A tight set of cheat cards for all ship-to-ship combat actions for the Rogue Trader RPG. This was not created by me, but...
Action Cards for the Rogue Trader RPG (version 1.03, by Drhoz, 2012) A hopefully useful tool for your players to divide up their actions during ship-toship, or potentially ship-to-ground, combat. Based on the Rogue Trader Core Rulebook, Into The Storm, and Battlefleet Koronus. Original idea by kenshin138 on the Fantasy Flight RT RPG board in this thread, with improvements suggested by Mortagon, Maese Mateo, and Badlapje Divided into Manoeuvre, Shooting, and Extended Action cards, including Astropath and Navigator Actions from Into the Storm, and Attack Craft & Torpedo Actions from Battlefleet Koronus. Includes two useful Navigator Powers as extended actions.
No test required. Move Speed or Half Speed in VU, turn 90º (smaller ships) or 45º (light cruisers and cruisers). Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Most cards have notes on the effects of relevant Ship Components in red, and Ship Complications, Past Histories, & Backgrounds in blue, and should all fit onto standard index cards. Some cards are double-sided. I’ve tried to leave enough room for you to pencil in the bonuses you get from Ship Components, plus any the Explorers might have from knowledge-based skills, etc. Alternatively, laminate them and use an erasable marker. Also, two cards for tracking damage penalties have been included. See p.224 of the main rulebook for population and morale effects not immediately relevant to combat.
Turn one VU sooner for each degree of success. Challenging (+0) Pilot (Space Craft) + Manoeuvrability
Drawings & Medicae Icon by Drhoz. Warhammer 40K/Rogue Trader RPG copyright Fantasy Flight Games and Games Workshop. Please contact Drhoz at
[email protected] to suggest changes, make improvements, and point out any errors that need fixing
Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia: +10 Manoeuvrability when within 5VU of planet. R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Adjust speed by one VU per success, not more than doubled. Challenging (+0) Pilot (Space Craft) + Manoeuvrability Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Speed up or slow down while turning sooner Hard (-20) Pilot (Space Craft) + Manoeuvrability Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Gyro-stabilisation Matrix : Piloting Test now merely Challenging (+0) Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Test to turn twice, midway and at end of Speed value. -20 to all Ballistic Skill checks this turn. Hard (-20) Pilot (Space Craft) + Manoeuvrability Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Gyro-stabilisation Matrix : Piloting Test now merely Challenging (+0) Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
-10 to all shooting tests against or from the ship, for this turn. Difficult (-10) Pilot (Space Craft) + Manoeuvrability Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Gyro-stabilisation Matrix : Piloting Test now merely Challenging (+0) Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Shut down systems and coast, in an attempt to avoid detection. Helmsman may attempt manoeuvres, but all tests at -10. e.g. Basic Manoeuvre now Ordinary (+10) Pilot (Space Craft) + Manoeuvrability. Ship Speed halved. May not fire weapons, or use auspex arrays to scan other ships. A ship Silent Running will be automatically detected by any ship within 20 VU that uses Active Augury See other side Hydraphurian KL-247 Jammer : prevents any attempt at Silent Running by Explorer’s ship, if active Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Cypra Pattern Drives : +15 to Silent Running test Reaver of the Unbeholden Marches : +10 to Silent Running test Veteran of the Angevin Crusade : -40 to Silent Running test Empyrean Mantle : Add two levels of difficulty to detection attempts vs. ship when Silent Running Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Test against other starship’s Detection+Scrutiny ability to flee battle. May not be used to initiate a Stern Chase. Must be more than 8 VU away, or less than 20. Ship goes into silent running – no engines, manoeuvring, scanning, or firing. Challenging (+0) Pilot (Space Craft) + Manoeuvrability Ship Master’s Bridge: +5 to Piloting Fleet Flag Bridge: +5 to Piloting for this ship & all allies within 30VU Martial Hubris: -15 to Piloting Ancient & Wise: +10 to Manoeuvre Planet-bound for Millennia: +10 Manoeuvrability when within 5VU of planet R-50 Auspex: +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield: No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
If Manoeuvres put the ship with 1 VU of an enemy, sacrifice Shooting Action to Board. Hard (-20) Pilot (Space Craft) + Manoeuvrability to lock ships. Hard (-20) Pilot (Space Craft) + Manoeuvrability to break free, at the beginning of a following turn. If break failed, -20 to Command Test below. Opposed Command Tests. Larger ship receives +10 bonus for every 10 points difference in Population. Ship with higher remaining Hull Integrity gains +10 bonus for every full 10 points difference in Hull Integrity. Hull Turrets add +10 per rating in Boarding Actions. For each degree of success, inflict either 1d5 Population damage and 1d5 Morale damage, or 1 point to hull integrity, population and morale . Losing ship must make Command test vs. Current Morale. Enemy ship surrenders if it fails this test. If Explorer tests and fails, must surrender or attempt to flee.
