New Shipboard Extended Actions

By SCKoNi, in Rogue Trader House Rules

Extended Actions

Every turn in space combat represents an amount of time far in excess of regular combat rounds. As such, the actions that characters can undertake are far more complex than could be done normally. To represent this, each character can perform an Extended Action every turn.

TECHNICAL ACTIONS:

Direct Fire – Through careful calculations, shouted commands, or blessings of accuracy the character leads the crew in firing the ship's main weaponry. A Challenging(+0) Ballistic; Command or Difficult(-10) Charm Test grants any subsequent Shooting Tests performed by the vessel during this turn a +5 for the first and every subsequent DoS (max +30).

Active Targeting – By turning the ship's powerful Augurs onto the target, the crew analyzes its structure for weaknesses and maximizes the effect of the weapons systems upon it. A Hard(-20) Crew Rating + Detection Test reduces the target's armour by -1 for the first and every 2 nd subsequent DoS for damage inflicted by the targeting vessel's shipboard weaponry (up to max of -3). Characters may attempt to aid in this task with a Challenging(+0) Tech-Use or Difficult (-10) Command Test, granting a +5 for the first and every subsequent DoS (max +30).

Active Augury – Bringing the full weight of the vessel's scanners and auguries to bear, the ship sends out a powerful pulse of energy that reveals any surrounding objects or vessels. A Challenging(+0) Crew Rating + Detection Test reveals information on the surrounding area within 20 VU. For every DoS, the vessel attempting the test may increase their max scanning range by 5 VU. This pulse of energy can be concentrated into a narrow beam and focused onto a single target vessel or object. This reveals interior layouts of the vessel as described on page 217 of the Rogue Trader Core Rulebook. A vessel attempting any variation this Action grants a +10 to all enemy Augury and Shooting Actions against it for the remainder of the Strategic Turn. Characters may attempt to aid in this task with a Challenging(+0) Tech-Use or Difficult(-10) Command Test, granting a +5 for the first and every subsequent DoS (max +30).

Jam Signals – By bombarding an enemy vessel with white noise and disruptive pulses the crew attempts to jam the enemy's targeting and sensor equipment. They attempt a Difficult(-10) Crew Rating + Detection Test imposing a -5 to all Augury and Shooting Actions for the first and every 2 nd subsequent DoS. A character can attempt to aid in this task with either a Challenging(+0) Tech-Use Test or Difficult(-10) Command Test, granting a +5 for the first and every subsequent DoS (max +30).

Divert Power – Drawing from the ship's intricate power relay systems and shunting power between its systems, the character attempts to boost certain components beyond their normal limits. A Hard(-20) Tech-Use Test or Challenging(+0) Trade(Shipwright) Test allows the character to direct the crew in diverting power to critical systems. This action grants a +10 to one Maneuver, Shooting, or Technical action in the following Strategic Turn with an additional action being granted a +10 for every 3 rd DoS. A Failure of more than 3 DoF on this Test means that a critical system has overloaded immediately forcing a roll of 1d5 on the Critical Hits table and imposing the result on the ship.

Emergency Repairs – Leading the crew in firefighting attempts or the repair of a critically damaged component, the character attempts a Hard(-20) Command or Difficult(-10) Tech-Use Test to aid them in their efforts granting a +5 for the first and every 2 nd subsequent DoS (max +30). The crew then attempts a Difficult(-10) Crew Rating Test. Success extinguishes one burning component for every DoS on the Test or repairs one damaged Component in 1d5 Strategic Turns with the time required being reduced by one Turn for every DoS after the first to a minimum of one Strategic Turn. Successes on this Test can be split among the various components or fires across the ship however it can only attempted once for every damaged component. Failure means the vessel lacks the spare parts to perform the repair in the heat of battle and must attempt either a Long-Term Repair after the battle or seek the nearest star-port.

All Power To Engines Overcharging the vessel's mighty plasma drives the crew coax the ship to surge forward at great speed. A Difficult(-10) Crew Rating Test allows the vessel to increase its Speed by 1 VU for the first and every 2 nd DoS (up to a max of +5 for smaller vessels and +3 for vessels of Cruiser size or larger.) A character can attempt to aid in this task with either a Difficult(-10) Tech-Use Test or Challenging (+0) Trade (Shipwright) Test, granting a +5 for the first and every subsequent DoS (max +30). A Failure by 2 or more DoF means that a plasma relay or fuel line has burst within the Enginarium, immediately apply the Drive Damaged critical hit result to the vessel.

SOCIAL ACTIONS:

Inspire Wrath – Extolling them through righteous prayer or incandescent sermons of hate and fervor, the character attempts to rouse the crew's anger towards their enemies. A Difficult(-10) Scholastic Lore (Creed) or Hard (-20) Charm Test grants a +2 to the Combat Score of the crew for the purposes of Mass Combat with an additional +2 for every subsequent DoS (max +30) for the remainder of that Strategic Turn.

Bolster Resolve – By chanting prayers of strength and resolve, subtle guile or intimidation the character attempts to harden the crew's spirits against the enemy. A Hard(-20) Command; Scholastic Lore (Creed) or Difficult(-10) Intimidate; Charm Test decreases the Morale Damage taken by the crew by -1 for the first and every subsequent DoS (to a minimum of 1). Note that this reduction applies to the total Crew Morale damage the vessel suffers and is not applied for every source of damage.

Triage Preparing emergency stations and sealing bulkheads in preparation for heavy combat. The character attempting this action makes a Difficult(-10) Medicae or Hard(-20) Command Test reducing Crew Population damage caused during the remainder of the Turn by the vessel by -1 for the first and every subsequent DoS (to a minimum of 1). Note that this reduction applies to the total Crew Population damage the vessel suffers and is not applied for every source of damage.

Unless specified all Actions may only be undertaken once every Strategic Turn.

Edited by SCKoNi

This is my attempt to streamline the Extended Actions during Space Combat and balance PC and NPC vessels while reinforcing the idea of PCs as commanders and leaders of men.