TEXT: With this release I present you with 13 new 
  feats based around starship combat. (There 
  are actually 14 feats but one of them originally 
  appeared in the Future: Datastream and is 
  reprinted here only because it is a prerequisite 
  for one of the 13 new feats.) These feats include a 
  mix of basic modifiers and concepts – such as the 
  Improved Crossfire and Reflexive Jam feats – as 
  well as some more elaborate feats – like I Have 
  You Now! and Strike and Fade. As always, your GM 
  must approve these new feats before you may 
  use them in a game.
  There’s really not much more to say. I mean, 
  they’re new feats. How complicated could it be?
  What’s RequiRed to  
  use this PdF?
  In order to use Future: 13 More Starship 
  Combat Feats you will need the modern and 
  future SRDs, available free online. No other Ronin 
  Arts products are required to use this PDF. If 
  you would like more starship options for your 
  campaign Ronin Arts has an extensive selection 
  of PDFs, from starship designs to starship devices 
  to starship cargos and more. Visit www.roninarts.
  com for a complete list of available products.
  FutuRe: 13 thiRteens
  This PDF is released under Ronin Arts’ Future: 
  13 Thirteens subscription series. While this PDF 
  may be purchased separately, those that have 
  joined the subscription service were sent this 
  release at no additional charge and gain access to 
  a special forum in which they can influence future 
  releases in this series. For more information please 
  visit www.roninarts.com and check our catalog 
  of Future releases or our messageboards.
  oPen Game Content
  All of the text of this PDF is presented as open 
  game content. Other publishers have permission 
  to use this material as long as they follow the 
  open game license (see the end of this PDF).
  about the authoR
  Philip Reed has been working professionally 
  in the roleplaying game industry since 1995. 
  In that time he has worked for such companies 
  as West End Games, Privateer Press, and Steve 
  Jackson Games. To learn more about Philip Reed 
  – and Ronin Arts – please visit www.philipjreed.
  com and www.roninarts.com. 
  13 Starship  
  Combat Feats
  Copyright © 2007 Philip Reed. You may not distribute this document without permission of the publisher. 
  Some portions of this document are presented as open game content, see the Open Game License at 
  the end of this document for more information.  
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more 
  information on Ronin Arts, and Ronin Arts’ sister company, Studio Ronin, please visit www.roninarts.com 
  and www.studioronin.com.
  
  
  Future: 13 Starship Combat Feats
  Starship Combat Feats
  deFensive suRGe FoRWaRd
  You are skilled at evading fire, even when 
  pushing your starship into a surge maneuver.
  Prerequisite: Pilot 4 ranks.
  Benefit: When making a surge forward move 
  while piloting a starship you do not lose your 
  Dexterity bonus to Defense.
  Normal: A pilot’s Dexterity bonus to Defense 
  is lost during a surge forward move.
  Fast suRGe FoRWaRd
  You put a great deal of stress on your starship 
  during a surge maneuver, coaxing more speed 
  out of it for a short time.
  Prerequisites: Pilot 4 ranks.
  Benefit: When making a surge forward move 
  while piloting a starship it can move up to six 
  times its tactical speed in a straight line. You must 
  make a Pilot check (DC 15 + the total number of 
  squares moved during the surge maneuver) after 
  using this feat; if your check fails then you have 
  pushed your starship too hard and have burned 
  out the starship’s afterburners. The starship may 
  not make additional surge forward maneuvers, 
  or other maneuvers that depend on afterburners, 
  until the system has been replaced.
  Normal: A starship can move up to four times 
  its tactical speed in a straight line when making a 
  surge forward maneuver. 
  i have You noW!
  Once you have an opponent where you want 
  him, you are difficult to shake loose.
  Prerequisites: Starship Dodge, Starship 
  Mobility, Pilot 8 ranks.
  Benefit: When directly behind an enemy 
  starship your enemy’s initiative is automatically 
  set to 1 below yours; for as long as you remain in 
  this position you always act first – or may delay 
  your action – against your opponent. Additionally, 
  you gain a +6 bonus to attacks against the enemy 
  starship and a +4 bonus to Pilot checks made in 
  reaction to the enemy starship’s actions.
  Normal: Initiative checks are made at the 
  start of a battle and remain unchanged for the 
  battle’s duration.
  imPRoved CRossFiRe
  You take full advantage of an opponent that 
  you have caught in a crossfire.
  Prerequisites: Starship Gunnery.
  Benefit: If you have successfully caught 
  an enemy starship in a crossfire you gain an 
  additional +2 bonus to attack rolls against that 
  starship, for a total bonus of +4.
  Normal: Whenever you have a starship 
  caught in a crossfire you gain only a +2 bonus to 
  attack rolls.
  imPRoved deFensive suRGe 
  FoRWaRd
  Your piloting skills are exceptional, allowing 
  you to fire your afterburners and evade attack, your 
  starship moving so quickly that your opponents 
  fail to take advantage of an opportunity to 
  attack.
  Prerequisites: Defensive Surge Forward, 
  Pilot 8 ranks.
  Benefit: As Defensive Surge Forward, except 
  that you do not provoke attacks of opportunity.
  