Routine (+10) Pilot (Space Craft) + Manoeuvrability to flee battle. If pursuing, Tech-Use, Pilot (Space Craft), Command or Scrutiny may be used. To catch up with target, repeat roll each turn until the following accumulated – Transport /Cruiser : 3 Degrees of success Light Cruiser, Frigate : 5 Degrees Raider : 7 Degrees If pursued ship has higher Speed : +2 to above If pursued ship has lower Speed : -2 to above Pursuit through obscuring environments: +1 to above If being pursued, as above to escape.
See other side
See other side
Servitor Crew : May not make Boarding Actions Storm Troopers: Inflict Double Hull Integrity Damage, add 1d5 Population damage. Good - +5 Command. Best +10 Command Barracks : +20 to Command Bridge of Antiquity : +10 Command rolls, made while on bridge Vessel of the Fleet : +10 Command Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Martial Hubris : -15 to Piloting, if breaking away from engagement Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
Ship Master’s Bridge : +5 to Piloting Martial Hubris : -15 to Piloting if fleeing Fleet Flag Bridge: +10 Command for Bridge Officers. +5 to Piloting for this ship & all allies within 30VU Bridge of Antiquity : +10 Command, for Bridge Officers Vessel of the Fleet : +10 Command Servitor Crew : -10 to Command Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar
If Hull Integrity ever reduced to zero, -10 to Manoeuvrability & Detection, and Speed reduced by half. Effects remain until at least one point of Hull Integrity restored.
If Manoeuvres put the ship with 1 VU of an enemy, sacrifice Shooting Action to Ram. Hard (-20) Pilot (Space Craft) + Manoeuvrability. Raiders inflict 1d5 + Prow Armour damage Frigates inflict 1d10 + Prow Armour damage Light Cruisers inflict 2d5 + Prow Armour damage Cruisers inflict 2d10 + Prow Armour damage All suffer1d5 + target’s Armour. Ignores Void Shields. See other side
Ship Master’s Bridge : +5 to Piloting Fleet Flag Bridge : +5 to Piloting for this ship & all allies within 30VU Ancient & Wise : +10 to Manoeuvre Planet-bound for Millennia : +10 Manoeuvrability when within 5VU of planet R-50 Auspex : +5 Manoeuvre Tests vs. Celestial Phenomena Repulsor Shield : No penalty to Manoeuvre through nebulas, ice rings, dust clouds, or similar Armoured Prow : +1d10 additional damage Reinforced Prow : + 5 additional damage Power Ram : +1d10 additional damage
Sensors Damaged: All Shooting at -30, all sensor tests beyond immediately vicinity fail. All repairs to this component must be made from outside the hull. Thrusters Damaged: roll d10. 1-7 – Manoeuvrability suffers -20 penalty 8-10 - Thrusters completely damaged. This damage may be repaired. Engines Crippled: roll d10. 1-7 – Speed halved. 8-10 - Engines wrecked. Speed 1. This damage may be repaired.
