Maneuvers And Actions

Overview

This page displays the full list of maneuvers and actions available to the officers on board a starship. By and large, many of the actions here are identical to the ones in Rogue Trader and will be noted as such. Others will be altered versions, and others will be completely new.

Maneuver Actions

Maneuver actions are focused around piloting the ship. As in RT only one Maneuver Action can be undertaken per round.

Name of Maneuver Description
Default Movement As in Rogue Trader with an edit
Adjust Bearing As in Rogue Trader
Adjust Speed As in Rogue Trader with an edit
Adjust Speed and Bearing As in Rogue Trader
Come to New Heading As in Rogue Trader
Disengage As in Rogue Trader
Evasive Maneuvers As in Rogue Trader
Go to Warp Goes to Warp Speed

Maneuver Explanation

Default Movement

As Rogue Trader with the following differences:
Light Cruisers can also now turn 90 degrees as part of default action.
Elevation is also a factor in all movement. A ship can rise/lower by 1 point of elevation per 2 squares of horizontal movement normally, or can rise/lower by amount equal to speed or half speed.

Adjust Speed

As Rogue Trader, however, should a ship reduce its speed to zero it does not need to move at a speed next turn. However, until it does begin to move again, attacks made against the ship take a +20 bonus to hit.

Go to Warp

The ship goes to Warp speed, fleeing the battlefield at top speed. Other ships may pursue; this automatically becomes a Stern Chase with all the rules noted.
Rules for actual Warp travel are noted in the Starships section here.

Shooting Actions

Shooting Actions are focused around firing the ship's weapons. As in RT only one Shooting Action can be undertaken per round.

Name of Maneuver Description
Default Shooting As in Rogue Trader

Expanded Actions

Expanded Actions are focused around various other tasks that can be performed on the ship. This category is probably the most significantly changed from Rogue Trader, as the operations of a Federation vessel are far different to that of an Imperial voidship. Because of this, the list has an extra field- skill(s) required, which also lists talents or characteristics- and is sorted via key component, then via alphabetical order. Note that some of these Actions require special talents to use.

General Actions

Name of Maneuver Description Skill(s) Required
General Actions
Disinformation As in RT Deceive or Blather
Depressurize Compartment As in RT Captain
Emergency Repairs As in RT Tech Use
Engage Self Destruct Sequence Destroys the ship in specified number of turns Captain
Fight Fire As in RT Command
Hail the Enemy As in RT Interactions
Hit and Run As in RT Pilot (Space Craft) and Command
Hold Fast! As in RT Air of Authority, Willpower
Prepare to Repel Boarders! As in RT Command
Put your Backs into It As in RT Command, Intimidate or Charm
Rally As Disinformation, using different skills Command or Charm
Surprise Raid As in RT Command
Triage As in RT Medicae

General Actions Explanation

Engage Self Destruct Sequence

A tactic to be used only in the direst of circumstances, the Captain engages the ship's self destruct sequence. Specify a time, measured in Strategic Rounds. At the end of that round, the ship will explode violently, destroying the ship and all compartments beyond salvaging and killing anybody aboard.

Computer and Cyber-Warfare Actions

Computer and Cyber-Warfare Actions Description Skill(s) Required
Calculate Course Use computer to calculate optimal course Tech Use
Consult Archives Use archives to study enemy vessel Scholastic Lore
Cyber Defense Counter enemy use of cyber-warfare Tech Use, Cyber Defense talent
Disrupt Sensors Use cyber-warfare to inhibit enemy sensors Tech Use, Disrupt Sensors talent
Hack Systems Use cyber-warfare to impede enemy systems Tech Use, Hack Systems talent
Jam Communications As in RT Tech Use, Jam Communications talent
Use ECM Use ECM to interfere with enemy missiles and torpedoes Tech Use
Use ECCM Use ECCM to interfere with enemy ECM Tech Use

Computer and Cyber-Warfare Actions Explanation

Calculate Course

Using the computer systems in a clever way, a skilled officer can calculate navigational data for the navigator to use. By making a Difficult (-10) Tech Use test, an officer can grant a +10 bonus to maneuver actions start of its next round, and a +5 for every degree of success.

