Airborne


This skill is only available to creatures with innate flying ability (ie, wings). Anyone else better have a DAMN GOOD RP reason for learning it. All bonuses/tricks are only applicable while airborne. This Hand to Hand skill can replace Expert for flying characters, and is unique in that it allows the character to learn another Hand to Hand skill for "grounded" combat.

NOTE: Flying power armors/SAMAS suits have their own related skill, and are not eligible for this skill.

Thanks to Shadur t'Kharn for this skill
Level

  1. Three attacka per melee, +2 to dodge; initiative on ground-based opponents means they can't return fire before you're already out of range; can attempt to latch onto flying opponent and grapple in mid-air; +2 to roll with impact.
  2. +2 initiative; Automatic dodge doesn't lose an action; swoop attack can pick up ground-based enemy if you can carry him. (Whether you do this to drop him later on or to swiftly snatch an ally out of a tight spot is up to you)
  3. +1 additional attack; higher initiative than immediate air-based opponent means you can stay on his 6 o'clock high (limiting his counterattack abilities to those he can fire backward); additional +2 to roll with impact when ramming.
  4. +2 to strike.
  5. Additional +2 to dodge; +1 additional attack.
  6. Additional +2 to strike when attempting to grapple in mid-air
  7. Additional +1 to dodge, additional +2 initiative; swoop can be used to snatch an item or weapon from the target's hands.
  8. Additional +1 to strike; Special Technique: controlled crash touchdown, dropping down in near-freefall, using wings (if any) to aim and hit a square-foot area spot from hundreds of feet/meters up. Damage to target is 1D6x10 for every 100 feet, or 3D6x10 for every 100 meters. Please note that, hit or miss, this technique does ground the character, making this the last action of the melee using Airborne.
  9. +2 to dodge; swoop attack can now unload all melee attacks in a single strafe instead of picking the target up.
  10. +1 additional attack; additional +2 to dodge or roll with ramming impact.
  11. +2 to strike
  12. +3 to initiative
  13. +2 to dodge
  14. +1 additional attack
  15. +2 to strike

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