MANOEUVRE ACTIONS
Basic Maneuvering for a voidship requires no test. A vessel of any size decides at the start of its turn two things. First, the helmsman chooses if the vessel is moving at half, or full power. At half-power, a vessel can move at a maximum of half its speed value. If it is below this value, it accelerates forward until it reaches this speed, gaining +2 VU for every turn it accelerates at half speed for a Light-Cruiser or smaller sized vessel, and +1 VU for cruiser sized vessels. If above this value, it decelerates at the same rate per turn until it reaches half-speed. If moving at full power, the vessel moves at a maximum of its full Speed Value. If below, it will accelerate at a rate of +4 for Light-Cruiser or smaller vessels, and +2 for Cruisers or larger. At the end of any such move, a vessel may turn up to 90° for smaller vessels and 45° for Cruisers or larger.
For all of the following manoeuvres, the helmsman or directing character adds the vessels Manoeuvrability rating to the test.
Adjust Bearing
This maneuvre is used to make course corrections for the vessel, allowing it to turn faster in combat.
First, the ship decides if it is moving at half, or full-power this turn. The ship's helmsman or a directing character attempts a Challenging (+0) Pilot (Spacecraft)(Int) test for a vessel moving at half-power or a Difficult (-10) Pilot (Spacecraft)(Int) test for moving at full-power. A Success and every additional Degree after it allows the vessel to turn 1 VU earlier during its movement to a minimum of 1 VU for vessels moving at half power and 2 VU for vessels at full power.
Adjust Speed
This manoeuvre is used to either slow or accelerate a vessel faster.
First, the ship decides if it is moving at half, or full-power this turn. The ship's helmsman or a directing character attempts a Challenging (+0) Pilot (Spacecraft)(Int) test. On a Success and every additional Degree, the vessel may slow down or accelerate 1 VU more this turn. See basic manoeuvring for the rules on acceleration.
Adjust Speed and Bearing
The helmsman attempts the difficult task of both altering the ship's course quickly, while also pushing the engines to either slow, or accelerate it along its course.
First, the ship decides if it is moving at half, or full-power this turn. The ship's helmsman or a directing character attempts a Difficult (-10) Pilot (Spacecraft)(Int) test for a vessel moving at half-power or a Hard (-20) Pilot (Spacecraft)(Int) test for moving at full-power. On a Success and every additional Degree, the vessel gains the benefits of both Adjust Bearing and Adjust Speed for that many Degrees of Success.
Come to New Heading
Pushing his ship to the limits of its capability, the captain orders a radical course correction.
Because of the vast energies required to attempt this manoeuvre, a vessel must be at full-power during this turn, as power is redirected to the thrusters. The helmsman or directing character then attempts a Hard (-20) Pilot (Spacecraft)(Int) test. On a failure, the vessel may turn once at the halfway point on its movement this turn. On a Success, it may turn once at the halfway point and once more at the end of its movement. Because of the stresses involved during this time, the vessel does not alter its speed even if it is below its full speed value and suffers a -20 penalty on any Shooting Actions this turn.