Consult Archives

Familiarity with the design principles of the enemy ship may come in useful for assisting the tactical officer. By making a Difficult (-10) Scholastic Lore (<Species of the target ship> Ship Designs) test, an officer can grant a +10 bonus to shooting actions against that ship start of its next round, and a +5 for every degree of success.

Cyber Defense

Knowledge of computerized defense practices can save a ship from crippling cyber attack. By making a Difficult (-10) Tech Use test, an officer imposes a -10 penalty on any Disrupt Sensors, Hack Systems or Jam Communications attempt on the vessel until the start of its next round, and a further -5 for every degree of success.

Disrupt Sensors

The sensors act as the eyes and ears of a ship, and disrupting them can prove highly beneficial. By targeting a ship within 10 VUs and making a Difficult (-10) Tech Use test, an officer reduces a the target ship's Detection rating by -10 until the end of its next round, and a further -5 for every degree of success.

Hack Systems

A skilled manipulation of computer systems can cause havoc if used correctly. By targeting a ship within 5 VUs and making a Hard (-20) Tech Use test, an officer can select one Component on the target vessel that he knows of that not the bridge or the reactor/warp drives. Until the end of its next round that component is considered to be Depowered. Note that this cannot be used against a vessel with a functioning shield in between itself and the hacker.

Use ECM

The art of using ECM to jam enemy projectiles is an old one. By making a Difficult (-10) Tech Use test, until the start of the ship's text turn all attempts to hit the ship with weapons that possess the 'Guided' quality take a -10 penalty, with a further -10 penalty per degree of success. However, uses of ECM tend to be non-discriminating; the same penalty also applies to any 'Guided' weapons the ship fires as well.

Use ECCM

ECCM (Electric Counter-Countermeasures) are used to cancel out an enemy's ECM attempts. By making a Difficult (-10) Tech Use test, until the start of the ship's next turn it reduces the penalty for attacking with 'Guided' quality weapons by 10, with a further -10 reduction per degree of success.

Engineering Actions

Engineering Actions Description Skill(s) Required
Configure Warhead Load special missile or torpedo Tech Use
Divert Power: Engines Reallocate engine power Tech Use, Divert Power, Auxiliary Power Component
Divert Power: Shields Reallocate shield power Tech Use, Divert Power, Auxiliary Power Component
Divert Power: Weapons Reallocate energy weapon power Tech Use, Divert Power, Auxiliary Power Component
Flank Speed As in RT Tech Use
Manage Systems As RT's 'Aid the Machine Spirit' Tech Use
Stabilize Shield Generator Try to bring extra shields back online Tech Use, Shield Engineer

Engineering Actions Explanation

Configure Warhead

Warheads such as torpedoes or missiles are often capable of having their payloads reconfigured to produce specific results. Select a warhead launching weapon, then select a "Configure Warhead: <Name>" Talent and test Tech Use, obeying the modifiers inherent in the talent. On a success, the next warhead fired by the launcher will possess the special quality as noted in the corresponding talent.

Divert Power: Engines

By rerouting energy stored in the emergency 'auxiliary power' banks to the engines, a ship's speed and maneuverability can be increased- or rerouted away into other systems. The officer performing this action must have the 'Divert Power' talent, and the ship must possess an Auxiliary Power Component. Unused Power is stored in Auxiliary Power and can be diverted into the Impulse Engines. For every extra point of Power routed into the Impulse Engines, Speed either increases by 1 or Maneuverability increases by +5, chosen by the officer. The amount of Speed added this way cannot bring the ship's Speed to more than 1.5 times its usual Speed (round up); similarly, the amount of Maneuverability added this way cannot bring the ship's Maneuverability to more than double its usual Maneuverability. Finally, amount of Power invested in the Engines cannot exceed more than half of its usual Power draw. The Power stays in the Engines until diverted elsewhere; however, it is generally somewhat dangerous to sustain this for more than an hour at a time (10 Turns)…

Power can also be drawn out of the Engines as well, which works just like putting power into them except in reverse. Should the Engines have all the power drawn out of them, they become Unpowered with all the problems that brings.

Unlike other Actions, an Officer can perform two Divert Power actions in the space of a single action, allowing power to be immediately diverted from one area and into another.

