Initiative = d10+Detection A note: having read through the rules (the supplemental Dark Heresy ship combat, and the ogue !rader set", you can only take one action per character per turn (so no # action aiming"$ Ho%ever, due to the uni&ue inter'ace 'or your lance %eapons, )ll allo% 'ull action aims the turn be'ore$ *elo% is a combination o' the t%o rule sets$$$ having seen ho% things played out !uesday, !uesday, )m leaning leaning more to%ards to%ards the ogue ogue !rader !rader set and less to%ards to%ards the Dark Heresy Heresy supplement (%hich (%hich seems to have 'ocused 'ocused on smaller cra't"$ cra't"$ !he only maor change change to the ogue !rader rules is that )m keeping the movemove shootshoot se&uence over the yougo-go rules in ! !$ !here are many minor changes$
Maneuver actions: SPEED: hal' or 'ull move re&uires no rolls, as that is de'ault settings on ship$ Ho%ever changing 'rom one speed or the other re&uires a check, i' %anting to add or subtract 'rom the chosen speed, and +1 degree 'or each change .ail = move current speed
BEARING: /an turn, but must move *. turn, but turning early adds +1 degree 'or each space be'ore end o' move 2ote: larger vessels: (10+ megatonnes" can only do 1 'acing change a turn, smaller can do 3 (but all 'acing changes done at once, and e4tra 'acing adds a degree o' di5culty" .ail = 1 'acing turn at end o' move
SPEED and BEARING: ' trying to do both, the ship can, but must move %ithin 1 o' its chosen speed, and can only turn 1 space early (check done at -30 to pilot check" .ail = move current speed, turn 1 'acing at end o' move
NEW HEADING: (test done at -16" allo%s 'or a turn at hal' movement and a turn at 'ull movement (at ma4 bearing each time", all shots 7red this turn are at -30, but no ability to modi'y speed this turn .ail = move hal' current speed, turn 1 'acing, 7nish move, %eapons at -80
DISENGAGE: attempt to go dark i' no enemy vessels are %ithin 9 spaces: test as an opposed roll against enemy detection 'rom 'rom all 'oes %ithin 30 spaces$ ' succeeds, ship dri'ts dri'ts at random heading a%ay 'rom combat ('or 1d6 hours"$ .ail = move at current speed, no %eapons may 7re, voids reduced by -1
FULL STP: (nly available to cra't 6 megatonnes and under", ' dropping 'rom hal' to stop, 'ree action, i' dropping 'rom 'ull move to stop, re&uires check$ 2o %eapons may 7re this turn, ship must move again at hal' speed ne4t turn$ .ail = drop to hal' speed, no %eapons 7re
E!ASI!E: (test at -10" mall vessels (6 megatonnes and smaller" can add a -10 to enemy shots, but the ships take take the same penalty %hile shooting$ !his can be combined %ith ust a speed or bearing change; change; adding a degree degree o' di5culty to those maneuvers$ maneuvers$
megatonnes" and arge (over 10 megatonnes" can only combine this %ith a speed change, adding t%o degrees to that rolls$
RAM: i' a >ight path ends or crosses the space o' an enemy ship, and the ship 'orgoes its shooting attacks, a piloting roll at -30 can allo% a ram attack$ ach ship then takes damage e&ual to the other)s armor (ignoring shields" +1d6 and the ramming ship can add its mass in megatonnes 4 (0$1 4 its speed"$ (e: a 10 megatonne ship at speed ? adds +?" .ail = missed ram, no %eapons 7re, 7nish the movement
S"i# Function Actions (sensors are range 10, can go to range 30 at an e4tra degree o' di5culty, or range 80 at 3":
Tar$etin$: a detection check to allo% critical hits to target essential components, i' a 'ocused scan has already been completed o' the target, a called shot at a scanned component can be attempted 'ollo%ing a target lock$ Scan: opposed roll to check 'or ships running silent, check to pick up torpedoes 'or turrets, or enable de'ensive turrets (reduce ! o' an enemy batteries by 1@ additional successes, up to turret rating, can reduce 'urther attacks that turn" Focused Scan: pass (locate essential components, but not arrays or shields", one degree (+%eapons", t%o degrees (+arrays and shields, and combat components", three degrees E%M: a detection check at 3 degrees o' di5culty to reduce enemy %eapon ranges by 1 Re#airs: 1 degree di5culty check to repair damaged component; takes 1d6 turns -1 'or each additional success In %"ar$e: 1 degree di5culty check to raise cre% moral 1d6 'or each degree o' success (can only reverse morale lost this turn" F&an' S#eed: !ech use roll, every degree o' success adds +1 speed to ship 'or 1d6 hours; must maintain bearing Tria$e: reduce cre% damage by 1, +1 'or every additional success on a -10
