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'''Missiles and Torpedos'''</br>
 
'''Missiles and Torpedos'''</br>
For direct fire against a target, Attackers make a ''Electronics'' or ''Science'' opossed by the target's ''Electronics'' or ''Hacking'' skill. Success by the attacker means that the ship has a weapons-lock the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br>
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For direct fire against a target, Attackers make a ''Electronics'' or ''Science'' opossed by the target's ''Electronics'' or '''Hacking''' skill. Success by the attacker means that the ship has a weapons-lock the target. On the following round as an Action a successful ''Shooting'' check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their ''Electronics'' or ''Hacking'' check (until the weapon's lock is broken when the checks suffer no penalties).</br>
 
For proximity or AOE fire at a target, Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers 1/2 damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br>
 
For proximity or AOE fire at a target, Attackers make a ''Shooting'' check opposed by the target's ''Electronics'' or ''Piloting'' check. A win by the attacker means the weapon detenated nearby and the target veessel suffers 1/2 damage. The target could attempt a seperate ''Piloting'' check at -4 to 'dive out of the way' and suffer no damage.</br>
  

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