When PCs are planetside, their ship in orbit is a living weapon that provides real-time combat support. Ships are dynamic: they can be voxed mid-turn, take return fire from planetary AA, and suffer damage that affects future support. Integration rule: ground and void run on the same initiative track. A player on the surface can spend their turn shouting vox-orders (“Fire for effect on grid 47-19!”) — the strike lands at the end of the round.
Orbital Strike: Full-round Gunnery action from orbit (DC 15, disadvantage in storms or vs void shields). Damage: 10d10 fire/radiant in 100-ft radius (scale for capital ships). Limit: 1–3 per long rest to avoid cracking the planet.
Drop Support: Thunderhawk or drop-pods launch as bonus action. Pods = instant Astartes deployment anywhere scouted.
Evac/Resupply: Extract party or drop ammo/apothecary support once per mission (after clearing AA).
Overuse risks Mechanicum rationing or Inquisitorial scrutiny in the Heresy. Ships can be damaged by ground-based anti-orbital fire, forcing emergency repairs or retreat.