Example: During a tense battle with a Romulan Warbird in a dangerous asteroid field, Chief Engineer Surov diverts power to the Avidyne-4 Impulse Engines. Avidyne-4 Engines have a Speed of 6 and a Maneuverability of +10, and a power draw of 10. Surov has 6 unused Power in his Auxiliary Power Component; he diverts 5 points into the engines, since he cannot exceed a maximum power draw of 15, into the Engines. He places 2 points into Maneuverability, bringing it to +20, which is double its usual amount; he cannot bring it any higher. He places 3 points into Speed, bringing Speed up to 9, which is 1.5 times its usual amount; he cannot bring it any higher.

Divert Power: Shields

By rerouting energy stored in the emergency auxiliary power' banks to the shields, a ship's defenses can be increased and hardened against attack-or diverted away into other systems. The officer performing this action must have the 'Divert Power' talent, and the ship must possess an Auxiliary Power Component. Unused Power is stored in Auxiliary Power and can be diverted into any number of Shield Banks. For every point of Power diverted into a Shield Bank, the Shield's Strength increases by +1, to a maximum of 1.5 times the usual amount. The amount of power invested in a Shield Bank cannot exceed more than half of its usual Power draw. The Power stays in the Shield Banks until diverted elsewhere; however, it is generally somewhat dangerous to sustain this for more than an hour at a time (10 Turns)…

Power can also be drawn out of the Shield Bank as well, which works just like putting power into them except in reverse. Should the Shield Bank have all the power drawn out of it, they become Unpowered with all the problems that brings. Unlike other Actions, an Officer can perform two Divert Power actions in the space of a single action, allowing power to be immediately diverted from one area and into another.

Divert Power: Weapons

By rerouting energy stored in the emergency auxiliary power' banks to the weapon systems, a ship's weaponry can be strengthened- or diverted away into other systems. The officer performing this action must have the 'Divert Power' talent, and the ship must possess an Auxiliary Power Component. Unused Power is stored in Auxiliary Power and can be diverted into any number of Energy-based Weapons. For every point of Power diverted into an Energy Weapon, either the weapon's damage modifier increases by +1, to a maximum of double its usual modifier, or the weapon's Strength increases to a max of 1.5 of its usual Strength amount. The amount of power invested in an Energy Weapon cannot exceed more than half of its usual Power draw. The Power stays in the Energy Weapons until diverted elsewhere; however, it is generally somewhat dangerous to sustain this for more than an hour at a time (10 turns)…

Power can also be drawn out of the Energy Weapon as well, which works just like putting power into them except in reverse. Should the Energy Weapon have all the power drawn out of it, they become Unpowered with all the problems that brings. Unlike other Actions, an Officer can perform two Divert Power actions in the space of a single action, allowing power to be immediately diverted from one area and into another.

Stabilize Shield Generator

In emergencies, bringing shields back online can be the difference between life and death. The Officer selects a Shield Bank with a depleted shield layer, and makes a Hard (-20) Tech Use test. On a success, one shield layer is restored, with an extra layer restored per every 2 degrees of success.

Sensor Actions

Sensor Actions Description Skill(s) Required
Active Scan As RT's 'Active Augury' Scrutiny
Deep Scan AS RT's 'Focused Augury' Scrutiny
Launch Probe Fires a sensor probe Probe Compartment
Lock on Target As in RT Scrutiny
Predict Incoming Danger Enhances ship's ability to avoid attacks Scrutiny

Sensor Actions Explanation

Launch Probe

Probes are invaluable data collectors and can even be used in battle. The Officer launches a Probe stored in the Probe Compartment- either an Active Sensor Probe or a Deep Sensor Probe. The Officer then selects a destination for the probe within range, according to the Probe's profile. From the start of the next Strategic Turn, the Probe may perform a Scan (the type of Scan depends on its class) using the Scrutiny provided on its profile. The Probe does this automatically and sends the data back to the ship. It continues this until it is either recovered or destroyed.

Predict Incoming Danger

Using the sensors to detect danger is one of the roles, but combat often moves too quickly for sensors to keep up - with this action, the Officer changes all that. With a Hard (-20) Scrutiny+Detection Test, the Officer sends warning danger to the navigational computer, giving a +10 bonus to any Evasive Maneuvers attempts this turn, with a +5 per degree of success. On a failure by three degrees or more, however, the opposite occurs, giving a -10 penalty to any Evasive Maneuver attempts this turn.

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