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Shadowrun Seattle Shutdown
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It was last edited Friday, January 31, 2025 by Arcology Expert Program.

These rules revise and replace the mechanics in Run & Gun (p. 98).

While both Small Unit Tactics and Mixed Unit Tactics can be taken as Knowledge Skills, using the actions described in Run & Gun or Street Lethal (as modified below) all use the Combat Tactics Active Skill for the Combat Maneuver Test.

Combat Maneuver Tests

Combat Maneuver Tests are a special version of the Teamwork Test in Shadowrun Fifth Edition Core Rulebook (p. 49) with unique rules regarding timing and participation. Like any other Teamwork Test, a Combat Maneuver has a Leader and one or more Followers. Some Combat Maneuvers also have a Pointman and a Target.

  • The Leader is the character who makes the final Combat Tactics Test that determines the success of the Combat Maneuver.
  • A Follower is an active participant in the Combat Maneuver, meaning they're making a Combat Tactics Test, too.
  • A Combat Maneuver may call out a Pointman, which is a Follower who must perform some specific task related to the maneuver.
  • The Target of a Combat Maneuver may or may not be a Follower, too. Each maneuver will explain who the target is.

If all of the Followers participating in a Combat Maneuver have at least one rank in the Combat Tactics skill, the Leader only needs a Simple Action to initiate the Combat Maneuver. If any of the Followers are Untrained, it takes additional time to explain what needs to happen — the Leader must spend a Complex Action. Note that the untrained Followers still need to make the Combat Tactics Test, which becomes a Logic - 1 Test with defaulting.

Small Unit Combat Maneuvers

Bounding Overwatch

  • Successes Required: 4
  • Pointman: Yes; one character with a Fully Automatic weapon.
  • Target: Leader & All Followers

This classic leapfrog maneuver is used when a unit must move while under fire. This can be used as both an offensive or defensive maneuver. It involves the Pointman taking up a protected position to provide Suppressive Fire[1] to pin down enemy combatants, while other members of her team move to another position. This process is often repeated, with the Pointman changing from turn to turn, until either the objective is reached or the team is clear of the engagement area.

Benefits: If the Combat Maneuver Test is successful, the Targets may move through the Pointman's Suppressive Fire area without risk of injury. They still suffer a penalty to all actions based on the Pointman's hits, but it's reduced by the Leader's net hits on the Combat Maneuver Test.

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Maneuvers below this point have been cleaned up, but not reviewed. The rules are subject to change.

Counter Peal

Successes Required: 5 Description: A fighting retreat designed to allow a smaller unit to withdraw from an engagement with a larger enemy force. The team forms a sloped or diagonal battle line so that each member has a clear field of fire and one end of the line is closer to the enemy than the other. The team member closest to the enemy withdraws under cover of suppressive fire from the rest of the team and takes up a fire position a not far behind the last team member. The process repeats— the team member closest to the enemy moving to be farthest away along the direction of retreat under cover of her teammates’ suppressive fire—until the team is out of the engagement zone. (Note, the realities of combat may prevent the initial formation of a straight line, but the principle remains the same.) To accomplish this maneuver, each team member must be able to take some kind of ranged offensive action during execution. Benefits: +2 for all Defense Tests

Crossfire

  • Successes Required: 5
  • Pointman: None
  • Target: Leader & All Followers

This maneuver consists of placing two elements of the team into separate positions from which both can envelope a single target from two different directions. The team leader must first identify suitable locations for his people to take up firing positions, a stand-alone Combat Tactics + Intuition Test as a Simple Action).

The second step is maneuvering the team members into those positions (through the normal Combat Maneuver Test. This can be done either before combat as part of an ambush, or during combat as a tactical maneuver.

Benefits: Targets recieve a +3 dice pool bonus until the end of the following Combat Turn.

Diamond Formation

Successes required: 4 Description: The Diamond Formation is employed by teams of four and used defensively when moving through an open area of unknown potential danger. It is also used when the team is searching for a target/objective. The Diamond makes 360 degrees of overlapping fields of view and fire possible—enabling quick assessment of and response to incoming threats. The classic Diamond formation has the leader at the forward-most point of the diamond, a tail at the point directly behind her, and two other team members at the diamond’s left and right points halfway between them. Larger groups can use modifications of the Diamond, such as placing additional team members along the sides or at the points of the Diamond. It’s also common to use the Diamond formation as a defensive perimeter around whatever’s being protected—client, wounded, objective—at the center. A team in Diamond formation doesn’t have to waste time turning; the lead simply transfers to the point nearest the new direction of travel. Obviously the Diamond formation is not well adapted to narrow settings such as hallways and impossible to use when terrain forces the team to move single-file. Benefits: +1 bonus against any surprise/ambush checks, +2 on Initiative roll

