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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.)
 
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">
+
{|
 
+
!Time !! Distance
<tr>
+
|-
<th>Time</th><th>Distance</th>
+
|9
</tr>
+
|High Atmosphere
 
+
|-
<tr>
+
|12
<td>9</td><td>High Atomsphere</td>
+
| Cloes Orbit  
</tr>
+
|-
 
+
|15
<tr>
+
| Low Orbit  
<td>12</td><td>Close Orbit</td>
+
|-
</tr>
+
|18
 
+
| High Orbit  
<tr>
+
|-
<td>15</td><td>Low Orbit</td>
+
|20
</tr>
+
| Extreme Orbit
 
+
|}
<tr>
+
<td>18</td><td>High Orbit</td>
 
</tr>
 
 
 
<tr>
 
<td>20</td><td>Extreme Orbit</td>
 
</tr>
 
 
 
</table>
 
 
 
 
==Landing==
 
==Landing==
 
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.
 
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.

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