Rogue Trader - Drydock
Rogue Trader - Drydock
Editing
GAMES WORKSHOP
Drydock
Leigh-Anne Reger
Production Manager
Gabe Laulunen
Copyright © Game Workshop Limited 2009. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader,
the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and race insignia/
devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer
40,000 universe and the Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2009, variably registered
in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights
reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
Product Code: RTP5
For more information about the Rogue Trader line, free downloads, answers
to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
2
John Casteele (free product) 2
The Noble Art step, and page references are included to refer back to the
core rulebook.
However, creating the ship is really only the first step. Once
of Shipbuilding all the nuts and bolts are in place, the GM should sit down with
his players and the entire group should determine their ship’s
history. The easiest place to start devising its history is the
“The Guard tanks crush foes beneath their treads, the mighty Titans result the group rolled on Table 8–2: Past Histories. Obviously,
lay waste to worlds, but our voidships establish our ascendency over if a ship was wrested from a space hulk, or contains strange and
the very stars.” exotic xenos technology, it will factor greatly into the ship’s
story. However, other aspects of the starship’s construction can
Drydock
–Aspyce Chorda, against the pirate reavers of Iniquity be just as important. For example, a starship’s Machine Spirit
Oddity can prove an excellent story point. What adventures
In ROGUE TRADER, the party’s starship is more than a mere resulted in a frigate having a nose for trouble, and what travails
means of transportation. It is intended to be an additional did the stoic light cruiser have to endure? Beyond that, even
member of the party, with a design that is unique to its a starship’s Components can provide story hooks, especially
Rogue Trader and his crew. More than that, a starship also if those Components are xenostech or archeotech in origin.
has its own quirks, idiosyncrasies, and personality traits. What dark deals did the ship’s former captain make to outfit
Sometimes these make sense, like the cruiser that bristles his vessel with a ghost field, and could it be a source of trouble
with martial pride and eagerly engages its foes. However, if the Inquisition suddenly takes an interest?
sometimes the strangest combinations—a skittish warship A good background story helps bring a ship and its crew
or a wrothful transport with a death cult in Hold 24— to life, and also provides the GM with any number of plot
can make for the most interesting background stories and hooks and building blocks for further adventures.
roleplaying opportunities. On the last page, this supplement has a “cheat sheet” for
This supplement is intended to aid the players and GM in starship combat, for quick references in the heat of battle.
the starship creation process, by breaking it down into a step- Note: A copy of the ROGUE TRADER Core Rulebook is
by-step process. Charts detail the available choices at every required to use this supplement.
3
John Casteele (free product) 2
Starship STEP 3: DEVELOPING
PERSONALITY
Construction Roll once on Table 8–1: Machine Spirit Oddities (ROGUE
TRADER page 197) and once on Table 8–2: Past Histories
T
o begin constructing a ROGUE TRADER starship, follow construction, as well as the affects they will have on the
Drydock
When selecting the hull, make sure it costs less Ship Points
than the Explorers have available. To properly outfit their
vessel, the Explorers will likely need at least five or more
extra Ship Points after they have selected their Hull. Once
the hull has been selected, take note of how much Space the
hull provides for the starship’s Components.
4
John Casteele (free product) 2
STEP 4: SELECTING
POWER AND SPACE
ESSENTIAL COMPONENTS When adding Components to a starship, the Explorers
must be aware of their starship’s available power and
Choose one and only one Component from each of the space. Both are fixed stats (power is provided by the
categories. Plasma Drive Component, while space is provided by
Make note of how much power is provided by the Plasma the Hull Component). Most Components require a
Drive. Then, note how much power the other Components certain amount of both to operate. The total required
use, how much space all the Components use, and how many power and required space of all Components should
Ship Points were spent on the Components. not exceed the available amounts (see the penalties for
Drydock
doing so in ROGUE TRADER page 191).
