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  1. Rules: Dice are 2d100 in and outside of Combat, dice are below
  2.  
  3. Roll chart is as follows
  4. 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.
  5. 2-5: Incompetence that results in other's death. - 3
  6. 6-10: Maybe you were exiled to the Frontier? - 2
  7. 11-19: Failure, the Emperor does not stand for Failure. - 1
  8. 20-29: You did what you needed to do, but in the worst way possible, + 1
  9. 30-39: You did what you needed to do, but in a very mediocre way, + 2
  10. 40-59: Average, plain, boring, safe average, + 3
  11. 60-79: A fine solider, you'll do well, + 4
  12. 80-95: Damn son, cool down, you're on fire, + 5
  13. 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.
  14. 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.
  15.  
  16. >>Actions and combat:
  17. Normal Actions: Anything you can justify to the host.
  18.  
  19. >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.
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  21. >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.
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  23. 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.
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  25. 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.
  26.  
  27. >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.
  28. Engines (Movement) Medium 40/40, Heavy 90/90
  29. Communications (Talking to other ships) Medium 20/20, Heavy 50/50, Station 100/100
  30. Life Support (Keep Breathing I keep, Keep breathing oh ho) Medium 40/40, Heavy 90/90, Station 150/150
  31. Reactor (Power for ship) Medium 50/50, Heavy 100/100, Station 175/175
  32. Shield Generator (Only applicable if ship has shields, controls shields, cannot be damaged until shields are down) Medium 40/40, Heavy 90/90, Station 150/150
  33. Weapon Systems (individual guns, can be destroyed by means of combat actions) Medium 30/30, Heavy 60/60
  34. Weapons Control (The system that controls the weapons on the ship/station) Medium 30/30, Heavy 70/70, Station 150/150
  35.  
  36. (more to be added as they are encountered)
  37.  
  38. >Targeting: This is how you hit subsystems. A combat action is given to target a specific subsystem, if it succeeds you successfully target it, if not read on. 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.
  39.  
  40. >Range: Your ships distance relative to the closest enemy ship, as players and enemies will often be operating in fleets, it can be assumed unless otherwise noted (or made so by the player or enemy themselves) that all ships are at the same range relative to another. Range affects combat as follows: Weapons perform differently based on their size, as smaller weapons have less power to hit at longer ranges, while larger weapons have a harder time tracking at close distances. As such, there will be three ranges to match the three sizes of weapons. The Ranges are as follows (along with their modification to weapon damages)
  41. >Long Range: heavy weapons preform there best here and gain a +25% boost to their damage output, while medium weapons suffer slightly at -25%, and small weapons struggle with a -50% modifier to their damage.
  42. >Medium Range: The most standard engagement distance as it brings the brunt of a ship's weapons in their best range. Medium weapons are king here and receive a +25% boost to damage, with heavies taking a -25% hit and small weapons performing adequately at their base damage.
  43. >Close Range: Knife fighting and boarding range. Small weapons are kings and receive a +50% damage boost, heavies take a -50%, and medium weapons do base damage. As stated, barring special upgrades, this is the only range boarding can take place at.
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  45. Ranges are changed by combat actions rolls, a success below 95 and up simply completing the action, with anything above 95 granting a +25% damage boost for good positioning. On the opposite end of the spectrum failures keep the ship at the same range, while rolls below 5 will apply a -25% damage modifier to the weapon rolls for that turn. A 1 will result in weapons not working for that turn while a 100 will double the damage output of weapons for the next turn.
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  47. >>Ship upgrades and Player Death:
  48. 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.
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  50. 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.
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  52. 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.
  53.  
  54. >>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.
  55.  
  56. They fall under the progress route of
  57. Level I: x/6
  58. Level II: x/12
  59. Level III: x/20
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