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Vehicular combat overview

Turn Order

Just like ground combat, a round of flight combat lasts roughly 5 seconds. With every new round each participant in a battle, takes a turn. Turns are decided by an initiative roll which occurs at the beginning of each encounter. Once the order has been completed, the order begins anew. Combat ends once one party has defeated the other(s).
 

Initiative

This skill is rolled to determine the order of combat. In flight combat, Initiative can be determined by either Intelligence or Dexterity.  Initiative also acts as the first, Maneuver round.  

Maneuver Round

Every other round of combat (roughly every 10 seconds) there is what's called the Maneuver round.  At the end of the second round and prior to the 3rd, both pilots roll for the maneuver round.  Whoever rolls higher now has the initiative for the next two rounds.  This is based both on the Piloting skill and a ships maneuverability.  With maneuverability adding bonuses to the pilot's skill roll.  Certain aircraft and spacecraft have the ability to return fire even if they lose the Maneuver round, however the pilot who succeeds will always have advantage on their attack rolls. Additionally, should either pilot roll a natural 1, they will incur over G. Wherein, they will make a constitution saving throw to determine how they handle the G-Force upon their bodies. See G-Force below.

Example:  Pilot A has a higher initiative roll and gets to attack Pilot B for 2 rounds.  At the end of the second round Pilot A rolls a 5 and Pilot B rolls a 17.  Pilot B now has the initiative.  

 

Escaping Combat

Escaping vehicular combat is also primarily done by a roll based on piloting skill.  However, rather than maneuverability, the secondary bonuses are based on that ship's speed.  Escape rolls are performed each round at the forfeit of a ship's initiative or maneuver round roll.  What this means is, even if a pilot trying to flee, out rolls their opponent on the initiative round they do not get advantage on attack rolls to return fire. Escape attempts must be stated prior to each maneuver round.

Additionally, if the ship is hyperdrive capable, they can choose to charge the drive.  Hyperdrives will have listed round charge times, and these must be completed before the ship can utilize it.  While charging a hyper drive, the ship will incur advantage from enemy attack rolls.  Once charged, a hyper drive escape is guaranteed, unless the opposing pilot is able to position their ship with a maneuver roll to block their escape.  That said, many pilots would not choose to do this, unless they had a death wish for both, their opponents and themselves as this is extremely dangerous and likely will end in the destruction of both vehicles.  

 

What can one do on their turn? 

Every round, combatants will be allowed one primary action and either a secondary action or a reaction action. A primary and secondary action may only be taken on a player’s turn.  Reactions may be carried out once per round in a response to another creature’s action. Reactions are limited only to specific skills and may only be used once per round.

 

Armor Class (AC)

AC is decided by your Piloting skill, Dexterity, and Vehicle, though it can be improved by leveling and other methods.  This number determines how easy or hard you are to hit, for example. Your AC is 15. That means your attacker must score an attack roll of at least 16, in order to perform a damage roll against you. If they roll beneath that number, it is counted as a miss. 

 

Hit Points

If you are dropped to 0 hit points, your craft is incapacitated. However, should you be dropped to below double your craft's max HP value, it is destroyed, irreparably.  HP is determined solely by the Vehicle itself. 

 

Critical Hits

When you roll a natural 20 on an attack roll, you automatically score max damage on your attack roll.  Additionally, status effects can occur at GM’s discretion.
 

Attacking in Combat
1.  Choose a target
2. Roll 1d20 to determine a successful attack against the target's AC. 
2. Determine Attribute Bonus (Will vary depending on Class)
3. Roll damage on a successful attack roll (Will vary depending on Class)

If there’s ever any question on whether or not something you’re doing counts as an attack, the rule is simple: If you’re making an attack roll, you’re making an attack. 

 

Combat Actions

In Sentarin-3,each turn of combat is separated into one of two major categories. Primary Actions, are standard action most often involves casting, attack rolls, and rolling for damage. Typically, these rolls may only be made once per round and only when it is your turn in the combat order. 

Secondary Actions and Reactions, like Standard Actions, Secondary Actions may only be made once per round. Additionally, they may only be carried out once it is your turn in the combat order. Secondary actions are typically minor buffs or abilities and can be used in the same turn as that of a Standard Action. Unlike both Standard and Secondary Actions, Reactions may be used during any point in a turn order where they may apply. Like the prior pair, a Reaction may only be used once per round.

 

NOTE: A player that utilizes a Secondary Action during their turn forgoes the opportunity to utilize a Reaction ability for the remainder of the round. Similarly, a player utilizing a Reaction ability before their turn in the combat order forgoes the opportunity to utilize a Secondary Action for the remainder of the round.

Fight for Life

If you are downed in combat by a foe with murderous intent, you begin to roll life throws.  All life throws are unmodified d20s. Best ⅔, two successes and you’re up, two failures, and you’re dead.  However, rolling a natural 20 breeds instant success, while rolling a natural 1 causes instant death.
 

Stabilizing

All players in fight for life are able to be stabilized.  This can happen in one of two ways. Either another player can heal them, with an item or ability, instantly rendering them conscious. Or they can attempt to stabilize them with a successful medicine check.
 

IMPORTANT NOTE:  Death only occurs at a GM’s discretion.  However, should a player put themselves into a deadly situation, they should be ready to accept the consequences. 
 

Debilitating effects and class utility

There are hard crowd controls (loss of turn), and soft crowd control (restricted actions for turn).  Certain abilities can cause, or offset, debilitating effects.
 

Opportunity Attacks

During the maneuver phase, a pilot who rolls a natural 1 will incur opportunity attacks against their ship.  Due to a mispositioning of their ship, which allows the opposing pilot a clear shot at them with advantage.  The enemy pilot will still keep their full action with all the benefits of out maneuvering on their turn when it comes.
 

Ship Statistics

Each ship will have unique statistic which can be upgraded, all of which can affect certain rolls.  These are Speed, Maneuverability, HP, AC, and weapons.  Though a character's Piloting can also affect each of these rolls, this will be done in conjunction with the ship's base stats. 
 

Flight Unique Skills

Example: During the maneuvering round, should a pilot roll a natural 1, they will be required to make a constitution or piloting saving throw. Should they fail, they will incur disadvantage on all throws for the following round. Additionally, should they roll another natural 1, they will pass out, forfeiting all actions for the following round. If the pilot of the craft themselves passes out, any attacking enemies perform all actions with advantage for that round. 

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