S"i# S"ootin$ Actions: (ships %eapons may beyond their range (ma4 o' 43", but suer -10 penalty, at hal' range or less, they gain a +10 bonus"
Firin$ arcs: Bort = le't side, tarboard = right side, A4ial = 'ront, Bro% = 'ront (and also port and starboard on medium and small vessels", A't = rear, Ceel = 8?0, Dorsal = either port, starboard, 'ront; or port, starboard, a't (decided at ship construction"$
Batter( )ea#ons: (missiles, macros, etc": ach degree o' success adds an additional hit$
ict critical hits, e4cept by e4ceeding a ship)s hull points"$ ach battery cannot e4ceed its strength)s number o' hits (ie: a tr 8 batter rolls successes to hit, instead o' 6 dice, it is capped at 8; ho%ever, i' another battery scored 3 hits and they %ere combined, all 6 hits 'rom 3 batteries could be rolled" Lance )ea#ons: very 8 degrees o' success score an e4tra hit, but ignore armor$ Tor#edoes: command check to get torpedoes loaded (takes one 'ull turn", each success loads a torpedo that turn$ A 'ull salvo travel at their speed rating, in a straight line (pick a point they aimed at", until either e4ceeding their range and becoming duds, or passing %ithin range 1 o' another vessel$ !hen the cre%man %ho launched the salvo makes a check (*+!orpedo Euidance rating", 'or each degree o' success +1, there %ill be an addition hit up to the 'ull salvo; each hit is resolved separately at the torpedoes damage (no stacking like in batteries"$ ' the roll to damage is lo%er than or e&ual to the !B, reroll the result$ ' one o' the hits 'rom a salvo e4ceeds the /rit ating, resolve a critical hit as normal$ Wide Sa&vo: as above, but torpedoes engage targets at range 3, but the salvo check is at -30, and only a ma4 o' hal' the salvo can hit$ Nova %annons: ne o' the most 'eared naval %eapons in the mperium$ !hese can only be put on large vessels and cannot be 7red is any maneuvers %ere made that turn %ith any penalty$ !hey may 7re every other turn i' a command check is passed$ Bick a point at least ? spaces a%ay and 7re$ ' the roll is success'ul, it hits, i' not, 'or every degree o' 'ailure the shot is either short (odd" or long (even" one space$ !he blast radius is one space out 'rom the targeted area$ Any ship covered takes 1d6 hits that ignore armour$ Any natural 10s cause a critical hit$ ' the shooter rolled t%o or more degrees o' success, add t%o additional hits to one covered target (shooter)s choice" %ritica& Hits: ' you roll a number o' e&ual to or greater than a /rit rating, do a d6 /ritical to the ship until it is belo% its hull, then roll a d10$ ' a ship is taken belo% its hull value, an automatic /ritical Hit is scored$ Add +1 'or every 10 points it is taken belo% Fero (unless it is already belo% Fero, then ust add 1 'or every degree o' success" and an additional +1 i' that hit is a natural critical hit$ Ra'in$ Attac': ' a ship moves past an enemy ship that %as in a 7ring arc during its movement, it can 7re one %eapon that %ould been able to 7re in a aking Attack$ !hat shot is 7red at -10 * i' the ship moved # speed and at -30 i' it moved 'ull speed$ !hat %eapon may not 7re again in the same turn$ Point De*ense: ' %anting to shoot do%n torpedoes or attack cra't, a character can use the turrets instead o' having them protect 'rom boarding operations$ oll a * check +6 'or every !urret rating$ A success turns a%ay an attack s&uadron or destroys a torpedo$ very 3 successes turns a%ay another s&uadron or destroys an additional torpedo$ .or the rest o' the turn the !urret rating counts as G0
