponent, and other factors as normal. If your target has cover, this also applies, increasing the AC to 14 (or 18 with improved cover). If you succeed, your ally gains a +2 bonus on his next attack roll against that opponent, as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack. Like all ranged attacks, this use of aid another provokes an attack of opportunity. This is an additional use of the aid another action.

Just like in melee, if you have a Base Attack Bonus of +5 or better, then for every 10 points by which your attack roll exceeds AC 10, the bonus granted increases by 1 (as expanded in Complete Adventurer).



Autofire
As a ranged attack, you may attempt to fire at multiple opponents with an automatic weapon. If you would normally make multiple attacks, you can make multiple autofire attacks in a round. You can only attempt to autofire with with automatic ranged weapons. Other ranged weapons simply don't have the necessary rate of fire to spray an area. To make an autofire attack, choose a corner of a space within range and make an attack roll with a -4 penalty (the Autofire Proficiency feat negates this penalty). Compare this attack roll to the Armor Class of each creature and unattended object in a 5-foot radius burst around that point to determine whether or not they are hit. Determine cover, concealment, range increment penalties, and other factors independently against each subject of your attack, and from your position, not from the center of the burst. Autofiring takes as much ammunition as 10 normal attacks (regardless of the number of targets affected).

When autofiring using weapons that produce effects that affect subjects other than the primary target of an attack, such as splash weapons, metal storm bolter rounds, and Spell Storing ammunition with area spells stored, subjects are affected by each such additional effect only once per autofire attack, regardless of how many attacks may have included them in their areas.

When autofiring using multiple types of ammunition, the attack functions as though using the least effective of the ammunition fired when determining any aspect of the attack. For example, a bolter autofiring a mix of normal, metal storm, and inferno bolter rounds would deal damage as a weapon 1 size smaller (as per metal storm and inferno rounds), and would have a -4 penalty on the attack roll (as per metal storm rounds), but would not have the metal storm's splash damage, nor the inferno's fire damage and chance to ignite, and would be stopped by damage reduction as the weaker of piercing and slashing damage.



Suppressing Fire
In ranged combat, you can impede a foe's ability to attack by distracting or interfering with an it. If you’re in position to make a ranged attack on an opponent, you can attempt to lay down suppressing fire as a standard action. You make an attack roll against AC 10, applying penalties for range, firing into melee against the opponent, and other factors as normal. If your target has cover, this also applies, increasing the AC to 14 (or 18 with improved cover). If you succeed, the opponent suffers a -2 penalty on his attack rolls for 1 round. Multiple characters can provide suppressing fire against the same foe, and similar penalties from different characters stack (although the same character laying down suppressing fire on the same target multiple times in a single round provides no extra benefit). Like all ranged attacks, suppressing fire provokes an attack of opportunity.

If you use weapon with which you can perform autofire attacks, you can combine the two to lay down suppressing fire in an area. Make an autofire attack. Instead of the normal effects of the autofire attack, you compare the attack roll against AC 10 as though laying down suppressing fire against each creature in the area, applying penalties as appropriate. Combining autofire with suppressing fire takes the longer action of the two (usually a standard action).

If you have a Base Attack Bonus of +5 or better, then for every 10 points by which your attack roll exceeds AC 10, the penalty imposed by suppressing fire increases by 1 (similar to Aid Another as expanded in Complete Adventurer).
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