Dog Pile

Successes required: varies Description: A favorite of gangs who want to put the beat-down on larger metatypes or formidable individuals, the Dog Pile looks like a mad rush but is in fact a tightly coordinated physical attack. The group swarms their intended victim, focused on disabling his or her extremities (thus, most common defensive moves simply make their targets easier to hit). Once the target is immobilized or brought down, the attackers strike vital areas until the target is neutralized. This maneuver is slightly different than others in its execution. Benefits: For every 3 successes (rounded down) the leader makes in their Small Unit Tactics roll, team members receive number +1 to their attack bonus.

Dynamic Entry

Successes required: 4 Description: First developed by law-enforcement tactical response teams for use against barricaded subjects and/or in hostage situations, the standard Dynamic Entry tactic is to suddenly fill a confined area with overwhelming force and neutralize the threat. In a rare case of military adapting law enforcement tactics, the Dynamic Entry has become commonplace in small-scale, urban military actions. With Dynamic entry the team first “stacks up” outside the entrance(s) to the confined and/ or barricaded position, out of sight of their target. On signal they enter fast—it takes planning, choreography, and above all practice, practice, practice to be able to get a team through a narrow opening and overwhelm opponents in a confined area without everyone tripping all over each other. Standard practice is for the team to go through in pairs, breaking left and right as they cross the threshold, until everyone is through. If a door must be breached, the “door kicker” blasts it with shaped charges or specialized ammo and the first pair go through before the smoke clears. (It’s not uncommon to send in drones or spirits as the first pair of team members.) As each pair enters, the team spreads along the perimeter of the room so each has a clear field of fire. The team leader is responsible for assigning positions in the line and selecting which direction they go in. The last team member who opened the door secures the entrance. Benefits: If the attacking team breaches before they are seen by defenders, they receive a +3 attack modifier. If their approach and breach is known, the bonus is only +1.

Dynamic Entry, Chuck'n'Charge

Successes required: 4 Description: This is the Dynamic Entry with explosives. Before the first pair crosses the threshold, the door kicker deploys an explosive device—i.e., pitches a grenade—into the room (normal Throwing Weapons Test applies). The team then waits for the device to detonate before breaching. Depending on the explosive device used, this can have dire consequences if not performed properly. Benefits: Same as the standard dynamic entry, but with any added benefits of the explosive device.

Fire Shield

Successes required: see description Description: A variation of the old “Shoot and Scoot” artillery tactic, Fire Shield involves using longrange artillery fire (grenades, rockets, mortars, offensivemagic, etc.) and “walking” it toward a target or objective. As an offensive maneuver, members of the team/unit follow the fire shield in, mopping up any remaining enemies. It can be used as a defensive maneuver when an enemy force is close to a friendly position. Artillery fire is deployed behind enemy positions and then walked forward until the enemy force is neutralized or when it comes too close to a friendly position. This is a risky maneuver because to complete it, the team members deploying the artillery fire must succeed on an attack roll, with teamwork help from those walking it forward. A glitch will always require a grenade scatter test to see how close the weapon comes to team members, while a critical glitch drops artillery fire right on the heads of friendly forces. Benefits: +4 for all friendly forces maneuvering under the shield, –2 for all enemy actions because of combined artillery and regular fire.

Marching Fire

Successes required: 6 Description: This tactic is straightforward: The team maneuvers as a unit towards a objective, laying down suppressive fire as they advance. When the team is close enough to the objective, the steady advance becomes a charge. In most military situations, this is accompanied by either artillery or heavy weapons support and is used as a final push against an objective. The serious drawback to this tactic from a small unit standpoint is it was designed for use by military forces with lots of expendable personnel available. The Marching Fire maneuver requires you leave any cover behind, counting on the volume of your suppressive fire to keep the enemy from shooting you. Obviously fully automatic weapons are best for this maneuver. At one time firing while advancing greatly reduced accuracy, but with modern technology this is no longer a significant factor. The team leader doesn’t coordinate in this maneuver much beyond designating the target and giving the order. Benefits: +4 for all attack rolls with semi-auto, burstfire, or fully automatic firearms