60% - All Boarding Actions, repel boarders, fire fighting, repairs at -5 50% - -10 to Manoeuvrability 10% - May not make Boarding Actions or Hit and Run attacks. Repel boarders, fire fighting, repairs at -20
80% - All Command tests at -5 60% - All Ballistic Skill tests at -5 50% - All Command tests at -15 40% - Penalty of -10 to Manoeuvrability. All Ballistic Skill tests at -10 20% - May not make Boarding Actions or Hit and Run attacks. 10% - All Command tests now at -30. Additional -10 penalty to Manoeuvrability, Speed, and Detection 0% - Mass Mutiny
After Manoeuvres, all weapons may be fired once per turn, at any target within the firing arc of that weapon.
After Manoeuvres, all weapons may be fired once per turn, at any target within the firing arc of that weapon.
Weapon
STR
Dam.
Crit. Rng. Rating
Weapon
STR
Dam.
Crit. Rng. Rating
Mounted
Mounted Special Rules :
Special Rules : See other side See other side
Command Bridge : +5 Ballistic Skill Ship Master’s Bridge : +10 Ballistic Skill Command Bridge : +5 Ballistic Skill Ship Master’s Bridge : +10 Ballistic Skill X-470 Ultimo Array : +5 Ballistic Skill
Auto-stabilised Logis-Targeter: +5 Ballistic Skill. Martial Hubris : +5 to Ballistic Skill Veteran of the Angevin Crusade : +10 to Ballistic Skill Servitor Crew : -10 to Ballistic Skill Invasion Bridge : +10 Ballistic Skill vs. Ground-based targets BG-1.5 Assault Scanners : +5 Ballistic skill vs. Ground-based targets Munitorium : +1 Damage Turbo-weapon Batteries: Ignore range penalties. Poor : Range -1 Good : Range +1. Best:+5 BS
X-470 Ultimo Array : +5 Ballistic Skill
Auto-stabilised Logis-Targeter: +5 Ballistic Skill. Martial Hubris : +5 to Ballistic Skill Veteran of the Angevin Crusade : +10 to Ballistic Skill Servitor Crew : -10 to Ballistic Skill Invasion Bridge : +10 Ballistic Skill vs. Ground-based targets BG-1.5 Assault Scanners : +5 Ballistic skill vs. Ground-based targets Munitorium : +1 Damage Turbo-weapon Batteries: Ignore range penalties. Poor : Range -1 Good : Range +1. Best:+5 BS
After Manoeuvres, all weapons may be fired once per turn, at any target within the firing arc of that weapon.
Weapon
STR
Dam.
Crit. Rng. Rating
After Manoeuvres, all weapons may be fired once per turn, at any target within the firing arc of that weapon.
Mounted
Special Rules :
Weapon
STR
Dam.
Crit. Rng. Rating
Mounted
Special Rules : See other side
See other side
Command Bridge : +5 Ballistic Skill Ship Master’s Bridge : +10 Ballistic Skill
Command Bridge : +5 Ballistic Skill Ship Master’s Bridge : +10 Ballistic Skill
X-470 Ultimo Array : +5 Ballistic Skill
X-470 Ultimo Array : +5 Ballistic Skill
Auto-stabilised Logis-Targeter: +5 Ballistic Skill. Martial Hubris : +5 to Ballistic Skill Veteran of the Angevin Crusade : +10 to Ballistic Skill Servitor Crew : -10 to Ballistic Skill
Auto-stabilised Logis-Targeter: +5 Ballistic Skill. Martial Hubris : +5 to Ballistic Skill Veteran of the Angevin Crusade : +10 to Ballistic Skill Servitor Crew : -10 to Ballistic Skill
Invasion Bridge : +10 Ballistic Skill vs. Ground-based targets BG-1.5 Assault Scanners : +5 Ballistic skill vs. Ground-based targets
Invasion Bridge : +10 Ballistic Skill vs. Ground-based targets BG-1.5 Assault Scanners : +5 Ballistic skill vs. Ground-based targets
Munitorium : +1 Damage
Munitorium : +1 Damage
Turbo-weapon Batteries: Ignore range penalties. Poor : Range -1 Good : Range +1. Best:+5 BS
Turbo-weapon Batteries: Ignore range penalties. Poor : Range -1 Good : Range +1. Best:+5 BS
Take a full Turn to load and fired subsequent Turn, unless Command (-10) or Tech Use (-10) rolled. Torpedo travels forward its Speed in VU. If passes within 1 VU of another ship, Challenging (+0) BS + Torpedo Rating to hit, plus extra hit for every degree of success. If no nearby ships, torpedos continue in straight line until Range exceeded, at start of every subsequent turn.
