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![]() Rogue Trader Sorties
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Squadrons Fighters, Bombers and Assault Craft (Transports) are organized into squadrons. Each squadron is comprised of the same types of craft, however by forming a Wave Fighters can
escort Bombers or Transports. Helping to insure they deliver their cargo or payload. Small craft may only be launched by a vessel or location
with suitable launch bays and doing so requires a Command test or Pilot test and is known as a Sortie. Depending on the type
of Sortie being performed and whether any craft survived or not, most squadrons need to return to their Launch Bays to rearm
and refuel. Each small Craft has a listed Speed, this is the maximum
distance that it can travel in a single turn. If, during or at the end of its’ move a squadron (or Wave) passes through
another squadron or torpedoes an engagement will occur. The results of this engagement depend on the actions of the 2 sides. Avoiding: A
squadron of Bombers being engaged by a squadron of Fighters doesn’t have a chance against them so they choose to try
and outmaneuver them and deny them a clear shot. This is handled by testing Pilot Skill against the opponents BS. Success
indicates that the squadron has evaded the attackers. If the enemy chooses this action then there is no need to test. A failure
by both parties indicates that no damage is done. Attacking: The opposite of avoiding, this is the intent to engage and destroy the enemy craft or ordinance. This
is a BS test and is resisted by the opponents Pilot Skill or BS, based on their chosen action. If successful a single point
of damage is done to the enemy squadron. For every degree of success, up to the number of Hits the squadron has remaining,
increase the damage caused by 1.
Launch Sortie As an extended action a PC may perform a Launch Sortie
action to scramble Fighters, Bombers and Transports for a particular operation. In order to launch the craft a Command Test
must be made, a success indicating that the Squadron has been launched, for each degree of success an additional squadron
may be launched forming a Wave. A PC that is leading the Sortie may instead make a Pilot (Military Craft) test instead of
the Command test if they choose. A failure indicates that the Squadron was launched, but it is unable to move further than
1 VU of the vessel. If there are any degrees of failure then some foul up has occurred and that Launch bay is disabled for
one turn for each degree. Intercept:
This Sortie is the province of the Fighters, used when they travel away from their vessel to engage targets. In order to complete
an Intercept Sortie a resisted Pilot test must be made if they are targeting Transports, Fighters, or Bombers, or the enemy
rolls a BS test if it is a salvo of Torpedoes. If the Intercepting squadron scores more successes than their target(s) they
score 1 Hit for the difference. If the targets score more successes or neither side beats the other no damage is done to either
force and they may move as normal next turn. After an Intercept attempt the craft must return to their Launch Bays to rearm
and refuel. Screen: Fighters
may provide a screen for their vessel to intercept enemy Bombers, Transports or Torpedoes. The fighters must remain with 1
VU of their Vessel. At any time they do engage any enemy they must then return to their Launch Bay for a Rearm and Refuel.
Screening Craft move with and at the same time as the Vessel they are screening. Should this take them into the path of a
hazard they must make the appropriate Pilot Tests. Scout: This
Sortie is similar to a Screen except that its purpose is not to destroy an object as much as it is to detect it. A Squadron
performing a Scout sortie provides a +5 bonus to the Vessel’s detection rating. If this Squadron is attacked while performing
this Sortie, treat combat as an Intercept. When the bonus from the Sortie is used the Craft must return to rearm and refuel. Bombing Run:
A Bombing Run can be performed by a Bomber Squadron, it moves from the vessel that launched it towards the target until it
is adjacent to the enemy vessel. When the Bomber is in range, the pilots may make a Ballistic Skill test, if they succeed
they strike the Vessel with a single attack. For each degree of success one more strikes the vessel up to the number of Hits
the squadron has. As long as the Squadrons still survives
after the attempt it must return to its Launch Bays for a Rearm and Refuel Action.
Waves of Squadrons When multiple squadrons are launched from a ship they may
be formed into a Wave as opposed to an individual squadron. The entire Wave travels at the speed of the slowest squadron and
when damage is taken by the Wave that player may select which squadron is removed. This is often used to protect Bombers or
Transports while flying a Sortie as the Fighters engage any Interceptors. Craft can break from a Wave however if they do so they
may not rejoin it.
Sorties Sortie Craft Description Bombing Run Bomber A Bombing Run sortie can be launched at an enemy
Vessel/Objective. If the Bombers are adjacent to an enemy vessel they may make a Ballistic Skill test as they unload their
ordinance on their target. Unlike a normal Attack a Vessel’s Void Shields will not protect against this attack, however
its’ Turrets may attack the bombers, causing one hit on the squadron up to its’ Rating for each success and degree. Hit and Run Transport This Sortie is used in conjunction with a Unit taking
part in a Boarding Action or a Special Operation. Screen Fighter A Fighter Screen must remain adjacent to the Vessel
that launched them, they automatically engage any Torpedo, Bomber or Assault Craft that come into contact with them. Scout Any A Squadron may assist a Vessel detect enemy, hazards
or spatial anomalies. Increase the Detection rating of the Vessel by +5 Intercept Fighter An Intercept Sortie may be performed by any
Fighter that is performing a Screen Sortie, as a Launch Sortie Extended action, or from a Special Ability from a Support Unit.
Defending Against
Sorties and Torpedoes A Vessel that has a Turret Rating chooses at the start
of each new turn what the Turrets will be focused on. The two choices are Ordinance (Torpedoes, Mines, Mine Fields and Bombs
from a Bomber Run) or Craft (Hit and Run actions, Bombers on a Bomber Run). The Turrets can fire on any of these Units if
they are adjacent to the Vessel. Turret Ratings from the rear of a vessel are -1. Attacking Ordinance:
When attacking incoming Ordinance a successful BS test by the Vessel’s
gunners will negate a single Torpedo, Mine or Salvo from a Bomber; any additional degrees of success negate an additional
Hit. If the total number of Hits from the Turrets exceeds those of the Bombers the Squadron takes a single Hit for each additional
degree difference. Attacking Craft:
When attacking incoming craft the test is resisted with the opponents Pilot skill. If the Gunners win they score a hit for
a success and an additional Hit for each degree of success, if the Pilots win they avoid the hail of fire and may complete
their action, either a Hit and Run or Bombing Run.
Situation Ballistic Skill Varies Target- Evasive Maneuvers -20 Target Speed 3-5 -10 Target Speed 6-9 -20 Target Speed 10 -30 |
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