Rogue Trader Void Combat Actions


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).
  • 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).
    • 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.

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.