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 Post subject: Charging+Jumping
 Post Posted: Wed Jul 11, 2012 1:45 pm 
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Jedi Apprentice
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Location: Ye Olde Colorado
Are there rules for/is it allowed for you to make a charge from above, as in jumping from above on top of an enemy to gain a bonus to the attack? And if so, how would it work?

Thanks in advance

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 Post subject: Re: Charging+Jumping
 Post Posted: Sat Jul 14, 2012 9:40 pm 
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Page 62 of Cityscape, tactical feat Roofjumper. Death from Above requires you to jump from least 20 feet above your foe. It is treated as a charge in all respects, and you deal 1d6 extra damage per 10 feet fallen.

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 Post subject: Re: Charging+Jumping
 Post Posted: Sun Jul 15, 2012 5:54 pm 
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Thanks, but (excuse my ignorance) what is CityScape?

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Duct tape is like the Force; it has two sides and binds the galaxy together.

Awaypturwpn wrote:
GM: "We shall play it with the rules as written!"
Edge of the Empire: "I hope so, game master, for your sake. X-Wing is not as forgiving as I am."


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 Post subject: Re: Charging+Jumping
 Post Posted: Sun Jul 15, 2012 6:14 pm 
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3.5 supplement.

Also, a slight correction to my earlier note. It's 1d6 damage per 10 feet after the first 10.

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I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.


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 Post subject: Re: Charging+Jumping
 Post Posted: Mon Jul 16, 2012 8:56 am 
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Sweet. Thanks fo ryour help

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Duct tape is like the Force; it has two sides and binds the galaxy together.

Awaypturwpn wrote:
GM: "We shall play it with the rules as written!"
Edge of the Empire: "I hope so, game master, for your sake. X-Wing is not as forgiving as I am."


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 Post subject: Re: Charging+Jumping
 Post Posted: Sat Jan 19, 2013 12:00 pm 
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[Az's Rulebox]

Charging from above (or falling):

+2 to hit; -2 AC penalty on attacker (Same as RAW Charge)
Attack must succeed on two Acrobatics skill checks - One for the Launch & one for the Landing.
A success on the Launch adds +1 to damage bonus for each 10'. Failure resulting in no extra dmg.
A success check on the Landing allows the attacker to ignores the first 10' of fall damage and the remaining fall damage is shared with the target 50/50. Failure results in the attacker taking 100% of the fall damage and the AC penalty is increased to -4.

No RAW, but it works really well.


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