Voidship Combat
Voidship Combat Procedure
In order for combat to begin, there must be two hostile ships, and one must be aware of the other and within a reasonable range (100 Void Units). If the distance between the ships has not been established, the ships or fleets start off 1d20+20 VUs apart.
At the start of the combat, roll for Surprise (Notice/WIS against each ship's Detection, if this applies. Gotta play this one by ear.) If one ship is Surprised, it does not get to act in the first Strategic Round.
Each ship rolls initiative, 1d8.
The first strategic turn starts. In each turn, the ship with highest initiative goes first, takes first Strategic Turn. In a Strategic Turn, a Ship must make a Movement Action and can make a Shooting Action. Other actions, if there is crew available to do it, can be taken as well. On a player ship, only 3 NPC Officers can take actions each round.
Once this ship finished, the ship with next-highest initiative goes, until all ships have taken a Strategic Turn. After the last ship finishes their Strategic Turn, the Strategic Round ends and a new one begins.
Combat ends when all ships on one side surrender, successfully disengage, or are blown to smithereens.
Strategic Rounds and Turns
Strategic Turn - one ship action in a Strategic Round Strategic Round - About 30 min
Void Units
The battlefield is measured in void units (VU), represented as squares on a grid map. Each VU is approximately 10,000 kilometers end to end. Whenever distance is referenced in this document, it will be in squares or VUs, but these refer to the same thing.
A voidship's Speed represents how powerful the engines are, and how much they can move in VU.
Degrees of Success
- Skill checks (2d6): Degrees of success = Modified roll - Difficulty
- Attack rolls and saving throws (1d20): Degrees of success = (Modified roll - Target number)/2, rounded down.
Voidship Combat Statistics
Hull Combat Statistics
- Speed: The number of VUs a ship can move each turn
- Maneuverability: How maneuverable a ship is. Used as the base difficulty for [[#maneuver-actions|maneuver actions]].
- Detection: Used for certain auspex or scan-related [[#other-actions]].
- Hull Integrity: HP of the vessel. When Hull Integrity goes to 0, the ship is crippled.
- Armor: The degree of protection allowed by the voidship's armor.
- Turret Rating: The density of a starship's point-defense. Used against attack craft, torpedoes, and other small, close-range targets.
- Void Shields: Energy shields that protect the ship from collision and attack.
Voidship Weapons
A voidship can mount weapons up to its listed Weapon Capacity. (e.g. if a hull has Dorsal 1 and Prow 1 Weapon Capacity, a voidship can have 1 weapon in its dorsal slot and 1 weapon in its prow slot.)
Weapons Arcs
A target of a weapon must be within the weapon's arc in order to be fired upon. The four arcs are Fore, Port, Starboard, and Aft.
Each weapon mount has an arc it can fire in:
- Dorsal: Fore, Port, and Starboard arcs.
- Port/Starboard: Limited to the Port or Starboard arc, respectively.
- Keel: Any arc.
- Prow: Fore (Transports, raiders, frigates); Fore, Port and Starboard (light cruisers, cruisers, grand cruisers/battlecruisers)
Starship Defenses
- Void Shields: Void shields are energy shields that help protect the starship from incidental blows and space debris, but can also shrug off attacks. However, sufficient firepower can overload them.
- Armor: Almost all voidships have some armor.
Actions in Combat
Each round, a ship must take a Maneuver Action and may take a Shooting Action. The Shooting Action must occur after the Maneuver Action.
Maneuver Actions
Every turn, a ship must choose whether to move half or full Speed in number of squares.
The starship may turn after it moves. Transports, raiders, frigates, and light cruisers can turn 90 degrees, larger ships can only turn 45 degrees.
A ship's helmsman or whoever is flying the ship can take a Pilot/DEX test against the ship's Maneuverability (plus certain modifiers) to take one of the following maneuver actions that grant additional options:
- Adjust Bearing: Test against Maneuverability. For each degree of success, the voidship may turn after one fewer square.
- Adjust Speed: Test against Maneuverability. For each degree of success, the voidship may increase or decrease the number of VUs it moves by one. A voidship cannot move fewer than 0 VUs or more than twice the voidship's Speed.
- Adjust Speed and Bearing: Test against Maneuverability+2. For each degree of success, the voidship may Adjust Speed or Adjust Bearing.
- Come to New Heading: Test against Maneuverability+1. The voidship may turn when it moves half its Speed and then again when it moves its full Speed. Also, -4 to attack rolls.
- Disengage: Test against Maneuverability, record the number of successes, and the ship cannot attack this turn. The voidship must be 8 VUs away from all enemies. If successful, all enemy voidships make a Notice/WIS against Detection and record the number of successes. If the number of successes of the fleeing ship is greater than the number of successes of each enemy ship, it successfully disengages from combat.
