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Saga Edition RPG Omnibus

Corellian Slip: Difference between revisions

(Created page with "<div> <h4 class="headline">Corellian Slip</h4> {{referencetag|book=Starships of the Galaxy|page=25}} <p class="single nomargin">A teamwork-focused starfighter tactic, the Corellian Slip maneuver allows a pilot to destroy an opposing starship that threatens one of their allies by flying at the enemy vessel head-on.</p><p class="single nomargin">{{indent}}'''Time:''' Full-round action.</p><p class="single nomargin">{{indent}}'''Target:''' One enemy airspeeder or starfi...")
 
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{{DISPLAYTITLE:Corellian Slip}}<!--
<h4 class="headline">Corellian Slip</h4>
{{referencetag|book=Starships of the Galaxy|page=25}}
<p class="single nomargin">A teamwork-focused starfighter tactic, the Corellian Slip maneuver allows a pilot to destroy an opposing starship that threatens one of their allies by flying at the enemy vessel head-on.</p><p class="single nomargin">{{indent}}'''Time:''' [[Full-round action]].</p><p class="single nomargin">{{indent}}'''Target:''' One enemy airspeeder or starfighter within (2 &#215; your vehicle&rsquo;s speed) squares.</p><p class="single nomargin">{{indent}}'''Make a [[Pilot]] check:''' When you activate this maneuver, you move up to twice your vehicle&rsquo;s speed in a straight line through your opponent&rsquo;s square. If something halts your movement before you enter your opponent&rsquo;s square (such as being drawn into a [[Vehicles#dogfight|dogfight]]), the maneuver fails to activate. When you enter your opponent&rsquo;s square, you make an attack as a [[free&nbsp;action]] against the target. The result of the Pilot check determines the effectiveness of this maneuver:</p><p class="single nomargin">{{indent}}{{indent}}''DC 15:'' If you destroy your target with your attack, a collision does not occur.</p><p class="single nomargin">{{indent}}{{indent}}''DC 20:'' As DC 15, but add a &#43;1 circumstance bonus to your attack roll.</p><p class="single nomargin">{{indent}}{{indent}}''DC 25:'' As DC 15, but add a &#43;1 circumstance bonus to your attack roll and &#43;1 die of damage.</p><p class="single nomargin">{{indent}}{{indent}}''DC 30:'' As DC 15, but add a &#43;2 circumstance bonus to your attack roll and &#43;1 die of damage.</p><p class="single nomargin">{{indent}}{{indent}}''DC 35:'' As DC 15, but add a &#43;2 circumstance bonus to your attack roll and &#43;2 dice of damage.</p><p class="single nomargin">{{indent}}'''Special:''' If you fail to successfully activate this manuver, you still move through your opponent&rsquo;s square and a collision occurs. You do not get to make an attack as a swift action, and you cannot make a Pilot check to avoid the collision. (Your opponent may do so, however.)</p></div>


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--><div class="topdiv arch"><!--
 
--><h4 class="headline arch">Corellian Slip</h4><!--
 
-->{{referencetag|book=Starships of the Galaxy|page=25}}<!--
 
--><p class="single nomargin">A teamwork-focused starfighter tactic, the Corellian Slip maneuver allows a pilot to destroy an opposing starship that threatens one of their allies by flying at the enemy vessel head-on.</p><!--
 
--><p class="single nomargin">{{indent}}'''Time&colon;''' [[Full-round action]].</p><!--
 
--><p class="single nomargin">{{indent}}'''Target&colon;''' One enemy airspeeder or starfighter within (2 &#215; your vehicle&rsquo;s speed) squares.</p><!--
 
--><p class="single nomargin">{{indent}}'''Make a [[Pilot]] check&colon;''' When you activate this maneuver, you move up to twice your vehicle&rsquo;s speed in a straight line through your opponent&rsquo;s square. If something halts your movement before you enter your opponent&rsquo;s square (such as being drawn into a [[Vehicles#dogfight|dogfight]]), the maneuver fails to activate. When you enter your opponent&rsquo;s square, you make an attack as a [[free&nbsp;action]] against the target. The result of the Pilot check determines the effectiveness of this maneuver&colon;</p><!--
 
--><ul class="nobullet"><!--
 
--><li>{{indent}}''DC 15&colon;'' If you destroy your target with your attack, a collision does not occur.</li><!--
 
--><li>{{indent}}''DC 20&colon;'' As DC 15, but add a &#43;1 circumstance bonus to your attack roll.</li><!--
 
--><li>{{indent}}''DC 25&colon;'' As DC 15, but add a &#43;1 circumstance bonus to your attack roll and &#43;1 die of damage.</li><!--
 
--><li>{{indent}}''DC 30&colon;'' As DC 15, but add a &#43;2 circumstance bonus to your attack roll and &#43;1 die of damage.</li><!--
 
--><li>{{indent}}''DC 35&colon;'' As DC 15, but add a &#43;2 circumstance bonus to your attack roll and &#43;2 dice of damage.</li><!--
 
--></ul><!--
 
--><p class="single nomargin">{{indent}}'''Special&colon;''' If you fail to successfully activate this manuver, you still move through your opponent&rsquo;s square and a collision occurs. You do not get to make an attack as a swift action, and you cannot make a Pilot check to avoid the collision. (Your opponent may do so, however.)</p><!--
 
--></div><!--
 
 
 
 
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Latest revision as of 23:55, 5 October 2025

Corellian Slip

     Starships of the Galaxy, page 25.

A teamwork-focused starfighter tactic, the Corellian Slip maneuver allows a pilot to destroy an opposing starship that threatens one of their allies by flying at the enemy vessel head-on.

     Time: Full-round action.

     Target: One enemy airspeeder or starfighter within (2 × your vehicle’s speed) squares.

     Make a Pilot check: When you activate this maneuver, you move up to twice your vehicle’s speed in a straight line through your opponent’s square. If something halts your movement before you enter your opponent’s square (such as being drawn into a dogfight), the maneuver fails to activate. When you enter your opponent’s square, you make an attack as a free action against the target. The result of the Pilot check determines the effectiveness of this maneuver:

  •      DC 15: If you destroy your target with your attack, a collision does not occur.
  •      DC 20: As DC 15, but add a +1 circumstance bonus to your attack roll.
  •      DC 25: As DC 15, but add a +1 circumstance bonus to your attack roll and +1 die of damage.
  •      DC 30: As DC 15, but add a +2 circumstance bonus to your attack roll and +1 die of damage.
  •      DC 35: As DC 15, but add a +2 circumstance bonus to your attack roll and +2 dice of damage.

     Special: If you fail to successfully activate this manuver, you still move through your opponent’s square and a collision occurs. You do not get to make an attack as a swift action, and you cannot make a Pilot check to avoid the collision. (Your opponent may do so, however.)