Skin Dancing V 4 - bit of thread necromancy as it is being used in our campaign and we need to make a decent rule before arguments begin in earnest........
CQ Check : 9 (fighters roll a D6 and succeed on a 5+)
Skin Dancing may be only be attempted by Blue Stars, White Stars, White Star II's, all Minbari fighters, Shials and White Star Fighters. This an exception to the rule that fighters can not attempt Special Actions
A ship may attempt to skin dance one other enemy ship by moving its base into conact with the enemy ships base. You may not skin dance against fighters.
Make an immediate CQ check (fighters roll a D6 and need 5+).
This roll is modified as follows:
The Target is a Space Station +2
If the target Ship has the Lumbering trait or is adrift / running adrift +1
If the target ship has Agile and/or Dodge trait or is SM -1
Each fighter on close escort will block one skindancing attempt by a fighter (they enter a dogfight) or give a -1 to the CQ check if against a ship.
Unsuccessful CQ check
If the Unmodified roll is a 1 your ship is destroyed as it ploughs into the hull of the target. (as per present rules). If a fighter or ship crashes into a ship this attack may not be intercepted but if a fighter is crashing, AF or AAF may be used. If crash is dodged the ship or fighter acts as if it had failed the CQ check - see below. If crash succeds - Roll 1AD with Double damage if a fighter and as many AD and Double Damage as starting damge if a ship.
If the CQ is unsuccessful the crafts remains in contact with the targeted ship in the same orientation. It may be shot by the enemy, and can't fire any weapons. You may still use defensive systems such as dodge, stealth and interceptors. Fighters may dogfight as normal if subsequently engaged.
Successful CQ check
If you succeed you have successfully skin danced and will remain in contact with the attacked ship for the rest of the turn - even if it moves. This movement can exceed the skin dancing ships normal movement. Place your ship in base to base contact with the target ship, retaining your original orientataion unless the target ship subsequently moves, in which case match its orientation.
If the targeted ship enters terrain, for instance an asteroid field, the terrain effects both vessels normally.
The targeted ship may not use Antifighter or Advanced Antifighter or Fire its own weapons on the skin dancing craft - although other ships may use weapons with either the precise or Accurate trait to target them. If a fighter subsequently attempts to engage a skin dancing enemy fighter or ship they must roll 5+ with the same effects of failure as a skin dancing fighter or ship - (note the roll of a 1 means that the fighter rams the ship that is being skindanced)! Success means that the fighter can either dogfight the enemy fighter (whihc is no longer counted as skin dancing) or attack the skin dancing ship as normal
The skin dancing ship may only attack the ship it is in contact with and may use any and all weapons, regardless of arcs. It ignores the targeted ships interceptor trait should it have it.
If the targeted Ship explodes add D6 AD to the attack roll for the explosion to simulate the diffiuclty of escaping the exploding at such close quarters.