NiS/Support

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Calling In Support[edit]

Once per turn, the gang leader (or the ganger deployed with the highest leadership) may call in support from the Headquarters ship.

Communication[edit]

It will often be the case that the team in the field will want to get in touch with the HQ ship in orbit to call for a re-supply drop, a scanner sweep, or even some orbital supporting fire. However, all these things require that the team can get in touch with the ship, because it is kind of hard to ask for assistance when you can’t talk.

It is often the case that the comm channels are wide and clear. If that is the case, then the GM can forego making the players roll to establish comms. However, due to atmospheric conditions, stress, ambient noise, and a myriad of other factors, communications may become an issue.

In order to make a communications check, roll 2d6 and add the ship’s communications value. If the result meats or beats the target number set by the GM, the communication gets through. Refer to the Interference Table for common modifiers.

Travel Time[edit]

Instead of using complicated math to work out how many turns it takes a drop ship with fusion ion engines to travel from low orbit to the battlefield, or how long it takes a re-supply drop pod to reach the surface, NIS uses a more abstract method for travel time.

The GM decides on a target number depending on how far away the thing traveling is from where it needs to be (refer to the Transport Time chart for common target numbers). At the beginning of the turn after the target number has been chosen, the player rolls 2d6 and adds his ships speed value to see if he meets or beats the target number. If he does, the ship arrives that turn and can be deployed per the piloting rules. If he does not beat the target number, then at the beginning of the turn after that, he once again rolls 2d6, but this time adds 2x his speed value, and so on. (For instance, a drop ship with a speed of 3 is flying traveling time 15. The first turn, he rolls 2d6+3, which fails. The turn after that, however, he rolls 2d6+6.)

TimeDistance
9High Atomsphere
12Close Orbit
15Low Orbit
18High Orbit
20Extreme Orbit

Landing[edit]

In the turn in which a piloted craft arrives, chose a location on the map where you want it to touch down. This LZ must be visible from directly overhead, and there must be a clear path that something, the size of the drop ship, can move through. Bringing a space ship in fast from low orbit into a hot LZ isn’t exactly the easiest thing to do in the world, so there is a standard deviation of 2d6”. The pilot makes a leadership check, and for every point he rolls under his LD he subtracts a d6 from the standard deviation. However, for every point he fails by, add 1d6 to the deviation. If the deviation takes him off the edge of the table, he has overshot the LZ, and isn’t deployed until the next turn, where he sets up on the table edge where he went off.

Various modifiers, like ship damage and special moves, may add positive modifiers to the LD roll. If the modifiers ever take the roll above a ’12,’ then roll a d6. On a 6, the pilot has crashed the ship: immediately work out damage to the [blank]. On a 1-5, he has come in so sloppy that he has given the enemy pot shots at him. Every enemy who can see the LZ gets a free shot at the ship if he can pass an initiative test.

Landing Stunts[edit]

Touch and Go[edit]

+2 to landing check. The touch and go is a stunt that allows the pilot to land, drop off his cargo or passengers, and begin the return trip all in the same turn. Instead of waiting until the following turn to return to space (and giving his enemies a full turn to take pot shots), a successful touch and go can return to space in the same turn as it touches down.

Hot and Heavy[edit]

+2 to landing check. A pilot flying hot and heavy screams into the atmosphere like a bat out of hell, dropping altitude far to quick to be good for his health. However, this makes it very hard for enemy anti-aircraft weapons to target him. Any shots targeting the drop ship suffer an additional –2 penalty to hit.

Precise Placement[edit]

+3* to landing check. Sometimes, putting her down on the exact spot that you are told to is worth a little extra risk. If the pilot unmodified landing check comes in under his leadership, he puts the bird down right on target regardless of whether or not he passed by enough to overcome the standard deviation. However, if he fails, add +3 to the landing check to determine the extent of failure.

Nifty Flying[edit]

+2 to landing check. The pilot manages to guide the bird into a place that he usually would not be able to hit. The LZ can be placed in a location not viewable from directly overhead as long as a ship-sized object would be able to maneuver to it.

Support Weapons[edit]

Often times, the HQ ship will mount a weapon or two that can give ground support in times of dire need. Orbital support can be called in with a normal support action, Whenever an orbital weapon is used, the player must make an ammo check for it using the orbital weapons ammo roll. If the ammo roll fails, then that weapon cannot be used until after the next full-blown post-game phase. Also, it is possible for the weapon to blow up as per the rules for exploding weapons: if that happens, work out an immediate hit against the ship…

Orbital weapons with a “Speed” value have to arrive as normal per the rules for Travel Time.

Orbital Targeting[edit]

Whenever the headquarter ship wants to send an un-piloted craft (like a drop pod or a supply pod) to the surface, or whenever it wants to rain down death with a support weapon, it uses the rules for Orbital Targeting.

The ship’s sensor system has a targeting value, which works much like the pilots leadership for landings. To see if the shot is on target, roll 2d6: If the result is under the targeting value, the shot hits. If it is over the targeting value, it scatters 1d6” for each point it is over. Some weapons have a “Standard Deviation” of a certain number of d6s. For each point under the targeting value, reduce the standard deviation by 1d6.” For each point over, add 1d6 to the standard deviation. Unless otherwise noted in the weapon’s entry, any hits must be on the highest level of terrain above the center of the blast marker.

Reserves[edit]

Models not deployed on the battlefield are automatically placed in the gang’s reserves, and it should be noted their location (i.e., on the ship, in the drop ship, etc.). Reserves can be called in with a support action if they have some method of transport (i.e., the drop ship, teleporter, drop pods, etc.).

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