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Surface Attack Phase Each player’s unit gets to fire on the other player’s, using his or her Ship’s Gunnery attack or attacks.
cannot use with area attack Knowledge (Tactics)* vs Will anticipate target’s next move see Area Attack rules for area attacks held/carried/worn=Ref 10 + size mod + Ref of holder (not counting armor bonus) use with melee weapons or weapons with folded stock;
The target can not be affected by any additional hold attacks while the effect lasts.
GM awards Spending Feat Points hit Boost a Non-Attack skill roll AGL - Agility (nimbleness , co-ordination , reflexes Heroic Dodge (take 1/2 damage from an attack) Buy an additional Quick Action Parry (ignore Free Strikes) Relentless Charge (when charging move through rough terrain without penalty) Re-roll failed attack/skill/willpower roll Run and Gun (advance 2 x SPD inches instead of SPD) Shake Continuous Effect/Knockdown/Stationary (ends one of those conditions) Sprint (make a full advance after incapacitating/destroying an enemy) POI- Poise (hand eye co-ord , skill with ranged weapon) PRW- Prowess ( Grace , balance , conditioning , training) INT- Intellect ( wits , deduction , speed of thought , problem solving) ARC - Arcane (magic power , skill with magic) PER -Perception (attention to detail , awareness) Defence - SPD + AGL + PER Initiative- SPD + PRW + PER Armor - PHY + Armor modifiers Willpower - PHY + INT MAT - PRW + Skill with weapon + weapon attack modifier RAT- POI + Skill with weapon + weapon modifier Command range - INT + Command skill in Inches Jack Marshall Drives (generic) Boost attack roll Boost damage roll Charge Run Power attacks Power attacks are special attacks made by steamjacks.
USED ABIL 1d12+6 CURRENT SURGE USES TEMPORARY HIT POINTS Melee Basic Attack - Thundering Greataxe +1 FEAT ENH 5 Bonus At-Will Power - Know one extra 1st-level attack BASIC ATTACKS power from your class.
Denying Denial -ofSer vice Attacks February 2015 Adapted from Worldwide DDoS Prevention Products and Services 2014–2018 Forecast by John Grady, Christina Richmond, and Christian A.
Power Attack -1/+2 Feat You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Maneuver (B363+) Aim Active Defense Any* Movement Description Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1 for 2 turns, +2 for 3+ turns, the combined bonus from all targeting systems cannot exceed the weapon’s base Accuracy) | You get no step if your two-handed weapon is braced Cover DR Table (B559) All-Out Attack - Melee Material DR/Inch (2.5 cm) Determined None 1/2 forward +4 to hit Aluminum 20-30 Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without Ambidexterity) Brick 5-8* Feint None 1/2 forward Make one feint and one attack on the same foe Concrete 6-12* Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per die), may end in crouch (MA87) Glass 5-20† Strong None 1/2 forward +2 to damage (or +1 per damage die) Iron 40-60 All-Out Attack - Ranged (for optional ranged feints, see MA121) Sandbags 3 Determined None 1/2 forward +1 to hit Steel, mild 50-60 Suppression Fire None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple, adjacent 2 yard zones with 5+ Shots/zone Steel, hard 60-70 All-Out Defense Stone 8-13* Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge allows up to Half Move) Wood 0.5-1*/‡ Double Any Step Two different Defenses against one attack * Repeated damage to small Area Mental Defense Any Step +2 to all resistance rolls against magic, psi, and anything similar.
When he attacks as part of a full-round action, he may choose to make every attack at a -5 penalty to his full base attack bonus.
x2) (1 action) Falco Phantasm – Move 8 bases (2 actions) Reflector – All effects of opponents special attacks are ignored by Falco on your opponents next turn (1 action) Mr.
