Manoeuvre Actions (Helmsman / Pilot)
These dictate how the vessel moves each Strategic Turn.
- Adjust Bearing – Reduce distance before turning (Operate (Void Craft)+ Manoeuvrability, Challenging +0).
- Adjust Speed – Increase/decrease movement by 1 VU per DoS (Operate (Void Craft)+ Manoeuvrability, Challenging +0).
- Adjust Speed & Bearing – Combine above at harder difficulty (Hard –20 Operate (Void Craft)+ Manoeuvrability).
- Come to New Heading – Two turns in one move, but –20 to shooting (Difficult –10 Operate (Void Craft)+ Manoeuvrability).
- Disengage – Attempt to escape combat and “go dark” (Operate (Void Craft)+ Manoeuvrability opposed by enemy Detection + Scrutiny). Cannot fire.
- Evasive Manoeuvres – Gain –10 penalty to enemy fire per DoS, but impose same penalty on own weapons (Pilot + Manoeuvrability, Difficult –10).
II. Shooting Actions (Gunners)

These occur after Manoeuvre Actions.
- Fire Weapons – Each Weapon Component may fire once per Strategic Turn (resolve damage normally).
- Boarding Action
- Requirements:
- Ship must end its Manoeuvre Action within 1 VU of an enemy vessel.
- Must give up its Shooting Action this turn.
- Test:
- Hard (–20) Operate (Void Craft) + Manoeuvrability Test to latch on.
- On Success:
- Ships lock together, cannot perform Manoeuvre or Shooting Actions while engaged.
- Ships act simultaneously at the end of initiative order.
- To break free: Hard (–20) Pilot Test at start of turn (failure = –20 to following opposed Command Test).
- Opposed Command Test (each Strategic Turn):
- Each ship’s chosen leader makes opposed Command tests.
- Bonuses:
- +10 per full 10 difference in Crew Population (higher side).
- +10 per full 10 difference in Hull Integrity (higher side).
- Bonus from Turret Rating (per rules).
- Requirements:
- Ramming Action
- Requirements:
- Ship must end its Manoeuvre Action within 1 VU of an enemy vessel.
- Bow must be facing the enemy.
- Must give up its Shooting Action this turn.
- Test:
- Hard (–20) Operate (Void Craft) + Manoeuvrability Test.
- Success:
- Results:
- For each Degree of Success margin, winner may choose:
- Inflict 1d5 Crew Population & 1d5 Morale damage, or
- Inflict 1 Hull Integrity damage (also reduces Crew & Morale normally).
- For each Degree of Success margin, winner may choose:
- Morale Check for Losing Ship:
- Loser rolls d100 vs current Morale.
- If roll ≤ Morale → fighting continues next round.
- If roll > Morale → crew routs and surrenders.
- NPC ship = captured. PC ship = forced to choose: surrender or attempt desperate escape.
- Requirements:
III. Extended Actions Any officer
These represent command, engineering, and crew operations.
- Active Augury – Scan area, detect ships/phenomena within 20 VUs (+5 VU per DoS). (Scrutiny + Detection).
- Aid the Machine Spirit – Commune with vessel: +5 Manoeuvrability or Detection per DoS/2. (Tech-Use).
- Disinformation – Bolster morale through deception: +1d5 Morale per DoS. (Deceive/Blather).
- Emergency Repairs – Repair damaged/unpowered Component in 1d5 turns (–1 per DoS). Cannot fix destroyed parts. (Tech-Use).
- Flank Speed – Push engines for extra VU per DoS. On big fail, suffer “Engines Crippled” crit. (Tech-Use).
- Focused Augury – Scan a known target: learn Components (more info with more DoS). (Scrutiny + Detection).
- Hail the Enemy – Vox communication: intimidate, bluff, negotiate (Interaction Skills).
- Hit and Run – Launch boarding craft, attempt sabotage. (Operate (Void Craft) then Command opposed). Deals Criticals + Hull damage if successful.
- Hold Fast! – Requires Air of Authority. Inspires crew, reduces Morale damage suffered. (Willpower).
- Jam Communications – Disable enemy vox within 10 VUs +1 per DoS. (Tech-Use).
