rogue trader rpg action cards v1.05

20
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

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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 by a War40k player/GM who uses the handle "Drhoz." All credit goes to him for collecting this work. Rules are included for the RT core book, Into the Storm, and Battlefleet Koronus.

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Page 1: Rogue Trader RPG Action Cards v1.05

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

Page 2: Rogue Trader RPG Action Cards v1.05

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

Page 3: Rogue Trader RPG Action Cards v1.05

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

Page 4: Rogue Trader RPG Action Cards v1.05

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

Page 5: Rogue Trader RPG Action Cards v1.05

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

Page 6: Rogue Trader RPG Action Cards v1.05

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

Page 7: Rogue Trader RPG Action Cards v1.05

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

Page 8: Rogue Trader RPG Action Cards v1.05

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

Page 9: Rogue Trader RPG Action Cards v1.05

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

Page 10: Rogue Trader RPG Action Cards v1.05

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

Page 11: Rogue Trader RPG Action Cards v1.05

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

Page 12: Rogue Trader RPG Action Cards v1.05

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

Page 13: Rogue Trader RPG Action Cards v1.05

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.

Page 14: Rogue Trader RPG Action Cards v1.05

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.

Page 15: Rogue Trader RPG Action Cards v1.05

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

Page 16: Rogue Trader RPG Action Cards v1.05

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

Page 17: Rogue Trader RPG Action Cards v1.05

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

Page 18: Rogue Trader RPG Action Cards v1.05

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.

Page 19: Rogue Trader RPG Action Cards v1.05

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

Page 20: Rogue Trader RPG Action Cards v1.05

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)