Da+a$e and De*ences:
!oid S"ie&ds: in essence, reduce that many hits (not shots" 'rom an enemy shooting action$ !his is on a ship by ship basis$ o i' ship A scores 8 hits %ith one %eapon and 3 %ith another, a void shield %ould drop the 7rst by 1 (3hits", but not stop the ne4t 3 at all$ Ho%ever, i' hip * also 7res at the same target, the void shield %ould still reduce its 7rst attack too$ Turrets: ach turret rating gives a chance 'or reducing an enemy battery, imposes a -10 to Hit and un Attacks, and adds +10 to /ommand !ests during a boarding action$
Boardin$ Actions: Hit and Run: !his allo%s a character to lead a boarding team to an enemy vessel (i' it has boarding cra't" to per'orm a &uick raid to destroy one identi7ed component on the enemy ship$ !his has a 6 space range$ !his re&uires a pace /ra't piloting check and must gain as many successes at the enemy)s turret rating$ ' this succeeds, a character on board may then make an opposed command roll against the de'enders$ ' he %ins, roll t%o d6 critical hits, pick one, and do 1 Hull damage 'or every success in the opposed command roll (%hich also does cre% and morale damage"$ Pi&ot Fai& = return driven a%ay, 'ail by more than three degrees, boarding ship is destroyed$ %o++and Fai& = driven a%ay, take 1d6
t"er Actions
F&ee: A ship may >ee i' it moves out o' ma4imum range o' all enemy guns$ !his re&uires a ee$ .ail: = ship stays on bearing at hal' speed 'or one turn and may not 7re %eapons or attempt boarding actions
%"ase: ' a ship disengages, an enemy can choose to give chase$ Jp to three characters can use dierent skills to try and locate and gain the >eeing ship (tech use, sensor check, command, pilot, navigation, etc$"$ !he 'ollo%ing modi7ers apply to the roll$ Any 'ailed rolls increase the di5culty by the degree o' 'ailure$ .or every degree o' success in disengaging +1 success is needed ' the >eeing vessel is a ! or /, need 8 successes ' the >eeing vessel is a / or .., need 6 successes ' the >eeing vessel is a aider, need K successes ' the >eeing vessel is smaller than the chasing vessel +1 success needed ' the chasing vessel is 'aster -3 successes needed ' the >eeing vessel is 'aster +3 successes needed ' the >eeing vessel has umped or >ed through stellar obstacles +1 success needed ' the number o' successes is met, then enemy is brought to heel and combat begins at 1d6+1 range in a stern to bo% alignment$ ' it is not met, but there %as a navigation, piloting, or command success, the pursuing ship has also disengaged, i' not it never leaves combat, moves at 'ull po%er at the same heading and cannot 7re %eapons this turn$ ' trying lose an 2B/ pursuer, reverse the table accordingly$
Runnin$ Si&ent - A+,us": ' not detected already, a ship can attempt to maneuver in silently under momentum at hal' speed on a success'ul Bilot check and a success'ul !ech-use check$ .iring 'rom this state reveals the ship, but the act o' bringing up targeting and po%ering up %eapons gives the surprised cre% some %arning$ A ship ambushing another, automatically %ins initiative and receives a +30 to targetingscanning rolls and a +10 to shots 7red$ So+et"in$.s Not Ri$"t: ' a ship is about to be ambushed or surprised, and i' a B/ is at the sensor station, a success'ul scrutiny+ detection roll can cancel out the bonuses to an ambush (but the ship still loses initiative", i' the roll has 8 degrees o' success, there is no ambush and begin combat normally$ P&ottin$ a /u+#: 2avigation usually is an easy task, taking time and care; to plot a micro ump in combat re&uires 1 'ull turn o' >
%re)0 Mora&e0 and Da+a$e !o be clear, each ship has a 100 /re% and a 100
' a component depressuriFes, it does d10 damage to the /re% and d6
Attack /ra't; coming later
%SS: Ancestors. E(e Dimensions: 0 m long
Ieapons: Bro% 3, Bort 1, tarboard 1 A4ial: 3 on ance pears: tr , damage: 1d10 +8, /rit: ange 10 damage = speed - 1 and man -6 'or 3 turns Bort and tarboard Loid
nternals: 3 /omms(?+" /< 2et 8 aser !urrets 8 !hrusters