Torpedo Type
STR Dam.
Crit.
Rng.
Mounted X
Special Rules :
Take a full Turn to load and fired subsequent Turn, unless Command (-10) or Tech Use (-10) rolled. Torpedo travels forward its Speed in VU. If passes within 1 VU of another ship, Challenging (+0) BS + Torpedo Rating to hit, plus extra hit for every degree of success. If no nearby ships, torpedos continue in straight line until Range exceeded, at start of every subsequent turn.
Torpedo Type
STR Dam.
Crit.
Rng.
Mounted X
Special Rules : See other side
See other side
No Components or Extended Actions can affect BS for a Torpedo attack.
No Components or Extended Actions can affect BS for a Torpedo attack.
Short Salvo: Declare number of torpedos launched before firing. ( between 1 and torpedos Strength )
Short Salvo: Declare number of torpedos launched before firing. ( between 1 and torpedos Strength )
Wide Salvo: Torpedos will strike any ship within 2VU, on Hard (-20) BS + Torpedo Rating. Number of hits limited to half Torpedo Strength
Wide Salvo: Torpedos will strike any ship within 2VU, on Hard (-20) BS + Torpedo Rating. Number of hits limited to half Torpedo Strength
A starship may have one squadron per point Launch Bay Strength prepped for launch at any time. To prepare subsequent squadrons for launch (one squadron per point Launch Bay Strength) roll Ordinary (+10) Command Test. Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Vessel of the Fleet : +10 Command Servitor Crew : -10 to Command
Launch readied fighter squadrons, out to slowest Speed, in VU. May attack any enemy attack craft or torpedo that move within 1VU. Roll opposed Challenging (+0) Command + Craft Rating Test, ( character may be on parent ship, or leading intercept ) +5 for every additional squadron of fighters after the first, +5 for every two squadrons of bombers or assault craft after the first. Each degree of success destroys one squadron or torpedo of the enemy, unless one side beats enemy by four degrees – in that case, enemy completely destroyed, with no losses to winner. Squadrons must return to ship within 4 turns. See other side
Craft Type
Explorer leads his squadron into battle. Opposed Challenging (+0) Pilot (Space Craft) + Craft Rating Test to add +5, and additional +5 to every two degrees of success, to subsequent Attack Craft Command Test. Additional, each two degrees of success mean Explorer personally destroys one enemy craft, torpedo, or turret and gives them something to brag about. Four degrees of failure strands Explorer in void, taking 2d10+5 wounds, minus Armour & Toughness Bonus. If using Into The Void vehicle rules, craft takes 4d10+25 damage - Armour, with normal chance of critical instead. Explorer may choose to duel enemy wing commander. Opposed Pilot (Space Craft) + Craft Rating Test. Winner gains +5, and additional +5 to every two degrees of success, to subsequent Attack Craft Command Test. If passed by three degrees, enemy wing commander shot down. If failed by three, crippled as above.