Slicing the Pie

Successes required: varies Description: Technically not a combat maneuver because it’s normally used before combat begins, Slicing the Pie (also known as Cutting the Cake) is a maneuver that’s been used by Law Enforcement/Security officers for decades and has become popular with military units engaged in urban warfare. Used during building searches, this maneuver is designed to look around corners into open hallways, through open doors into rooms, or around tall obstacles. Using a corner/wall/edge as cover, the searcher moves in a lateral or semi-circular pattern (with weapon up and ready) behind cover. This is done until they can visually identify the target/subject of their search. If done correctly, the searcher will only minimally expose themselves and then can take whatever action they deem necessary. The searcher may carry over the gained bonuses from this from Combat Turn to Combat Turn as long as they don’t move and other combatants stay in the same general area where they were first seen. Benefits: Defensive bonus to the searcher only based on number of successes when performing the maneuver. Maneuver fails if no successes are rolled, giving the searcher no bonuses or penalties. A glitch gives the searcher a –2 defensive penalty, while a critical glitch means they are seen by the enemy, who moves on them to force them from their position.

Travelling Overwatch

Successes Required: 2 Description: Similar to Bounding Overwatch, Traveling Overwatch is a preventative maneuver. It’s meant to be used when speed is essential and best intel indicates contact with an enemy is unlikely. When the team is in motion, one—or preferably two—members take a trailing position and periodically stop to carefully survey their surroundings. If the main body of the unit is attacked, the overwatch pair can respond with either long range-support or engage in a flanking maneuver. In using this tactic, a drone or spirit will either complement or replace a team member in the rear overwatch position. The drawback to this tactic is that the rear overwatch has a chance of being separated from the main group or being eliminated without the main group realizing. This is why drone and spirit use has become popular in this position. For this maneuver, the team leader is always the team member in the overwatch position. Benefits: + 1 on all Perception Tests and + 2 to the overwatcher’s Initiative roll if combat is initiated

Coordinated Effort

Hits required: 3 Description: Sometimes a vehicle crew, runner team, or military combat unit has worked with or trained enough with one another that they can anticipate each other’s moves and know exactly how everyone will react under a stressful and or combat situation. It’s this familiarity that allows for enhanced coordination during combat situations or when the drek hits the fan and the team needs to start putting fire down-range or when the team decides to spill some blood with melee weaponsTo execute Coordinated Effort, a team simply has to plan their actions out before enacting them and then be successful on the Small-Unit Tactics test. The coordinating unit/team must still hold actions and go on the same initiative. Benefits: +2 to all ranged attack dice pool bonuses. If used by a vehicle crew, pilots/drivers also receive a +2 dice pool bonus to their piloting tests in addition to any other bonuses.

Indirect Fire

Hits required: 4/5 Description: Sometimes, it’s just not feasible for whatever reason to engage a target directly. One could be pinned down by enemy fire behind cover, or the element(s) of your team/group with the big guns or heavy ordnance can’t get a clear line of sight. Indirect Fire is the classic tactic where one combat element spots for another, designating a target or a set of geographic coordinates for heavier weapons to target and hopefully eliminate. Note that Indirect Fire is for use by ground forces only and can only be used by heavy weapons such as grenades, mortars, rockets, and assault cannons (which become mini-artillery pieces). Vehicles with such weapons or other heavy weapons can also employ this maneuver. Completing the maneuver requires two elements, the spotter and the shooter. The spotter must first have some way of viewing or observing the target and the ability to communicate the target’s location with the shooter. A simple way to spot is to use a PI-TAC system to designate the target by GPS coordinates. For this, the spotter will simply need to make a Perception + Intuition [Mental] test. However, if the situation doesn’t allow for any wireless systems, spotters can do it the old-fashioned way with a map and some good optics. In this situation, the spotter will need to succeed at a Navigation + Intuition [Mental] test with difficulty set by the gamemaster to figure out the grid coordinates. Doing it this way increases the maneuver’s success threshold by one. Benefits: Dice pool penalties for blind fighting by attacking elements (shooters) becomes –2

Paint The Target

Hits required: 4 Description: Similar to the Indirect Fire maneuver, Paint the Target is meant to assist aircraft with attacking their respective targets. When it comes to aerial strikes, factors such as environmental conditions and target identification play a crucial role, because time-on-station is limited and aircraft are vulnerable to ground-to-air weaponry. Even modern, state-of-the art guidance systems can’t handle every situation and need spotters on the ground to assist, especially when a target’s location hasn’t been confirmed. In these situations, a ground force needs to identify the target and relay that information back to the attacking aircraft. This can be done by different methods including, but not limited to: attaching RFID tags, using a low-powered low-light laser, or in some cases using literal paint. Whatever method is employed, the spotters will paint the target without being detected. Gamemasters may call for appropriate Sneaking tests to accomplish this. If the spotter can accomplish this and then relay/ coordinate this information back to the attacking aircraft, then the attacking aircraft will receive the designated benefits. Benefits: +2 dice pool bonus to all aircraft Gunnery tests when attacking designated/painted target and eliminates any environmental modifiers.