- Evasive Maneuvers: Test against Maneuverability+1. For each degree of success, enemy ships shooting at the voidship and the voidship itself receive a -2 to their attack rolls.
Silent Running
A ship may attempt to avoid notice by shutting down all of its systems and masking its presence. When Silent Running, a ship's Speed is halved, and difficulty of all Maneuver actions increase by 1. Standard movement requires a test against Manuverability. If this test is failed, ships within sensor range become aware of it. Otherwise, a vessel on Silent Running can only be detected by the Active Augery action.
Shooting Actions
Shooting actions occur after the maneuver action. Any number of weapons may be fired and at different targets, but all targets must be chosen and all weapons fired simultaneously. Each weapon component makes its own attack roll.
To make an attack roll, roll a 1d20 plus attack modifiers against AC 12. On a success, the weapon scores a hit, plus additional hits based on the type of weapon. Record the degrees of success. The degrees of success on an attack roll is equal to the difference between the modified roll and AC 12, divided by 2, rounded down. (I.e. a modified roll of 17 would indicate 2 degrees of success.)
Subtract the void shields from the number of hits from the weapon until the void shields have overloaded. Then, roll the damage for the weapon, subtract the target's Armor (except for certain weapons), and then subtract any remaining damage from the target's Hull Integrity, Crew Population, and Crew Morale.
Critical Hits
If the number of successes equal the weapon's Crit Rating, the weapon scores a critical hit. Roll a 1d4 (or 1d6 for lances) on the Critical Hits chart.
Additionally, if a ship is crippled with no hull integrity is hit by an attack, it automatically incurs a critical hit at the amount of damage received.
Roll | Result |
---|---|
1 | Holed: The attacker selects one Component (only choosing ones he knows of) that is not the bridge or plasma/warp drives. This Component is depressurized. |
2 | Internal Damage: Attacker selects one Component (only choosing ones he knows of) that is not the bridge or plasma/warp drives. This Component is damaged. |
3 | Sensors Damaged: Auspex arrays have been knocked out, leaving the vessel blind. Until the damage is repaired, all shooting tests suffer a –6 to hit, and all sensory tests to detect anything beyond the ship’s immediate engagement range automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be attempted in the void. |
4 | Thrusters Damaged: Roll 1d10. On a 1-7, the ship can still maneuver, albeit slowly. Increase the ship’s Maneuverability bonus by 2. On an 8–10, the thrusters are completely damaged. The ship cannot turn. This damage can be repaired. |
5 | Fire!: Attacker selects one Component (only choosing ones he knows of) that is not the bridge or plasma/warp drive—this Component is now on fire. The fire follows all the rules for shipboard fires. |
6 | Engines Crippled: Roll 1d10. On a 1-7, the plasma drives are still usable, though heavily damaged. Reduce the ship’s Speed by half. On an 8–10, the drives are completely wrecked. Reduce the ship’s Speed to 1. This damage can be repaired. |
7 | Surly Techsprites: Roll 1d10 for every Component. On a 4 or higher, the Component now counts as unpowered. Each Component must be repaired individually before it can receive power again. Morale takes 1d5 damage from the spooky atmosphere. |
8 | Decapitation: All crewmembers on the bridge must make a Dodge reaction or be hit by shrapnel doing 2d10 Explosive damage. If the damage result is 12 or higher, the bridge Component is also depressurized. If the damage result is 16 or higher, the Component is damaged. |
9 | Hull Breach: Attacker selects 1d4 Components (only choosing ones he knows of, and not including the bridge). Roll a d10 for each; on a 1-7 the Component is damaged and depressurized. On an 8–10 the Component is destroyed, and all crew inside are killed. Instead of rolling for Crew Population and Morale damage separately, the ship reduces both of its current values by half. |
10 | Catastrophic Damage: A succession of powerful blows and explosions rip through the ship, causing horrendous damage. Roll 1d10. On a 1-7, the ship is hulked. On a 8-9, the ship’s plasma drive explodes. On a 10, the ship’s warp drive explodes instead (or plasma drive if the ship does not have a warp drive) |
Macrobatteries
A macrobattery scores 1 additional hit for every degree of success.
Lances
A lance scores 1 additional hit for every 3 degrees of success. Lances ignore a ship's Armor.