Fleet Flag Bridge : +5 to Piloting for parent ship & all allies within 30VU Pilot Chambers : +2 to Attack Craft Rating
Craft Rating
Spd (VUs)
Special Rules :
Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Pilot Chambers : +2 to Attack Craft Rating
Squadron Size
Launch readied fighter squadrons alongside bombers and/or assault craft, at same speed as slowest craft. Roll opposed Challenging (+0) Command + Craft Rating Test, (character may be on parent ship, or leading escort) +5 for every additional squadron of fighters after the first, +5 for every two squadrons of bombers or assault craft after the first. Each degree of success destroys one squadron or torpedo of the enemy, unless one side beats enemy by four degrees – in that case, enemy completely destroyed, with no losses to winner. Additionally – each squadron imposes a -10 BS penalty on enemy defence turrets, but will be shot down before any bombers or assault craft. See other side Before Attacker rolls to score hits with torpedos or attack craft, target ship’s crew rolls Ballistic Skill Test, +5 for every point of turret rating. A success destroys one torpedo, or drives off, damages or destroys one attacking squadron, and every further two degrees of success does likewise to another
Craft Type
Craft Rating
Spd (VUs)
Launch readied fighter squadrons, to escort any friendly ship within lowest Speed in VU. Any enemy attack craft or torpedo that moves within 5VU may be attacked by half of the squadrons, rounding up. Roll opposed Challenging (+0) Command + Craft Rating Test, (character may be on parent ship, or leading patrol) +5 for every additional squadron of fighters after the first, +5 for every two squadrons of bombers or assault craft after the first. Each degree of success destroys one squadron or torpedo of the enemy, unless one side beats enemy by four degrees – in that case, enemy completely destroyed, with no losses to winner. Squadrons must return to ship within 4 turns. See other side
Craft Type
Craft Rating
Spd (VUs)
Squadron Size
Squadron Size Special Rules :
Special Rules :
Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Vessel of the Fleet : +10 Command if Explorer still on parent ship Pilot Chambers : +2 to Attack Craft Rating
Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Vessel of the Fleet : +10 Command if Explorer still on parent ship Pilot Chambers : +2 to Attack Craft Rating
Launch all ready squadrons, and move them up to Speed in VUs. May move further in subsequent turns, but must return for fuel within 6 turns (4 if escorted by fighters). Once with 1 VU of target, Challenging (+0) Command + Craft Rating Test, (character may be on parent ship, or leading bombing run) +5 for every additional squadron of bombers after the first. A success causes one hit, and each degree of success one more, up to a maximum of three ( plus one for every additional wave of bombers). Four degrees of success causes a Critical Hit (1d5 on Crit table).Each hit ignores void shields and causes 1d10+4 damage (minus lowest Armour Value) to Hull Integrity. Bombers then withdraw to parent ship. See other side Before Attacker rolls to score hits with torpedos or attack craft, target ship’s crew rolls Ballistic Skill Test, +5 for every point of turret rating. A success destroys one torpedo, or drives off, damages or destroys one attacking squadron, and every further two degrees of success does likewise to another
Craft Type
Craft Rating
Speed (VUs)
Squadron Size
Special Rules :
Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Vessel of the Fleet : +10 Command if Explorer still on parent ship Pilot Chambers : +2 to Attack Craft Rating
Launch all ready squadrons, and move them up to Speed in VUs. May move further in subsequent turns, but must return for fuel within 4 turns. Once with 1 VU of target, Challenging (+0) Command + Craft Rating Test, (character may be on parent ship, or leading assault) +5 for every additional squadron of assault craft after the first. A success lands one boarding unit, and each degree of success one more, up to a maximum equal to the number of assault squadrons that survives defensive fire. Any character not piloting assault craft may now do Hit & Run Extended Action on enemy ship, with a +10 bonus for every assault squadron that breached target hull. See other side Before Attacker rolls to score hits with torpedos or attack craft, target ship’s crew rolls Ballistic Skill Test, +5 for every point of turret rating. A success destroys one torpedo, or drives off, damages or destroys one attacking squadron, and every further two degrees of success does likewise to another
Craft Type
Craft Rating
Speed (VUs)
Squadron Size
Special Rules :
Bridge of Antiquity : +10 Command for bridge officers Fleet Flag Bridge : +10 Command for bridge officers Vessel of the Fleet : +10 Command if Explorer still on parent ship Pilot Chambers : +2 to Attack Craft Rating
Challenging (+0) Tech-Use to add +5 to Manoeuvrability or Detection for a turn. Every two degrees of success adds another +5.
Basic and Important info on celestial bodies, phenomena, and ships with 20VU. Automatically detects ships in Silent Running within that range. Every degree of success extends range 5 VU. Challenging (+0) Scrutiny + Detection X-470 Ultimo Array : Additional +5 to Detection tests vs. Silent Running
Difficult ( -10 ) Blather or Deceive, to increase crew Morale by d5 for each level of success, for duration of combat.