Penetrating Fire

Hits required: 4 Description: This is a maneuver designed for situations where a heavily armored target needs to be taken down immediately. When employing this maneuver, individuals within a unit use coordinated called-shot attacks on a target’s perceived weakness of some kind, be it a joint-section in a suit of heavy armor or an already damaged area of a vehicle, and attempt to bypass the target’s armor. Before Penetrating Fire can be employed, someone must first identify a target’s weak point. This does not have to be a literal weakness, nor does the target have to be damaged already. It can simply be an area identified as having slightly less armor, an area where armor plates meet, or something similar but relevant to the situation (gamemaster’s discretion). To find/determine the weakness in an undamaged target, the observer must have the appropriate skill such as: Aeronautic Mechanic for aircraft, Armorer for personal armor, Automotive Mechanic for ground vehicles, and Nautical Mechanic for watercraft or default per standard rules. First, they will make a standard Perception + Intuition [Mental] test in order to observe the target, followed up with an appropriate test based on the target type to identify theweakness, thereby knowing where to target. This information is then relayed to those participating in the maneuver, and they must hold actions in order to act on the same initiative pass. Those participating must then make a Called Shot test (p. 195, SR5) during their attack roll. All normal ranged attack and defense modifiers apply. Because this is a coordinated attack, only the highest net DV is applied. Benefits: An additional AP value equal to one half the AP (round up) of each additional participant that hits is added to the AP of the participant with the highest net DV. For example, each member of a four-person team is using a weapon with a total of –4 AP. The highest net DV is 14P with the initial –4 AP. If all hit and a successful maneuver test is made, the AP is increased to –10 AP. Note, if the target’s armor rating is decreased to zero, nothing more can be gained by the maneuver.

Shield Walk

Hits required: 3 Description: Also called “The Meat Shield” or “Walking Phalanx,” this maneuver is designed for those who have a large stature or robust build, carry a ballistic (or other kind of) shield, wear heavy armor, or all of the above while moving in formation. The main idea is for those on the outside of the formation to use their bodies, shields, and armor to cover their teammates as they maneuver. Shield Walk is essentially a variation of Slicing the Pie (p. 102, Run & Gun). To employ Shield Walk, the team must line up behind the shield-bearers in order to use them as cover. There are limitations to this maneuver. Only three team members can stack up behind a single shield-bearer. To allow more team members to take advantage, another shield must be brought into play, and even then only one person can engage a target from one side at a time. For example, one team member can attack on the right sode, another on the left side, while the third (in the center) cannot attack but still gains the defense bonus. A failed maneuver test simply means that the positioning was off or that the formation was broken for some reason, and no bonuses are gained. Benefits: If successful, the team members behind the shield-bearers get to add the shield’s armor rating as their own. Each team member also gets an additional number of defense dice equal to the number of net hits on the maneuver test.

Mixed Unit Combat Maneuvers

Circle The Wagons

Hits required: 5 Description: A modern take on a classic defensive measure used by wagons traveling through the old American frontier, Circle the Wagons is largely considered a desperation measure in modern combat tactics, but it’s still used in certain situations. To employ this maneuver, there must be at least five vehicles and/or a mix of large ground drones. Medium drones can be employed if nothing else is available, but the heavier the armor, the better. The concept behind Circle the Wagons is that if a group is caught in an ambush or a situation where they cannot move (such as a disabled vehicle or protecting a fixed location) and have no other option, the group forms up around a central or designated location to form a larger defensive barrier around it. To get into the desired position, each vehicle or drone operator must also succeed on a Pilot Ground Craft + Reaction [Physical] Test based on the terrain and environmental modifiers (p. 201 and 175, SR5 respectively). Should any vehicles have gunners or gun ports, passengers can act as normal and return fire if they so choose. If the maneuver is successful, anyone/thing outside the vehicles or operating from a vehicle hatch is considered to have good cover (+ 4 dice pool bonus to all defense tests from ranged weapons and cast spells). Additionally, all vehicles in the formation temporarily gain an additional 1 point of Body and 5 points of Armor for every vehicle in the formation. These bonuses will continue until the formation is broken in some way. The most likely way for this to occur is when a vehicle or drone in the formation is destroyed. Also, the formation does not have to be an actual circle. Forming up around a large enough building or natural structure/terrain, such as a hill or mountain, is permissible but not always recommended. In these cases, the gamemaster should consider the Structure and Barrier ratings of such structures for defensive tests. Benefits: See above description

