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- inch = 2 yards = 1 tile
- 1 round = ~6 seconds
- Range penalties: (vs. parry | -2 Throwing | -4 Throwing)
- MAIN ATTACK OPTIONS
- Hold
- can wait until later in the round to perform an action.
- getting shaken loses the "hold" status.
- can interrupt others' actions with Agility vs. Agility. Tie = simultaneous.
- Double Talon
- Fighting x2
- /r 1d8!+1d6! +2
- /r 1d8!+1d6! +2
- Double Talon + Beak
- Fighting x3 (-2)
- /r 1d8!+1d6! +2 (-2)
- /r 1d8!+1d6! +2 (-2)
- /r 1d8!+1d6! +2? (-2)
- Burrow Attack
- Stealth vs. Notice
- +2 attack no raise
- +4 attack w/ raise
- Agility Trick
- Agility vs. Agility
- pass: opponent -2 parry until next action
- raise: also shaken
- does not stack
- STRATEGIES
- -Keep close to ranged opponents; their attacks are vs. parry when at melee range.
- -There is rarely cover when flying.
- -Osprey is a versatile tactics fighter. Use every tool at his disposal.
- GEAR ATTACK OPTIONS
- Fragmentation Grenade
- Throwing (unless placed) (5/10/20) range
- /r 3d6!
- Heavy Weapon
- Large Burst Template
- Thermal Grenade
- Throwing (unless placed) (5/10/20) range
- /r 3d10!
- Heavy Weapon
- Small Burst Template
- STRATEGIES
- -Opponents get an Agility(-2) roll to dodge the grenades.
- -Opponents get an Agility(-4) to throw the grenade back (-2 if on hold).
- -Opponents behind cover get a bonus.
- GEAR OPTIONS
- Personal Data Device
- +4 to Common Knowledge when used
- Luxo Particle Stratifier
- 3 power points
- 1 hour recharge
- illuminate or obscure
- small surface (25 feet)
- 10 minutes (3 rounds of combat)
- MOVEMENT OPTIONS
- Running
- Pace + /r 1d6 of movement.
- Other actions take -2 penalty, but running does not.
- Can "Run" while Flying, Burrowing, or Swimming.
- Extraction
- When leaving melee, roll Agility
- If passed, one opponent doesn't get Attack of Opportunity.
- Flight
- Pace 6
- Carrying Allies in Flight
- Pace 3
- Burrowing
- Pace 3
- Loose earth only
- Swimming
- /r D6! in Swimming
- Pace: 6
- Can't drown if oxygenated.
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