Difficult (-10) Medicae Test. Reduce crew losses from last turn by 1, for every degree of success, down to 1 minimum. Medicae Deck : +20 to Medicae Tests made here
Difficult (-10) TechUse to direct repair crews. If successful, one unpowered, damaged, or depressurised Component is repaired in 1d5 turns, minus one turn for every degree of success.
Difficult (-10) Tech-Use to direct repair crews. If successful, one unpowered, damaged, or depressurised Component is repaired in 1d5 turns, minus one turn for every degree of success.
See other side
See other side
Combat Bridge : +10 to repair tests Resolute : +10 to repair tests Reliquary of Mars : -20 to repair tests Xenophilous : -30 to repair tests ( -10 with Forbidden Lore : Xenos)
Combat Bridge : +10 to repair tests Resolute : +10 to repair tests Reliquary of Mars : -20 to repair tests Xenophilous : -30 to repair tests ( -10 with Forbidden Lore : Xenos)
Fire Suppression Systems: Used once per turn by any bridge officers, if bridge powered and undamaged,. Make Difficult (-10) Tech-Use to extinguish one Component fire.
Fire Suppression Systems: Used once per turn by any bridge officers, if bridge powered and undamaged,. Make Difficult (-10) Tech-Use to extinguish one Component fire.
Difficult (-10) Tech-Use to direct repair crews. If successful, one unpowered, damaged, or depressurised Component is repaired in 1d5 turns, minus one turn for every degree of success. See other side
Challenging (+0) Tech-Use to add 1 VU to speed this turn, for every degree of success. If 2 degrees of failure, Engines Crippled. If crippled, roll d10 : 1-7 Engines heavily damaged – half speed 8-10 Engines Destroyed – Speed now 1. This damage can be repaired in a subsequent turn
Combat Bridge : +10 to repair tests Resolute : +10 to repair tests Reliquary of Mars : -20 to repair tests Xenophilous : -30 to repair tests ( -10 with Forbidden Lore : Xenos) Fire Suppression Systems: Used once per turn by any bridge officers, if bridge powered and undamaged,. Make Difficult (-10) Tech-Use to extinguish one Component fire.
Challenging (+0) Scrutiny + Detection to scan one ship within extreme range. Basic Success: All Essential Components except Augers and Void Shields. One Degree of Success: All Weapons. Two Successes: Augers, Void Shields, any combat Components. Three Successes: All Components.
May be used by any character, even those who have made Manoeuvre or Shooting actions this turn. Interaction Tests as determined by GM. See other side
Challenging(+0) Pilot (Space Craft) to attack one enemy ship within 5VU, with 10 for each rank of targets Turret Rating. Basic failure forces retreat. 4 degrees of failure = boarding craft is crippled or destroyed. Opposed Ordinary (+10) Command test vs. Enemy commander. Roll 2x1d5 on Critical Hit chart and choose one; and + 1 pt damage to Hull Integrity, morale & population for each degree of success. If test failed, Explorers are forced to retreat. See other side
Brig : +5 to Intimidate tests Broadband Hymncaster : +10 to Intimidate tests vs. Enemy with 30VU Stygies-Pattern Bombardment Cannon : +20 Intimidation vs. Ground-based targets Emissary of the Imperator : +15 Intimidate, -5 all other social (see pg 198 of main book) Veteran of the Angevin Crusade : +10 to Intimidate /Charm, if enemy recognise ship Turbulent Past : -20/+20 to Social rolls vs. 2 opposed, GM-selected groups Reaver of the Unbeholden Marches : -10 to all Social, if enemy recognise ship Bridge of Antiquity : +10 to Social rolls, made while on bridge
Servitor Crew : Will not make Boarding Actions Ship Master’s Bridge : +5 to Piloting Storm Troopers : Inflict Double Hull Integrity Damage, add 1d5 Population damage. Good - +5 Command. Best +10 Command Teleportarium: no piloting test required. Plus +20 to Command Bridge of Antiquity : +10 Command rolls, made while on bridge Fleet Flag Bridge : +10 Command for bridge officers Barracks : +20 to Command Murder Servitors : Plus +20 to Command, choose Critical from 1-6 Vessel of the Fleet : +10 Command
Requires Air of Authority or similar skill. Challenging (+0) Willpower test. Cancel out morale loss from previous turn, but 1 pt per degree of success
Difficult (–10) Tech-Use Test, targeting a ship within 10 VUs of his vessel. If he succeeds, that ship is unable to use vox-transmitters or other technologies to communicate with other ships. Psychic communicators, such as astropaths, are unaffected. For every degree of success, the range of Jam Communications is extended by one VU. See other side
Challenging (+0) Scrutiny + Detection test. +5 to BS, with an extra +5 for every two additional levels of success. See Shooting Cards for all bonuses and penalties to shooting
Broadband Hymncaster : All enemy vessels must make difficult -10 Techuse test to use vox or broadcast within 30 VU of ship
Challenging (+0) Command test. Add +10 vs. Boarding actions, and additional +5 for each level of success. Will keep character occupied for every turn he wishes to maintain this bonus.