5
John Casteele (free product) 2
STEP 5: SELECTING Once Components are selected, tally their required power
and space, add that to the required power and space of the
SUPPLEMENTAL Essential Components, and make sure the total is less than
or equal to the starship’s available power and space. Lastly,
COMPONENTS redeem any remaining Ship Points for Profit Factor.
Choose any number of Supplemental Components to finish
constructing the starship. Each Supplemental Component
costs a certain amount of Ship Points, and players should
make sure they do not spend more Ship Points than they
have available.
Drydock
6
John Casteele (free product) 2
Starship • Starboard: Starboard side only.
• Keel: All directions.
Each Weapon Component may be fired at a target at half
S
tarship combat is conducted over a series of rounds, Reduce the number of hits a starship suffers each turn
Drydock
with each starship taking one turn during that round. by the number of void shields. Then, roll damage for the
In space combat, the rounds are referred to as Strategic remaining hits. Add all macrobattery hits together and
Rounds, and the turns are referred to as Strategic Turns. subtract the starship’s armour from the result. The remaining
value is how much damage the starship suffers to its hull
integrity. The damage rolled for lances is applied directly to
COMBAT SEQUENCE the starship’s hull integrity without subtracting armour.
• All starships in the combat roll Initiative, rolling 1d10
and adding their ship’s Detection Bonus.
• The starship with the highest Initiative result goes first,
EXTENDED ACTIONS
then the next highest Initiative order, and so forth. Any crewmember who did not make a Manoeuvre Action or
• During a starship’s turn, the crew must make one Shooting Action can take an Extended Action at any point
Manoeuvre Action and one Shooting Action. Any during their ship’s turn:
Explorers not participating in either action may make • Active Augury: Scans for hidden enemies.
one Extended Action. • Aid the Machine Spirit: Temporarily boosts the vessel’s
• Play then passes to the next starship in the combat. Once attributes.
all ships have taken a Strategic Turn, the next Strategic • Disinformation: Calculated lies encourage the crew to
Round of Space Combat begins. fight harder.
• Emergency Repairs: Quickly repair damaged parts of
the ship.
MANOEUVRING • Flank Speed: Overpowers the ship’s engines, sometimes
A starship’s basic Manoeuvre Action is when it moves forward with dangerous consequences.
a number of Void Units equal to its Speed Value. It then may • Focused Augury: Scan a particular vessel to learn its
turn up to 90 degrees if the ship is a transport, raider, or secrets.
frigate, or 45 degrees if the ship is a light cruiser or larger. • Hail the Enemy: Contact an enemy vessel to intimidate,
The ship may modify this Manoeuvre Action by performing mock, or make deals.
one of the following Manoeuvres, each of which requires a • Hit and Run: Send raiding parties to an enemy vessel
Pilot (Space Craft) + Manoeuvrability Test: to cripple it.
• Adjust Bearing: Test to allow the ship to turn sooner. • Hold Fast!: Inspire the crew to reduce their lost
• Adjust Speed: Test to allow the ship to speed up or Morale.
slow down. • Jam Communications: Stop an enemy ship from using
• Adjust Speed and Bearing: Test to speed up or slow long range communications.
down while turning sooner. • Lock on Target: Use scanners to improve the accuracy
• Come to New Heading: Test to turn twice. of weapons.
• Disengage: Test against other starships’ Detection ability • Prepare to Repel Boarders!: Rally the crew to fight
to flee from battle. against impending enemy boarding actions.
• Evasive Manoeuvres: Test to make the starship harder • Put your Backs into It!: Inspire (or terrify) the crew to
to hit. work harder.
• Triage: Reduce the number of dead crew from combat.
SHOOTING
During a starship’s Shooting Action, one crewmember may
direct the firing of all of the starship’s Weapon Components.
To fire the weapon, the crewmember tests Ballistic Skill.
Each Weapon Component can fire in a direction indicated
by its firing arc (see ROGUE TRADER page 219).
• Prow: Fore on ships smaller than light cruisers. Fore,
port, and starboard on ships light cruiser size and larger.
• Dorsal: Fore, port and starboard.
• Port: Port side only.
7
John Casteele (free product) 2