  3
  Future: 13 Starship Combat Feats
  imPRoved staRshiP dodGe
  You shake and rattle your starship, jerking it 
  in wild directions in order to better evade enemy 
  attacks.
  Prerequisites: Dexterity 15, Pilot 10 ranks, 
  Starship Dodge, Starship Operation (of the 
  appropriate type).
  Benefit: As Starship Dodge, except your 
  dodge bonus is increased to +2 and you may 
  designate up to two enemy starships that you are 
  evading at once.
  oFFensive suRGe FoRWaRd
  You are an aggressive pilot, pushing you 
  starship into dangerous situations and forcing 
  enemy pilots to fight defensively.
  Prerequisite: Intimidate 6 ranks, Pilot 6 
  ranks.
  Benefit: When making a surge forward 
  move while piloting a starship toward an enemy 
  starship you may make an Intimidate check 
  against your opponent. If you win the Intimidate 
  check then your opponent must use the fighting 
  defensively option (see the future SRD) for a 
  number of rounds equal to the amount by which 
  your Intimidate check exceeded your opponent’s 
  level check.
  ReFlexive Jam
  You react quickly, reflexively using your 
  starship’s computer systems to jam an enemy 
  transmission.
  Prerequisites: Computer Use 6 rank.
  Benefit: You may make a Computer Use 
  check to jam transmissions as a free action.
  Normal: Making a Computer Use check to 
  jam transmissions is a move action.
  shield sheaR
  When piloting a starship equipped with 
  defensive shields you may close with an opponent 
  and activate your shields as an attack, shearing 
  armor from the opposing starship.
  Prerequisites: Pilot 4 ranks.
  Benefit: When in the same square as an 
  enemy starship you may, as a free action, attempt 
  a Pilot check – opposed by the affected starship 
  pilot’s Pilot check – as you switch your shield’s off 
  and on quickly. If you win the check, you narrowly 
  avoid a collision but the opposing starship is 
  treated as if you had rammed it. If you fail the 
  check, make a second Pilot check (DC 20); if you 
  fail this check then you accidentally ram the 
  opposing starship.
  staRshiP CaPtuRe
  Many long hours in simulator training, 
  coupled with actual experience in combat, has 
  honed your skill with starship grappling systems.
  Prerequisites: Pilot 6 ranks.
  Benefit: You gain a +4 bonus to Pilot 
  checks when attempting to grapple a starship. 
  Additionally, you may forego this bonus and 
  attempt to grapple from an adjacent square; 
  if successful, you may move into the grappled 
  starship’s square – or into any square adjacent 
  to the grappled starship – without releasing the 
  grappled ship.
  Normal: You may only make a grapple 
  attempt within the same square as another 
  starship and cannot leave the grappled starship’s 
  square without releasing the ship.
  staRshiP CRitiCal
  Your critical attacks are more precise, 
  damaging more systems in a single strike.
  Prerequisites: Starship Gunnery.
  Benefit: When using the optional critical hit 
  results system (see the future SRD), you roll for 
  two separate critical hit results on a successful 
  critical hit. 
  Alternatively, if not using the optional system, 
  you inflict an additional 2d10 points of damage 
  on a successful critical hit.
  
  
  Future: 13 Starship Combat Feats
  staRshiP deFensive 
  FiGhtinG
  When fighting defensively, your experience 
  allows you to suffer a lower penalty to attacks 
  than less experienced starship pilots must 
  contend with.
  Prerequisites: Starship Gunnery, Pilot 6 
  ranks.
  Benefit: When fighting defensively (see the 
  future SRD), you take a -2 penalty on attacks and 
  gain a +3 dodge bonus to Defense.
  Normal: Fighting defensively imposes a -
  4 penalty on attacks and provides a +2 dodge 
  bonus to Defense.
  staRshiP GRaPPle attaCk
  You are skilled at firing on grappled starships, 
  twisting your ship to line up shots without 
  disengaging the grapples.
  Prerequisites: Starship Capture, Pilot 6 
  ranks.
  Benefit: When piloting, you may attack a 
  starship that you have grappled. You may not 
  attack a starship that has grappled you.
  Normal: Neither starship involved in a 
  grapple may attack the other.
  staRshiP WeaPon FoCus
  Choose a specific starship weapon, such as a 
  heavy plasma cannon or maser cannon. You are 
  extremely effective with that weapon.
  Prerequisites: Starship Gunnery.
  Benefit: You gain a +1 to attack rolls – and 
  plus one die of the weapon’s damage die type 
  – when using your chosen weapon.
  Example: An antimatter gun (10d8 damage) 
  fired by a character with Starship Weapon Focus 
  (antimatter gun) gains a +1 bonus to attack rolls 
  and inflicts 11d8 damage with the weapon.
  Special: You may gain this feat multiple times. 
  Each time you take this feat, you must select a 
  different weapon.
  stRike and Fade
  When piloting a starship that is equipped with 
  an FTL drive you may activate and deactivate the 
  drive quickly, making micro jumps around your 
  opponents and keeping them disoriented.
  Prerequisites: Starship Mobility, Pilot 10 
  ranks.
  Benefit: As a move action you may attempt 
  a micro jump to any other square on the battle 
  map. You must make a successful Pilot check (DC 
  15 + the number of squares from your current 
  position the square that you wish to move to) 
  and if successful you automatically disappear 
  from your current square and reappear in your 
  chosen square; you gain a +4 dodge bonus to all 
  opposing starships for a number of rounds equal 
  to the number of squares that you jumped. If your 
  check fails, however, your starship and crew are 
  stunned for a number of rounds equal to one-
  half the number of squares that you attempted to 
  jump (round up). If you successfully jump again 
  while the dodge bonus is in effect the bonus is 
  eliminated and replaced with a new dodge bonus 
  gained from your latest micro jump.
  
  
  Future: 13 Starship Combat Feats
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  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric 
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  Future: 13 Starship Combat Feats, Copyright 2007 Philip Reed. Published by Ronin Arts www.roninarts.com.
  
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