RESEARCH
Based on the requirements of his campaign and the intended outcome of
the research, the GM assigns a total difficulty number to the research
project, which the players will not know. For short-term projects, this
will probably be in the low hundreds, perhaps lower. For long-term
projects occuring during downtime, it may hit five figures.
Every day of research, the character and any supporting scientists
(treat hired scientists as having about 50% in the science they were
hired for and 20% in others, lab assistants as having 25% all-round)
make their science rolls. The GM tallies the total numbers of any
successes, counting crits as 100. When this tally reaches the project
difficulty number, the scientists have completed the project. Should
any crits have been scored, the GM may grant more information or better
successes than the characters set out for.
If the research produced a schematic for a new device, it presumably
also produced a prototype. This will function for D10 uses. To produce
more, technicians may make engineering rolls as usual. The GM
determines the time taken to manufacture and any penalties to the skill
due to complexity that may exist. Once the process has been ironed out
in this fashion, the devices do not have the D10 use limitation -
unless the GM decides they do. Users may o may not be aware of this
limitation.
AIR COMBAT
Should the Cell get involved in an air battle (between, say, two
fighters or two assault helicopters) the GM is encouraged to use their
Conspiracy X statistics to arbitrate modifiers to relevant skills
according to the situation.(In most cases, of course, no difference is
made). A difference of 2 Handling, for instance,
might give the pilot of the better craft a +15 shift to Pilot rolls in
manoeuvres; similarly, a difference in Speed will give the faster craft
a major bonus in situations where that's more important.
Treat missiles as taking one round after firing to cross the
intervening space; the pilot of the target craft makes a Pilot roll. If
the missile was inaccurate to begin with, he need worry only if he
fumbles.
If the missile was on target but is unguided, the pilot needs to make a
Pilot check successfully to evade the missile; if it was guided, the
pilot must beat the score rolled to hit while still passing his pilot
check. Crits, as always, succeed.
Certain craft carry a number of
electronic chaff pods or can otherwise shake target lock; if the craft
has this ability,
there is a flat 50% chance that the missile will be shaken. At this
point, halve the score rolled to hit; this is the new score the pilot
needs to beat.
The GM will adjudicate damage to the craft dependent on the weapon type
deployed, the amount of damage caused, and the craft type. In a game
featuring aliens, experimental force fields, plasma weaponry, and other
such exotica, trying to introduce rules for all such situations seems
futile.
For missile damage, see the Armoury.