Rogue Trader - Drydock
Rogue Trader - Drydock
Rogue Trader - Drydock
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CREDITS
Lead Developer
Ross Watson Sam Stewart
Christian T. Petersen
Publisher
Leigh-Anne Reger
GAMES WORKSHOP
Licensing Manager
Owen Rees
Drydock
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Graphic Design
Kevin Childress Matt Bradbury Clint Langley and Matt Bradbury
Cover Art
Interior Art
Art Direction
Zoe Robinson
Production Manager
Gabe Laulunen
Fantasy Flight Games 1975 West County Road B2 Roseville, MN 55113 USA
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 20002009, 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
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step, and page references are included to refer back to the core rulebook. However, creating the ship is really only the rst step. Once all the nuts and bolts are in place, the GM should sit down with his players and the entire group should determine their ships history. The easiest place to start devising its history is the result the group rolled on Table 82: Past Histories. Obviously, if a ship was wrested from a space hulk, or contains strange and exotic xenos technology, it will factor greatly into the ships story. However, other aspects of the starships construction can be just as important. For example, a starships Machine Spirit Oddity can prove an excellent story point. What adventures resulted in a frigate having a nose for trouble, and what travails did the stoic light cruiser have to endure? Beyond that, even a starships Components can provide story hooks, especially if those Components are xenostech or archeotech in origin. What dark deals did the ships former captain make to outt his vessel with a ghost eld, and could it be a source of trouble if the Inquisition suddenly takes an interest? A good background story helps bring a ship and its crew to life, and also provides the GM with any number of plot hooks and building blocks for further adventures. On the last page, this supplement has a cheat sheet for starship combat, for quick references in the heat of battle. Note: A copy of the ROGUE TRADER Core Rulebook is required to use this supplement.
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Drydock
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When selecting the hull, make sure it costs less Ship Points than the Explorers have available. To properly outt their vessel, the Explorers will likely need at least ve 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 starships Components.
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Once Components are selected, tally their required power and space, add that to the required power and space of the Essential Components, and make sure the total is less than or equal to the starships available power and space. Lastly, redeem any remaining Ship Points for Prot Factor.
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Additional Facilities Extended Supply Vaults All Ships Crew Reclamation Facility All Ships Munitorium Transports, Raiders, Frigates Munitorium Light Cruisers, Cruisers Temple-shrine to the God Emperor All Ships Librarium Vault All Ships Trophy Room All Ships Observation Dome All Ships Murder-Servitors All Ships *This component may not be selected more than once per vessel.
COMBAT SEQUENCE
All starships in the combat roll Initiative, rolling 1d10 and adding their ships Detection Bonus. The starship with the highest Initiative result goes rst, then the next highest Initiative order, and so forth. During a starships turn, the crew must make one Manoeuvre Action and one Shooting Action. Any Explorers not participating in either action may make one Extended Action. Play then passes to the next starship in the combat. Once all ships have taken a Strategic Turn, the next Strategic Round of Space Combat begins.
EXTENDED ACTIONS
Any crewmember who did not make a Manoeuvre Action or Shooting Action can take an Extended Action at any point during their ships turn: Active Augury: Scans for hidden enemies. Aid the Machine Spirit: Temporarily boosts the vessels attributes. Disinformation: Calculated lies encourage the crew to ght harder. Emergency Repairs: Quickly repair damaged parts of the ship. Flank Speed: Overpowers the ships engines, sometimes with dangerous consequences. Focused Augury: Scan a particular vessel to learn its secrets. Hail the Enemy: Contact an enemy vessel to intimidate, mock, or make deals. Hit and Run: Send raiding parties to an enemy vessel to cripple it. Hold Fast!: Inspire the crew to reduce their lost Morale. Jam Communications: Stop an enemy ship from using long range communications. Lock on Target: Use scanners to improve the accuracy of weapons. Prepare to Repel Boarders!: Rally the crew to ght against impending enemy boarding actions. Put your Backs into It!: Inspire (or terrify) the crew to work harder. Triage: Reduce the number of dead crew from combat.
MANOEUVRING
A starships basic Manoeuvre Action is when it moves forward a number of Void Units equal to its Speed Value. It then may turn up to 90 degrees if the ship is a transport, raider, or frigate, or 45 degrees if the ship is a light cruiser or larger. The ship may modify this Manoeuvre Action by performing one of the following Manoeuvres, each of which requires a Pilot (Space Craft) + Manoeuvrability Test: Adjust Bearing: Test to allow the ship to turn sooner. Adjust Speed: Test to allow the ship to speed up or slow down. Adjust Speed and Bearing: Test to speed up or slow down while turning sooner. Come to New Heading: Test to turn twice. Disengage: Test against other starships Detection ability to ee from battle. Evasive Manoeuvres: Test to make the starship harder to hit.
SHOOTING
During a starships Shooting Action, one crewmember may direct the ring of all of the starships Weapon Components. To re the weapon, the crewmember tests Ballistic Skill. Each Weapon Component can re in a direction indicated by its ring 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.
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tarship combat is conducted over a series of rounds, with each starship taking one turn during that round. In space combat, the rounds are referred to as Strategic Rounds, and the turns are referred to as Strategic Turns.
Starboard: Starboard side only. Keel: All directions. Each Weapon Component may be red at a target at half the weapons range or less at a +10 bonus, at a target no further than the weapons range at no bonus or penalty, or at a target up to twice the weapons range at a 10 penalty. Macrobatteries score one additional hit for every degree of success on the hit roll. Lances score one additional hit for every three degrees of success on the hit roll. Reduce the number of hits a starship suffers each turn by the number of void shields. Then, roll damage for the remaining hits. Add all macrobattery hits together and subtract the starships 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 the starships hull integrity without subtracting armour.