Editing Raiders of the Rim:StarshipRules

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== '''Ship Skills and Crew Skills''' ==
 
== '''Ship Skills and Crew Skills''' ==
  
Following the option in Fate Space Toolkit, Crew Skills modify Ship Skills. If a crew member has a relevant Skill at a higher level than the ship Skill, they add a flat one-time +1 benefit to that Skill. So, a crew member with Shoot +4 can add a +1 bonus to a ship's +2 Guns Skill, a crew member with Engineering +4 can add a +1 bonus to relevant Systems Skills. There are no additional teamwork benefits.
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Following the option in Fate Space Toolkit, Crew Skills modify Ship Skills. If a crew member has a relevant Skill at a higher level than the ship Skill, they add a +1 benefit to that Skill. So, a crew member with Shoot +4 can add a +1 bonus to a ship's +2 Guns Skill, a crew member with Engineering +4 can add a +1 bonus to relevant Systems Skills. There are no additional teamwork benefits.
  
 
The exception is Pilot. The Pilot Skill always trumps Ship Skills (inc. Drives) for almost any test or contest beyond a straight flat-out contest of speed vs. speed, although it does not remove the effects of penalties.  
 
The exception is Pilot. The Pilot Skill always trumps Ship Skills (inc. Drives) for almost any test or contest beyond a straight flat-out contest of speed vs. speed, although it does not remove the effects of penalties.  
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*1 Zone distance: Close beam weapon range, near visual observation range
 
*1 Zone distance: Close beam weapon range, near visual observation range
 
*2 Zones distance: Long beam weapon range, same orbit
 
*2 Zones distance: Long beam weapon range, same orbit
*3 Zones distance: Interlunar distances
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*3 Zones distance: Extreme detection range, interlunar distances
*4 Zones distance: Extreme detecction range, interplanetary distances
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*4 Zones distance: Interplanetary distances
  
 
Closing the distance between two friendly vessels seeking to rendezvous doesn't require a test. Pursuits follow usual Fate rules. As soon as ships are within 2 Zones of each other, they can initiate an engagement.
 
Closing the distance between two friendly vessels seeking to rendezvous doesn't require a test. Pursuits follow usual Fate rules. As soon as ships are within 2 Zones of each other, they can initiate an engagement.
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Actions basically take half or all of each turn; 2 half actions can both be done in a single turn.  
 
Actions basically take half or all of each turn; 2 half actions can both be done in a single turn.  
 
Attack actions can normally be made only against targets at the same level or below, unless otherwise indicated in the action's details.
 
  
 
Attack and defensive actions require a roll of the relevant Skill to succeed, with crew Skill modifying ship Skill. For the majority of actions, the skill is Pilot. For pure gunnery actions (e.g. Snap shot), the crew Skill is Shoot (modifying Guns). Crew manning turrets and other installations cannot do Pilot actions, but can do other actions separately. As said, PC characters can also boost rolls by using Fate points or invoking advantages above the level of Guns or Shields.
 
Attack and defensive actions require a roll of the relevant Skill to succeed, with crew Skill modifying ship Skill. For the majority of actions, the skill is Pilot. For pure gunnery actions (e.g. Snap shot), the crew Skill is Shoot (modifying Guns). Crew manning turrets and other installations cannot do Pilot actions, but can do other actions separately. As said, PC characters can also boost rolls by using Fate points or invoking advantages above the level of Guns or Shields.

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