Defensive Fire

Hits required: 4/6 (see description below) Description: Most often utilized by those in fixed positions or those otherwise unable to move, Defensive Fire is when multiple units engage in a massive, coordinated overlapping barrage of suppression fire against an attacking force. While this maneuver can be used against vehicles, it’s typically most effective against enemy infantry or similar ground forces. Because of the level of coordination, Defensive Fire allows the defenders to widen the area of the suppressive fire’s effectiveness. Before the maneuver is executed, the commander must make a Perception + Intuition [Mental] test against any means of cover and or concealment the enemy may be using (magic, camouflage, etc.) to determine the best place to center the suppressive fire while also designating targets for the rest of the units. However, if a commander or anyone in their chain of command thinks to use other method or means of locating the enemy before the maneuver is attempted, the gamemaster can then grant a situational bonus (their discretion) to the commander’s Perception test or skip the test entirely. If for some reason the commander cannot determine an enemy’s location or if they fail the Perception test, they can still attempt the maneuver. However, because they haven’t pinpointed the target, the threshold increases to 6 because they are essentially firing blind. Should the maneuver fail, it only means that the bonuses from the maneuver are not granted. For this maneuver to work, all weapons used must be capable of suppression/full auto fire. Benefits: On a successful Defensive Fire test, the initiating units increase the width of their suppressive fire width by an additional five meters and height by an additional two meters per additional weapon after the first. All other normal suppression fire and individual weapon rules apply.

Envelope

Hits required: 6 Description: The concept for this maneuver is for the attacking force to position their units around a target in such a way that they have the advantage of position during the engagement. The idea of Envelop is to limit the target’s battlefield mobility or cut off possible avenues of escape. To accomplish this maneuver, the attacking force will need a sufficient number of units to geographically surround the target or target location in either two or three dimensions (ground and air). This can either be close in or kilometers apart at the gamemaster’s discretion, based on the target’s situation, location, and number of units they possess. If applicable, natural terrain or manmade structures can be used as part of this maneuver, especially if the goal is to limit movement, or box in the target. For Envelop to be successful, the attacking units must physically get into position around the target before the target can react or escape. Typically, the target can avoid envelopment by either escaping the area before the maneuver is completed, breaking through by destroying a number of units attempting the maneuver, or for simplicity beating the enemy commander in an Opposed Mixed Unit Tactics + Intuition [Mental] Test. Benefits: If the maneuver can be performed while remaining undetected by the target, all attacking units gain a +3 dice pool bonus on all attack rolls. The target and affiliated units receive a –3 on all defensive tests. Envelop can still be performed if the target is aware of the maneuver, but all subsequent bonuses are reduced to +1 and –1 respectively. Also, if the attacking force is successful, they can perform subsequent maneuvers such as Crossfire, Mass Fire, or Penetrating Fire with a –2 to that maneuver’s threshold. However, should any of these maneuvers be performed, and a glitch or critical glitch results, the attacker accidentally engages friendly forces, and said friendly forces become the targets. All current bonuses and penalties apply.

Flank

Hits required: 4 Description: A classic battlefield maneuver, Flank is the movement of a combat element or unit around an enemy/target’s side to achieve an advantageous position over said enemy or target. While there are several variations and expansions on this maneuver, at its fundamental basic, the maneuver requires at least one combat element to engage the enemy while another attempts to maneuver around the enemy’s flanks, or in some cases behind the enemy/target. Unlike most other listed combat maneuvers, Flank does not require all participants to go at exactly the same time in the initiative pass. To complete the maneuver, the attacking force must designate a primary attacking element and a flanking element. Once that decision is made, the primary attacking element will engage the target on their initiative; actually hitting or doing damage to the target is not necessary at this point. Then, after the primary attacking element engages, the flanking element attempts to flank. A flank attempt can either be stealthy or not. But a stealth approach may increase the chances of the Flank being successful. Aircraft with vertical flight or hover capabilities can be used as flanking elements. If the maneuver is successful, the enemy is consideredo be flanked, and the attackers receive all designated benefits. Benefits: The attacking force receives a +2 dice pool bonus to all attack rolls, while the target receives a –2 penalty. Additionally, Flank also sets the attacker up for additional attack maneuvers, such as Crossfire or Penetrating Fire. If any such maneuver is made, reduce the maneuver test’s threshold by –1.

