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Raiders of the Rim:StarshipRules
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== '''Starship Navigation''' == Aside from the special cases detailed below, many of the skills and especially stunts of starship construction don't apply when it comes to ship navigation. This is assumed to proceed relatively smoothly, except when the GM rules otherwise and requires rolls. The rules for starship navigation are based on Fate's Zone system, and are inexact when it comes to speed and distance. *Same Zone: Point-blank range, docking distance, deflector shield perimeter for snub fighter attacks *1 Zone distance: Close beam weapon range, near visual observation range *2 Zones distance: Long beam weapon range, same orbit *3 Zones distance: Interlunar distances *4 Zones distance: Extreme detecction range, interplanetary distances Closing the distance between two friendly vessels seeking to rendezvous doesn't require a test. Pursuits follow usual Fate rules. As soon as ships are within 2 Zones of each other, they can initiate an engagement. '''Asteroid Fields ''' An asteroid field adds +1 to +2 to a ship's chances of evading detection while in the field, but periodic Pilot rolls need to be made to avoid damage to the ship. The difficulty of these rolls and the resultant damage are up to the GM. Miners may also elect to scour through asteroid fields for their riches. All kinds of exotic asteroid fields abound in the galaxy, including ones haunted by or composed of living beings, radioactive or electromagnetic fields, etc. '''Hyperspace Jumps ''' A hyperspace jump requires a starship to be at least 2 zones distant from a planet's surface, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Drives skill modified by Computing, take at least one round of calculations, although with the Advanced Astrogation stunt, this becomes a subsidiary action in a round. These hyperspace jump range calculations are based on the canonical 6 weeks of hyperspace travel from the Galactic Rim to the Core Worlds along one of the major hyperspace lanes. A standard hyperspace jump can cover roughly 1 parsec (3.26 ly) per point of Difficulty. The relevant roll is dictated by the ship's Drives rating, and other factors. So, a 1-parsec jump requires a +1 success, a 2-parsec jump a +2 success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the Difficulty (increases the range) of a jump by 1, or even 2, while a miscalculated jump or local environmental interference may raise the Difficulty by 1 or far more. After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new Difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes. A hyperspace jump takes an unpredictable but limited amount of time - usually around 3 hours per parsec - and a lot of fuel. Typically, each point of Difficulty burns 10% of the ship's fuel supply.
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