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-to-
ship, 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.
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.
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
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
Turn one VU sooner for
each degree of success.
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
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. 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
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
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 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
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.
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.
Weapon STR Dam. Crit.
Rating
Rng. Mounted
Special Rules :
See other side
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
After Manoeuvres, all weapons
may be fired once per turn, at any
target within the firing arc of that
weapon.
Weapon STR Dam. Crit.
Rating
Rng. Mounted
Special Rules :
See other side
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
After Manoeuvres, all weapons
may be fired once per turn, at any
target within the firing arc of that
weapon.
Weapon STR Dam. Crit.
Rating
Rng. Mounted
Special Rules :
See other side
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
After Manoeuvres, all weapons
may be fired once per turn, at any
target within the firing arc of that
weapon.
Weapon STR Dam. Crit.
Rating
Rng. Mounted
Special Rules :
See other side
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
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
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 )
Wide Salvo: Torpedos will strike any ship within 2VU, on Hard (-20) BS +
Torpedo Rating. Number of hits limited to half Torpedo Strength
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
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 )
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
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
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 Craft
Rating
Spd
(VUs)
Squadron
Size
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
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
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
Craft Type Craft
Rating
Spd
(VUs)
Squadron
Size
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
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
Craft Type Craft
Rating
Spd
(VUs)
Squadron
Size
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
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
Craft Type Craft
Rating
Speed
(VUs)
Squadron
Size
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
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
Craft Type Craft
Rating
Speed
(VUs)
Squadron
Size
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) 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
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.
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
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.
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
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) 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
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
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
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
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
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
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
Broadband Hymncaster : All enemy vessels must make difficult -10 Tech-
use 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.
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
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
Flak Turrets: Turret Rating increased by 1 for a turn. Detection penalty of -10
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
Bridge of Antiquity : +10 Social rolls, made while on bridge
Brig : +5 to Intimidate tests
See Shooting Cards for all other bonuses and penalties to BS
See Extended Action – Emergency Repairs for all other bonuses to repair
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
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 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.
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)
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