Con modifier bonus to damage after enemy hits you n/a 0 History INT 2 2 Insight WIS 2 0 n/a 0 2 Intimidate CHA 0 0 n/a 2 0 n/a 0 2 Nature WIS 2 2 Perception WIS 2 0 n/a 0 7 Religion INT 2 5 n/a 0 1 Stealth DEX 1 0 n/a 0 0 Streetwise CHA 0 0 n/a 0 DEX 1 0 n/a 0 Stone 2/all, 4/all at 11th level, 6/all at 21st level Rune of Mending - Gain rune of mending power 2 Thievery MISC MISC 1 Ranged Basic Attack - Magic Hand Crossbow +1 ABIL FEAT 0 ENH MISC MISC 1 BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 9 vs AC Earth-Wrought Hammer Warhammer 1d10+6 +1 4 vs AC Magic Hand Crossbow +1 1d6+1 6 vs AC Unarmed (Melee) 1d4+5 1 vs AC Unarmed (Range) 1d4 vs FEATS Rune of Destruction - Allies gain +1 to attack against 0 0 n/a Protection rune state 0 1 ENH Rune Master - Gain either Rune of Destruction or Rune of CHA Heal 0 ARMOR PENALTY MISC Bluff 7 FEAT 5 1d6+1 Unsleeping Watcher - 4 hours of inactivity counts as an CURRENT CONDITIONS AND EFFECTS 13 1 encounter power SAVING THROW MODS +2 Racial bonus against ongoing damage 7 ABIL 1d10+6 Warforged Mind - +1 to Will defense Acrobatics 2 Melee Basic Attack - Earth-Wrought Hammer War DAMAGE Warforged Resolve - Use warforged resolve as an DEATH SAVING THROW FAILURES 1 0 DAMAGE WORKSPACE ABILITY:
Living Construct - No need to eat, drink, breathe, or sleep DAMAGE ENH MISC MISC 3 4 1 ENH MISC MISC 4 1 Melee Basic Attack - Unarmed ABIL 1d4+11 Warforged Resolve - Use warforged resolve as an USED TEMPORARY HIT POINTS FEAT 6 FEAT 6 encounter power Warforged Mind - +1 to Will defense DEATH SAVING THROW FAILURES Warforged Resilience - +2 racial bonus to saving throws SAVING THROW MODS +2 Racial bonus against ongoing damage against ongoing damage RESISTANCES Resist 6 Ongoing, Resist 10 Cold Unsleeping Watcher - 4 hours of inactivity counts as an extended rest CURRENT CONDITIONS AND EFFECTS BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 20 vs AC Bloodthirsty Craghammer +3 1d10+14 13 vs AC Unarmed (Melee) 1d4+11 9 vs AC Unarmed (Range) 1d4+3 vs SKILLS BONUS SKILL NAME CLASS / PATH / DESTINY FEATURES ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC 0 n/a 0 Defender Aura - Gain the defender aura power Shield Finesse - You ignore the check penalty for wearing FEATS Battle Guardian - Gain the battle guardian power 8 Acrobatics DEX 8 6 Arcana INT 6 0 n/a 0 Knight Fighter Stances - Choose two fighter stances a shield.
Version 1.1 (covering attacks at TH8 and below, plus GoWiPe) to be updated once authors are less noobish BASIC TRAINING:
USED ABIL 1d8+2 FEAT ENH 1 MISC MISC 1 Ranged Basic Attack - Magic Crossbow +1 ABIL 1d8+1 FEAT ENH 0 MISC MISC 1 TEMPORARY HIT POINTS BASIC ATTACKS ATTACK DEATH SAVING THROW FAILURES Ref Savage Rend (Frost Quarterstaff 1d8+6 +1) 4 vs AC Magic Crossbow +1 1d8+1 at-will druid powers.
TEMPORARY HIT POINTS FEAT -1 FEAT ENH -1 Dual Heritage - Count as elf, half-elf, and human for BASIC ATTACKS choosing feats.
Piercing (in rage) MISC MOD 1 + MISC MOD 2 HALF DAMAGE ATTACKS ACTION PROF ABILITY Greatsword ✔ Scourge Spear Str TO HIT RANGE Melee DAMAGE +8 1d8+4 2 DAMAGE TYPE Bludgeoning Melee +8 2d6+4 Slashing ✔ Str Melee +8 1d4+4 Slashing ✔ Str Melee, 20/60 ft.