Torpedoes
{in-progress}
Attack Craft
{in-progress}
Boarding and Ramming
- Boarding: When within 1 VU of another ship at the end of a Maneuver Action, make a Pilot/DEX test against difficulty 10. If you succeed, the ships connect and a boarding action begins. Either ship may attempt to escape with a Pilot/DEX test against difficulty 10 (failure to escape imposes a -2 penalty on Lead tests.) Each round, each ship takes actions simultaneously. The ships make an opposed Lead/CHA or Lead/INT test. The successful side deals 1d4 Crew Population and Morale damage per degree of success, or 1 point of Hull Integrity. The crew that outnumbers the enemy in Crew Population gets a +1 to this test for each 10 points of Crew Population it outnumbers them by.
- Ramming:
Astropath Actions
Astropaths have specific actions they can take during a battle to provide support for their ship, taken in concert with their choir and amplified through the psionic spire-nest sported by most Rogue Trader ships.
- Control the Weak Mind – Requires Control Power. Commit Effort for the battle. {in-progress}
- Dark Labyrinth – Requires Delude Power. Commit Effort for the battle. {in-progress}
- Divining the Way - Requires Precognition-1. Use divination to improve Maneuver actions. Make a Precognition/INT or Precognition/WIS against difficulty 10. Add each degree of success of this test to the degrees of success for the Maneuver Action.
- Flash Fire - Requires Telekinesis-1. Choose one vessel within 6 VUs of your ship. Commit Effort for the battle and make a Telekinesis/STR or Telekinesis/WIS against difficulty 12. If you succeed, cause one random Component to catch aflame on the chosen ship.
- Ill Omens – Requires Terrify Telepathy Power. Commit Effort for the battle and make a Telepathy/WIS or Telepathy/CHA test against difficulty 11. On success, enemy suffers 1d8 Morale Damage.
- Inspiring Presence - Requires Inspiring Presence Power. Assist boarding actions and Hit and Runs. {in-progress}
- Mask of the Void – Requires Delude Telepathy Power. {in-progress}
- Psychic Deflection – Requires Telekinesis-2. Make a Telekinesis/CON or Telekinesis/CHA test against difficulty 12 in response to a single enemy shot. If you succeed, you gain one additional Void Shield.
- Quell Flames - Requires Telekinesis-1. Commit Effort for the battle and make Telepathy/CON or Telepathy/DEX test against difficulty 11. On success, extinguish one burning component, plus another one per three Degrees of Success.
- Taking the Shot - Requires Precognition-1. Make a Very Hard (-30) Psyniscience test. For every degree of success, the character shooting gains a +10 bonus.
- Telepathic Jamming - Make a Telepathy/WIS or Telepathy/CHA test against difficulty 7. The astropath generates interference in 1 VU radius around the ship, plus VU equal to their skill level. An opposed Telepathy/WIS or Telepathy/CHA test is required to break this jam.
- The Ties that Bind - Requires Mind Link Power. Use telepathy to link minds of bridge crew to teamwork. Make a Telepathy/INT or Telepathy/CHA against difficulty 10. Success means All PCs gain +1 to any skill tests or attack roll next Round.
- Unnatural Resolve – Requires Inspire Telepathy Power. {in-progress} You may only use this power once per Game Session.
Navigator Actions
Navigators also have specific ways they can use their powers during a battle, weaving the Warp with their third eye.
- Emergency Jump {in-progress}
- Relentless Pursuit {in-progress}
- Scan the Aether {in-progress}
- Tactical Positioning {in-progress}
- Tactical Retreat {in-progress}
Other Actions
Other actions are those taken by the various members of the crew not at the helm or gunnery stations.
- Active Augury: Notice/INT test against the ship's Detection, scan the area to discover information and find vessels with silent running. Base range is 20 units plus five per Degree of Success.
- Aid the Machine Spirit Fix/INT or Pray/CHA test against difficulty 8, commune with the machine spirit to increase maneuverability or detection by 5 for the remainder of the turn; additional +5 per 2 Degree of Success.
- Disinformation: – Talk/CHA test against difficulty 9 to increase the crew morale by 1d5 per Degree of Success for the duration of combat.
- Emergency Repairs – Fix/WIS or Fix/DEX test against difficulty 9, direct and aid repair crews; success repairs one unpowered, damaged, or depressurized component. Repair typically takes 1d5 turns, reduced by 1 per Degree of Success.
- Flank Speed: Fix/INT or Pray/CHA test against difficulty 8 test to nurse extra speed from the engines. Gain 1 extra move for success and 1 extra move per Degree of Success this turn.
- Focused Augury: Notice/INT test against the ship's Detection, scan a ship within range revealing components.
- Basic success: all essential components but Auger Array and Void Shields
- One Degree of Success: All Weapon Components
- Two Degree of Success: Auger Arrays, Void Shields, all combat related components
- Three Degree of Success: All components
- Hijack Vox Traffic: Make an opposed Cogitomancy/INT test with an enemy vessel within 5 VU. Success means that the crew’s Morale is reduced by 1d5, and their crew skill is reduced by 1 until the start of the attacker’s next round.