Hammer and Anvil

Hits required: 5 Description: This maneuver is designed to be used by a mobile force engaging another force while on the move. The basic principle is for the attacker to herd its intended target into a location or position where the target is then engaged by a secondary attacking force. This secondary attacking force usually, but not always, is composed of heavier and/or more heavily armed units. And while the actual execution of the maneuver is relatively easy, the preparation for it—specifically getting units into position before it’s attempted—can be somewhat complicated on a fluid battlefield, especially if the “anvil” is a fixed unit such as artillery batteries/emplacements or slow-moving unit such as a mobile rocket launching system. Once the necessary elements are in place, the “hammer” must engage the target. Normal Pilot Aircraft or Pilot Ground Craft skills and tests will apply per situation, and all terrain and environmental modifiers apply per gamemaster discretion. In order for Hammer and Anvil to be accomplished, the attacking units must have the ability to catch up with and/or overtake their target, unless they have the luck of coming at their target from the opposite direction. If the maneuver is successful, the hammer will have herded the targets in the desired direction, or at least into range of the anvil’s weapons. Hammer and Anvil units can be a combination of any available unit type. After a successful maneuver, additional attack maneuvers may be employed. Benefits: On a successful Hammer and Anvil test, the hammers have a +3 dice pool bonus to all Piloting tests, while the Anvils gain a +3 bonus on all attack rolls. The target/defender receives a –3 defense dice pool penalty.

Move and Shoot: Group

Hits required: 4 Description: It is always much more difficult to hit a moving target than a stationary one. In the chaos of combat, it can be difficult to effectively move multiple units, let alone maneuver and attack while they are also taking enemy fire. The concept behind the Move and Shoot: Group maneuver is threefold. First, it prevents units from running into each other while on the move, and it helps them avoid crossing friendly units’ lines of fire. Second, because the attacking units are in motion, they are just a bit more difficult to target. Third, the attacking units are still actually able to attack their target, especially if said units have crew able to act as gunners, which leaves the driver/pilot able to concentrate on navigating their vehicle. However, this maneuver is only as good as its slowest unit, and all participating units must be able to maintain the same base speed. And the slower the unit, the more vulnerable they are. To enact this maneuver, only the Mixed-Unit Tactics test is required. Any subsequent tests, such as piloting tests based on terrain or environment, are at the gamemaster’s discretion. Benefits: +2 dice pool bonus to all ranged attack tests, +1 dice pool bonus to all ranged defense tests.

Nap of Earth

Hits required: 5 (for avoidance), 6 (for combat strike) Description: Used by both manned and unmanned aircraft, Nap of the Earth flying, or NOE, is when aircraft fly at an extremely low altitude in order to avoid visual detection and then attack during a combat operation. While engaged in NOE flight, an aerial unit uses natural terrain as cover to help prevent detection and subsequent attack by enemy forces and or units. The ability to perform NOE flying depends on several factors, the two primary ones being the type of aircraft and the terrain being flown over. Aircraft capable of vertical fight such as helicopters and vectored-thrust aircraft are better suited for NOE flying because of their particular maneuverability profiles at low altitudes and ability to hover over fixed-wing aircraft. In order to make use of NOE flying, the aircraft must be operating in or setting a course through an area where there are natural features that can be taken advantage of. NOE: Group is when multiple aircraft, usually of the same type but not always, and can be used two ways. The first option is to use an NOE course to avoid enemy detection. Toaccomplish the actual flight course, the pilot of the aircraft must make a Pilot Aircraft + Reaction [Physical] test at a threshold determined by the gamemaster (environment and terrain modifiers apply) in order to avoid a collision or crash. The second option is a combat strike that is a combination of two movements: the normal NOE flight to the target while hopefully avoiding detection, then popping up over the cover to engage the target. Note: Increase the threshold for this maneuver by +1 for fixed wing aircraft. This maneuver can also be performed by a single aircraft at –1 to the success threshold and benefits. Benefits: For the evasion option, +3 dice pool bonus to ranged defense rolls. For the attack option, same as evasion option, with an additional +2 for all ranged attacks if the performing aircraft has a single operator. If the attacking craft has separate gunners, increase the bonus to +4 for ranged attacks