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==Travel Time== 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.) <table border="1"> <tr> <th>Time</th><th>Distance</th> </tr> <tr> <td>9</td><td>High Atomsphere</td> </tr> <tr> <td>12</td><td>Close Orbit</td> </tr> <tr> <td>15</td><td>Low Orbit</td> </tr> <tr> <td>18</td><td>High Orbit</td> </tr> <tr> <td>20</td><td>Extreme Orbit</td> </tr> </table>
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