- Hail the Enemy: Free action. Anyone (even pilot and gunner) may contact an enemy ship and attempt to interact with them to a certain end.
- Hit and Run: Challenging (+0) Pilot test to board an enemy ship within 5 VUs. On success, opposed Ordinary Command test against commander of enemy ship; success rolls 1d5 on critical hit chart twice and select one result plus 1 point of damage to hull integrity for per Degree of Success. Failure causes retreat.
- Hold Fast!: Requires Authority or Void Captain foci. Lead/CHA test against difficulty 8, success inspires crew and reduces damage to morale by 1 and an additional 1 per Degree of Success. Only cancels damage from previous turn.
- Jam Communications: Cogitomancy/INT test against difficulty 9, success causes vox communication on target to fail.
- Lock on Target: Notice/INT test against the ship's Detection, success adds +1 (+1 per Degree of Success) to one weapon attack roll on the next attack.
- Prepare to Repel Borders!: Lead/CHA or Lead/WIS against difficulty 8, gain +1 on a success to opposed command tests against borders in this and subsequent turns. May maintain this bonus without rerolling for subsequent turns, but cannot perform other actions.
- Put Your Backs Into It!: Connect/CHA, Talk/CHA, or Talk/STR against difficulty 8, success adds +1 an attack roll, an emergency repairs roll, or firefighting; every 3 Degree of Success gives another +1 bonus to any of the options.
- Tactical Planning: Know Common/INT or (combat skill)/INT test against difficulty 8. On Success increase your initiative by 1, with a +1 for every Degree of Success. Your Initiative drops by 1 at the end of each Strategic Round until it reaches its initial value.
- Triage Heal/DEX or Heal/WIS test against difficulty 9; success reduces damage to crew population by 1 plus 1 per Degree of Success to a minimum of 1. Only cancels damage suffered during previous turn.
Damage and Destruction
Damage Effects
Crew Population
Population | Effect |
---|---|
80 | The ship increases all travel times by 1d4 days. |
60 | All skill checks involving Boarding Actions, repulsing Hit and Run attacks, fighting fires, and making Emergency Repairs suffer a -1 penalty. |
50 | The ship increases its Maneuverability by 2. |
40 | The ship loses any bonus to Achievement Points it would normally receive for its Components. |
20 | In combat, the ship counts as Crippled. If the ship actually becomes Crippled, it may only take a Strategic Turn on every other Strategic Round. |
10 | The ship may not perform Boarding Actions, or Hit and Run attacks. Anyone attempting to repulse a Boarding Action, or Hit and Run attack, fight fires, or make Emergency Repairs suffers a -2 to their skill checks. |
0 | The ship becomes an empty tomb, populated only by the dead. If any still live within its bowels, their only hope is to escape the vessel before they slowly suffocate or freeze. The ship cannot operate again without at least some crew to run it. |
Crew Morale
Morale | Effect |
---|---|
80 | All skill checks to command or lead the ship or its crew take a -1 penalty. |
60 | All ship attack rolls take a -1 penalty. |
50 | All skill checks to command or lead the ship or its crew take an additional -1 penalty (-2 total). |
40 | The ship increases its Maneuverability by 2. Additionally, all ship attack rolls take another -1 penalty (-2 total). |
20 | The ship may no longer perform Boarding or Hit and Run attacks. The crew may still resist Boarding Actions as normal. Whenever the ship reaches port, lose 1d5 crew population due to deserters. |
10 | All skill checks to command or lead the ship or its crew take an additional -1 penalty (-3 total). The ship also suffers increases its Manoeuvrability and Detection by 2 again. |
0 | The ship’s crew rises up like a single, enraged organism, killing everybody in authority they can catch. Unless every single crew member is put to the sword, they will take control of the vessel and elect a new captain from the survivors. |
Components
- Damaged: Component is unpowered, and has other hazards, but can be used. If workers do not have a breathing aid they are treated as suffering Suffocation.
- Depressurized: Reduce Crew Population by 1d8 and Morale by 1d4, but the Component is not Damaged.
- Destroyed: The Component no longer exists and must be repaired or replaced.
- Fire!: Reduce Crew Population by 1d4 and Morale by 1d8. After one Strategic Turn, the Component is Damaged and a new Component catches Fire. The default method to extinguish a fire is to have the Infernus Master make a Exert/STR or Exert/DEX check against difficulty 10 to stop the fire spread. You may also vent the Component and reduce population by 1d4, but Morale by 2d8.
- Zero Gravity: Anyone using this component must pass an Exert/DEX test or be unable to use the Component. Void-Born personnel automatically pass this test.
Repair and Restoration
{in-progress}