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![]() Rogue Trader Hit and Run Actions
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Hit and Run Actions Hit and Run Actions are extended actions performed either
during a Boarding Action or Ground Assault or instead of one. When it is performed successfully it can alter the ongoing conflict
or completely remove the need for a massive military engagement, some ground assaults are doomed to failure without proper
support from Special Forces. Depending on the situation in which a Hit and Run action is launched it requires a number of
decisions to be made prior to its execution. Selecting the Unit/Detachment Only a non-basic unit/detachment may be selected for a
special operation, and based on the Objective being undertaken may require a Special Ability. Only a Unit that has not been
activated that turn may be chosen for a Special Operation. If it is part of a Hit and Run Action then that Unit may be in
Reserves, if acting as part of a Boarding Action the Unit must be on Active Duty. Detected vs Undetected A Unit with the Stealth, Warp, Chameleon or Invisible ability
has the option to avoid enemy engagements and hopefully succeed in their missions without taking a single casualty. Of course
this all depends on the Units ability to remain undetected. Detected Units have
the Infiltration Phase as an option for reaching an Objective.
Insertion/Extraction Teleporting In Teleporting in seems to be the easiest and most direct
route to an Objective, and it would be if not for the delicacy of the calculations required to transport living creatures
through the immaterium and have them remain living and not steaming piles of biological matter. In order to properly use a
Teleporter the location must be discerned with a Focused Augury test. A Difficult
(-10) Tech Use is then made, modified by many different factors listed on the following chart. Teleporting Out is handled the same as Teleporting In though
depending on the Objective the alarms may have been sounded and shields raised making it far harder to leave. Phases: Teleport
In, Objective, Extraction
Teleportarium Modifier Hexagramic Wards -60 Active Geller Field -40 Passive Geller Field -20 Void Shield (each) -10 Scanned Objective +10 Careful Calculations +20 Deep Objective -60 Underground Objective -30 Tech Use Skill Varies Range to Planet – Space -20 Range to Planet –Orbital +10 Powered Bridge or Engines -30 Piloting In When an aerospace transport unit is in the same space that
an enemy vessel is they may attempt to unload their charges while avoiding enemy fire. Further rules for Piloting In can be
found in the Sorties section. Phases: Pilot
In, Movement, Objective, Movement, Extraction Piloting
Operations (Hit and Run) Modifier Pilot Skill Varies Maneuverability of Craft Varies Stealthy Approach - Enemy Detection (Highest) Hazard Varies Jumping In A Unit equipped with a Jump Pack is capable of launching
themselves over most obstacles, even achieving flight for short periods of time. If a Vessel is within 2 Void Units of another
Vessel then a Unit properly equipped may launch a Hit and Run action. The action is handled in the same way as Piloting In
though there is no Transport that has to return them and as long as the two vessels remain within 2 VUs of each other this
unit is never Cut Off. On Ground Assaults the Unit is not Cut Off if the player chooses to abandon its current Objective and
return to Reserves. Dropping In A Drop Insertion is different than the one from the initial
attempt to establish a Beach Head. Primarily used to conduct Special Operations it is begun by dropping a Unit (Support Restriction)
from high to low orbit into the atmosphere of the planet where the unit uses a Jump Pack, Grav Chute or Flight Pack to descend
to the planet’s surface, hopefully on target near their objective, if not the they must use an Advance Phase to reach
the Objective. If the transport craft are detected then any anti air assets may target the Unit, otherwise their first action
upon landing counts as Surprise for any enemy they choose to encounter. Phases: Drop
In, Movement, Objective, Movement, Extraction
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