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===VOIDCRAFT COMBAT HOUSERULES=== Generally the PCs will make the Voidcrafts skill checks in combat including Ballistic Skill, Piloting, Tech, etc. A single PC can only make a single Skill check each 'round' (Rounds in space are much longer then Personal Combat). For positions not manned by PC use the Crew Default rolls. One of the first things to happen is a Void encounter would be a Detection test (WIT +Tech plus Detection rating) with a DN increase for each range band past the first one (standard array have a range bands of 10/20/30, etc.). Base successs reveals the target's SIZE, SPD and Weapons ratings. Each Shift can be used to gain one additional ratins like DEF, RES, HULL and Stealth rating. This can be made each round to grant bonuses with extra Shifts adding to Attacking or Defending, etc. (see Standard Combat Actions). Standard Actions in Combat. Voidcraft can take each of the following Actions once per combat round... : * Command Roll. Each round the commander of the vessel may make a WIL+ Leadership skill test, DN base 3. With success the commander may grant one other of the Standard Actions listed below a +2D bonus to their skill test. For every Shift they wish to apply can increase this base bonus by +2D to another Standard Action or they could increase their initial bonus to a +3D. They cannot exeed the +3D to any one Standard Action roll. : * Aspex Scan. Each round the main Aspex Master may make a base WIT +Tech plus Detection rating with a DN of 3 + 1 for each range band an enemy vessel is past the first one (standard Aspex arrays have a range of 10/20/30, etc.). If successful the Aspex can grant a +2D bonus to either Fire Weapons or Torpedoes Ballistic skill checks to hit enemy vessels or the vessel's Piloting skill checks for "avoiding fire" or to the Point Defense Weapons fire to hit enemy starfighters, bombers and/or torpedoes. As with the Command Roll every shift can add an additional +2D bonus to any of the above departments as aid (to a max of +3D including the bonus from Command). :: For each additional success over the base means that Aspex reader gains one of the following pieces of information about any one enemy ship, torpedo or starfighter wing: DEF, RES, HULL, SPD or Weapons. : * Fire Weapons or Torpedoes. Each ship in combat can attack once per round with either its base Weapons or fire torpedoes (if the vessel includes them). A ship may also fire its Point Defense Weapons in the same round. Torpedoes only require the initial attack action and act independent after that. : * Piloting Check. : * Repairs. : * More Power. The Tech-Priest or Crew can attempt to push the Machine Spirit of the vessel to grant a boost in power to one or more subsystems. : * Boarding and Hit & Run Raids. Note that Starfighters and Bombers may only take the Aspex Scan, Fire Weapon and Piloting checks each round. The Command back of their mothership may apply his commond bonuses to any of these rolls as normal but they each count seperately from the mothership (i.e. if the Commander got a base success she could grant a +2D bonus to the Voidcraft's Fire Weapons skill roll or one of the Fighter wings if there were more then one). CRITICAL HITS (TBD) :Roll D66... ::11-
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