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===OTHER VOIDCRAFT HOUSERULES=== PROFIT FOR A ROGUE TRADER (TBD) :Cargo, Passengers, Loot SPACE TRAVEL OUTSIDE OF COMBAT :Asteroid Field, Gravity Wells/Waves, Ice Rings, Nebulae, etc. (TBD) DEEP VOID TRAVEL :Long term Void travel, Moral (TBD) '''Basic Void Travel Times and Dangers''' :Use the chart below to calculate travel times for interplanetary voyages. :First, determine the distance between the vessel’s point of origin and its destination. :Second, have the vessel’s helmsman make a Pilot test at the listed DN. Voyages beyond a solar system require warp travel (see below) :Finally, roll to determine the length of the voyage. If the Pilot test fails, add 1d6 to the travel time. If the test succeeds, subtract 1d6 from the travel time. Exalted Icons from this test can be shifted to reduce the travel time by an additional 1d6 (to a minimum of 1d6) or restore lost Influence thanks to a swift, relatively uncomplicated voyage. :On a Complication, the vessel drifts off course, arriving at a destination chosen by the GM : Solar System Travel Times : * Warp Entry-Exit Points and Main Planet. Base Travel Time: 3d6 Hours; Test: DN 2 : * Between to nearby Planets. Base Travel Time: 6d6 Hours; Test: DN 3 : * Between Inner and Outer Solar System. Base Travel Time: 3d6 days; Test: DN 5 VOIDCRAFT REPAIRS :In the Void, At a Void Facilities (TBD) WARP TRAVEL :Dangers, Distance, Rolls, Resolve, etc. (TBD) '''Warp Travel Times''' :Only a Navigators of the Navis Nobilite may attempt this test. Look for further rules for Navigators in future Wrath & Glorysupplements. For now, assume all voidships have an NPC Navigator with a Pilot test dice pool equal to the commanding officer’s Influence. As within a system, roll to determine the length of the voyage. If the Navigation test fails, add 1d6 to the travel time. If the test succeeds, subtract 1d6 from the travel time. Exalted Icons from this test can be shifted to reduce the travel time by an additional 1d6 (to a minimum of 1d6) or restore lost Influence thanks to a swift, relatively uncomplicated voyage. :On a Complication, the vessel drifts off course, arriving at a destination chosen by the GM but also Warp Incursions!!! :Warp Travel Times : * Within a Sub-Sector. Base Travel Time: 3d6 Days; Test: DN 5 : * Within a Sector. Base Travel Time: 3d6 Weeks; Test: DN 7 : * Within a Segmentum. Base Travel Time: 3d6 Months; Test: DN 9 : * Within the Galaxy without crossing the Great Rift. Base Travel Time: 4d6 Years; Test: DN 11 : * Crossing the Great Rift is an entire campaign but we are pre-Papa Smurf so irrelevant.
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