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<u>HELM ACTION</u></br>
 
<u>HELM ACTION</u></br>
 
'''''Bring Weapons to Bare''''' (2 CP): Make an opposed ''Piloting'' skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.</br>
 
'''''Bring Weapons to Bare''''' (2 CP): Make an opposed ''Piloting'' skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.</br>
'''''Emergency Warp''''' (4 CP): This very dangerous maneuver requires a ''Piloting'' -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until ''Deal with a Crisis'' is used for fix it. After a successful jump Navigation must make an ''Science'' -2 skill to plot a course or the ship suffers a ''Hull Breach Crisis''. And Engineering must make a ''Repair'' -2 skill or suffer the results of ''Emergency Warp Speed'' (see Starship Mods).</br>
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'''''Emergency Warp''''' (4 CP): This very dangerous maneuver requires a ''Piloting'' -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until ''Deal with a Crisis'' is used for fix it. After a successful jump Navigation must make an ''Science'' -2 skill to plot a course or the ship suffers a ''Hull Breach Crisis''. And Engineering must make a ''Repair'' -4 skill or suffer the results of ''Emergency Warp Speed'' (see Starship Mods).</br>
 
'''''Escape Combat''''' (4 CP): Make an opposed ''Piloting'' skill check plus your ship’s space scale Speed against the fastest opponent’s skill check plus their ship’s space scale Speed. On a win, your ship gains one point of Escape. If your ship gets three points, after three uses of this maneuver, your ship gets away from them and are no longer in combat with that ship.</br>
 
'''''Escape Combat''''' (4 CP): Make an opposed ''Piloting'' skill check plus your ship’s space scale Speed against the fastest opponent’s skill check plus their ship’s space scale Speed. On a win, your ship gains one point of Escape. If your ship gets three points, after three uses of this maneuver, your ship gets away from them and are no longer in combat with that ship.</br>
 
'''''Evasive Maneuvers''''' (2 CP): Make an opposed ''Piloting'' skill check. On a success, you impose -2 penalty (-4 with a raise) against one enemy’s attacks against your ship until your next turn. You can take this action more than once, but it must be against a separate enemy each time.</br>
 
'''''Evasive Maneuvers''''' (2 CP): Make an opposed ''Piloting'' skill check. On a success, you impose -2 penalty (-4 with a raise) against one enemy’s attacks against your ship until your next turn. You can take this action more than once, but it must be against a separate enemy each time.</br>

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