- Lock On Target – Use augurs for exact firing solution: +5 BS to one weapon, +5 per 2 DoS (Scrutiny + Detection).
- Prepare to Repel Boarders! – Organize crew for defense, gain bonuses vs boarding. (Command).
- Put Your Backs Into It! – Inspire or intimidate crew: +5 to one weapon fire, repair, or fire-fighting. More with DoS. (Charm or Intimidate).
- Triage – Reduce Crew Population damage suffered last turn by 1 + DoS. (Medicae).
IV. Navigator Actions
Emergency Jump
- Test: Very Hard (–30) Navigation (Warp).
- Effect: In response to enemy fire, ship immediately translates into the Warp until its next Strategic Turn.
- On failure → scatter or Warp Incursions (GM rolls on re-entry tables).
- Very risky, last-resort maneuver.
Scanning the Aether
- Test: Difficult (–10) Psyniscience.
- Effect: Functions as Active Augury but with range = 3 × Perception Bonus.
- Works even if auspex is damaged/destroyed (counts as operational for 1 turn).
Warp Interference
- Test: Hard (–20) Psyniscience.
- Effect: Choose one enemy vessel within 3 × Perception Bonus VUs.
- Target suffers –10 Detection for 1 round +1 per DoS.
Tactical Positioning
- Test: Difficult (–10) Psyniscience.
- Effect: Grants +1 DoS to either a friendly Ballistic Skill Test (firing) or an Evasive Manoeuvre Test this turn.
Tactical Retreat
- Test: Difficult (–10) Navigation (Stellar).
- Effect: For every 2 DoS, reduce the successes needed for your ship to escape during a Stern Chase.
Relentless Pursuit
- Test: Difficult (–10) Navigation (Stellar).
- Effect: For every DoS, reduce the number of successes needed to catch a fleeing enemy ship.
V. Psyker with Choir Actions
(In RT Navis Primer known as “Astropath Actions” — now generalized for Psykers & Choirs)
- Star vessel must have either psychic or astropathic choir active on board.
- Each counts as an Extended Action.
- Each costs 1d5–1 Fatigue (minimum 0).
- Must be manifested at Unfettered or Push level.
Control the Weak Mind
- Test: Arduous (–40) Psyniscience Focus Power Test.
- Effect: Compel an enemy gunner to fire one weapon at a target of your choice (or into empty space). Weapon cannot fire again next turn.
- Range: 1 VU +1 per DoS.
- Requires: Telepathic Domination — Compel Technique.
Dark Labyrinth
- Test: Very Hard (–30) Willpower Focus Power Test.
- Effect: Your ship counts as having a Tenebro-Maze for 1 Strategic Turn +1 per DoS.
- Requires: Telepathic Domination — Delude Technique.
Flash Fire
- Test: Hellish (–60) Willpower Focus Power Test.
- Effect: Target one enemy ship within 6 VUs; a random Component catches fire, plus +1 Component per DoS.
- Requires: Telekinesis Discipline.
Ill-Omens
- Trigger: In response to an enemy Boarding Action.
- Test: Arduous (–40) Willpower Focus Power Test.
- Effect: Inflict 1d5 Morale damage on boarders, +1 per DoS.
- Requires: Telepathic Communication — Terrify Technique.
Mask of the Void
- Test: Very Hard (–30) Willpower Focus Power Test.
- Effect: Target one vessel within 10 VUs; if it fires at your ship next turn, it suffers –5 BS, +–5 per DoS.
- Requires: Telepathic Domination — Delude Technique.
Psychic Deflection
- Trigger: In response to a single incoming enemy shot.
- Test: Hellish (–60) Willpower Focus Power Test.
- Effect: Your ship gains +1 Void Shield against that shot, +1 per DoS.
- Requires: Telekinesis Discipline.
Quell Flames
- Test: Very Hard (–30) Willpower Focus Power Test.
- Effect: Extinguish 1 fire aboard your ship, plus +1 fire per 3 DoS.
- Requires: Telekinesis Discipline.
Unnatural Resolve
- Test: Very Hard (–30) Willpower Focus Power Test.
- Effect: Restore 1d5 Morale +1 per DoS. Can only be attempted once per session.
- Requires: Telepathic Domination — Inspire Technique.