Challenging (+0) Intimidate or Charm test. +5 to Ballistic Skill, Emergency Repairs, or Fire Fighting attempts, plus additional +5 to any of these for every 3 levels of success.
See other side
See other side
Bridge of Antiquity : +10 to Command rolls made while on bridge Fleet Flag Bridge : +10 to Command rolls made while on bridge Vessel of the Fleet : +10 Command Servitor Crew : -10 to Command
Bridge of Antiquity : +10 Social rolls, made while on bridge Brig : +5 to Intimidate tests
Clan-Kin Quarters: +5 Command vs. Boarding actions. Morale losses reduced by 1, to minimum of 1 Tenebro-Maze : +10 to Command vs. Boarding actions Haunted : Boarders face -5 Command penalty
See Extended Action – Emergency Repairs for all other bonuses to repair
Flak Turrets: Turret Rating increased by 1 for a turn. Detection penalty of -10
See Shooting Cards for all other bonuses and penalties to BS
Requires Mind Link power. Pass Challenging (+0) Willpower Test by at least two levels of success. All Explorers gain +5 to an action, for this turn
Requires Divination Discipline. Hard (-20) Psyniscience Power Focus Test to add 1d5 levels of success to next Manoeuvre action. Other Explorer must be within same room and in line-of-sight.
Astropathic Choir-chamber : All powers used here have range increased by 5VU
Challenging (+0) Psyniscience Focus Power Test to jam all psychic communication within 1 VU, +1 for every degree of success. Opposed Willpower Test to send or receive when being thus jammed Astropathic Choir-chamber : All powers used here have range increased by 5VU
Requires Inspire. Join Boarding Party for Hit & Run, and pass Challenging (+0) Psyniscience Power Focus Test to add +10 to piloting or command, for each level of success.
Difficult (-10) Psyniscience Test to add one level of success to Ballistic Skill Test or Evasive Manoeuvres action. Communication to Helmsman required.
If fleeing in Stern Chase, Difficult (-10) Navigation (Stellar) Test to add one success for each two degrees of success rolled. Ship Master's Bridge: +5 to Navigation tests made on bridge.
If pursuing in Stern Chase, Difficult (-10) Navigation (Stellar) Test to add one success for each two degrees of success rolled. Ship Master's Bridge: +5 to Navigation tests made on bridge.
Requires Stacking the Deck Novice : Difficult (-10) Perception to add his or her Int. Bonus x 5 to any Manoeuvre or single Ballistic test. Adept : Hard (-20) Perception to split Int. Bonus between Speed or Armour. Cast once per combat, but lasts only one Turn. Any degrees of failure costs two levels of Fatigue Master : As per Adept, but lasts 1d5 turns. Automatically costs two fatigue, or four with any degrees of failure
Requires Void Watcher Novice : Perception Test (modified by GM ) to detect objects out to Per. Bonus in VU Adept : Out to double Per. Bonus. Difficult (10) Willpower Test to gain limited information (make-up of asteroid, nature of crew) Master : Out to 5x Per. Bonus. Ordinary (+10) Willpower Test to gain limited information (make-up of asteroid, nature of crew)