Rogue Trader

Sorties













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Extended Action: Launch Sortie
















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

 Modifier

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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