(A)Combat Maneuvering

RPG D6 Stats
Attribute: Knowledge

Type: Advanced Skill

Time to Use: One to Three Rounds

Difficulty: Easy for one opponent. +5 to base difficulty for each additional opponent.

Prerequisites: (KNO)Tactics 5D, (MEC)Starfighter Piloting or Space Transports 5D, (MEC)Starship Gunnery 5D.

Description: Combat Maneuvering allows a character who has been taught or has learned this skill with the ability to perform precise and/or advanced maneuvers during combat situations involving Starfighter-scale vessels. With this skill, the pilot demonstrates a unique understanding of his/her ship, along with its strong points and weakness, along with optimal operations for facing down an enemy vessel.

Combat Maneuvering allows the pilot the advantage of choosing if he/she wishes to engage in combat actions immediately, at the beginning of potential combat rounds. The pilot may, instead of engaging, perform an OODA loop (Observe, Orient, Decide, Act). By doing this, the pilot can first observe a target and determine what the pilot is encountering. Secondly, the pilot can then orient his vessel for optimal attack vectors. Third, the pilot can decide to engage or perform maneuvers that will keep him away from initial combat. Lastly, the pilot can act on the previous three determinations in the cycle. If an opponent forces the pilot into combat while he/she is completing the OODA loop, the pilot may perform a number of actions at no multi-action penalty equal to the dice level in Combat Maneuvering.

During Combat, a pilot may add the dice from Combat Maneuvering to other skills used during the round as a bonus. At the beginning of the round, the player must declare what skills he/she is adding the bonus dice to, prior to any actions. The skills which can be bolstered are: (KNO)Tactics, (MEC)Space Transports, (MEC)Starfighter Piloting, (MEC)Starship Gunnery, and/or (PER)Command. The player may divide the dice pool among the various listed skills.