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- Rules: Dice are 2d100 in and outside of Combat, dice are below
- Roll chart is as follows
- 1: You might as well be helping the Traitor Lords at this point. Perhaps you are a TRAITOR! Loose all progress on action and something Horrible happens.
- 2-5: Incompetence that results in other's death. - 3
- 6-10: Maybe you were exiled to the Frontier? - 2
- 11-19: Failure, the Emperor does not stand for Failure. - 1
- 20-29: You did what you needed to do, but in the worst way possible, + 1
- 30-39: You did what you needed to do, but in a very mediocre way, + 2
- 40-59: Average, plain, boring, safe average, + 3
- 60-79: A fine solider, you'll do well, + 4
- 80-95: Damn son, cool down, you're on fire, + 5
- 96-99: The Rage of the late Emperor fills your soul, and you succeed in a manner that some would consider "miraculous". Half of whatever you're undertaking is done.
- 100: Your actions mirrors one of the great undertakings of the Emperor himself, and when people look at you, they will notice a faint resemblance. Auto-completion on actions and a nice bonus.
- >>Actions and combat:
- Normal Actions: Anything you can justify to the host.
- >Combat Actions: Work like normal actions but done in combat, except attacking is done simply though the weapon dice. Maneuvering and tactics and the like fall under combat actions.
- >Weapon Rolls: Weapons do direct damage based on the dice roll they are assigned, bigger weapons do more damage but are less likely to hit smaller targets. This will be represented in the form of "Tracking" Which works in that if your larger ship targets a ship a size below it, it will take a 5% deduction to the roll to take into account, this increases by 5% as you go up in ship classes.
- For example, A corvette attacking a fighter would take a 5% deduction to the roll to attack a fighter, while a Titan would take a 30% reduction.
- Aside from this combat is straight up roll and doll (out damage). You can also Target Subsystems to disable parts of a ship, this is only for Destroyers and up, as the others are so small that one cannot hope to effectively target their subsystems.
- >Subsystems (and health based on ship size): Power and literally are the pieces of larger ships, can be destroyed to disable key functions on ship.
- Engines (Movement) Medium 40/40, Heavy 90/90
- Communications (Talking to other ships) Medium 20/20, Heavy 50/50
- Life Support (Keep Breathing I keep, Keep breathing oh ho) Medium 40/40, Heavy 90/90
- Reactor (Power for ship) Medium 50/50, Heavy 100/100
- Shield Generator (Only applicable if ship has shields, controls shields, cannot be damaged until shields are down) Medium 40/40, Heavy 90/90
- Weapon Systems (individual guns, can be destroyed by means of combat actions) Medium 30/30, Heavy 60/60
- (more to be added as they are encountered)
- >Targeting: When firing at a subsystem, there is always a chance you might miss your target. This is reflected in targeting. When you target a subsystem on a ship, you roll a 1d(X) the "X" being the amount of subsystems on that ship, which can be found out by asking the host. A "1" will always hit the ship itself and miss the subsystem, dealing damage to the ship health instead. 2 though "X" will be the various subsystems, while the highest value one can roll will deal a critical to the subsystem, doubling the damage of the weapon roll against it.
- >>Ship upgrades and Player Death:
- Upgrades: As you complete goals and destroy the enemy, you can earn upgrades both by pillaging and from the Ship-Yards at the Veil, these fall under "upgrades" and provide boons to your ship. You start off with one upgrade that you select.
- Favor: A representation of how well your relationship is with the Imperial Remnant, used to purchase upgrades and new ships from the shipyards at the Veil.
- Player Death: When your ship health reaches zero, the ship is dead. However, every ship has an escape pod system for the captain. When your ship dies, you take control of this escape pod and must avoid dying, as you have no armor and are essentially flying a "flying casket". They are equipped with a small warp drive, which will allow you to warp to the Veil, but when you warp you will make everyone aware of the fact. Escape pods have the same rules as normal ships, but a health of "1". Better roll to dodge incoming fire. If in the event that a player does die for good, I am permitting re-rolls.
- >>Skills: traits you develop and train based on non-combat actions, they can be anything you desire and think would help you and come in ranks I through III, conveying a + 5 bonus at each level. I conveying a +5 bonus to the roll and III conveying a +15 to the roll.
- They fall under the progress route of
- Level I: x/6
- Level II: x/12
- Level III: x/20
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