Drawers of Diverse Darasuum

Darasuum

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Here is where all my diverse related links are going to be and my general diverse workshop.
 

Darasuum

RANCOR SQUAD!
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[fancybox2]



Pride


Disgrace


Motivation

Name


Archetype


Rank


Warband



DESCRIPTION


[tr2][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]Ag[/td][td]Int[/td][td]Per[/td][td]Wil[/td][td]Fel[/td][td]Infamy[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][/tr1]



~Talents & Traits~
_______________________
_______________________
_______________________


<Skills>
trained > +10 > +20 > +30


Acrobatics (Ag) 
Athletics (S) 
Awareness (Per) 
Charm (Fel) 
Command (Fel) 
Commerce (Int) 
Common Lore (Int)
_______ 
Deceive (Fel) 
Dodge (Ag) 
Forbidden Lore (Int)
________________
________________ 
Inquiry (Fel) 
Intimidate (WP) 
Linguistics (Int)
_____________ 
Logic (Int) 
Medicae (Int) 
Navigation (Int)
_______________ 
Operate (Ag)
________________ 
Parry (WS) 
Psyniscience (Per) 
Scholastic Lore (Int)
________________ 
Scrutiny (Per) 
Security (Int) 
Sleight of Hand (Ag) 
Stealth (Ag) 
Tech-Use (Int) 
Tracking (Int) 
Trade (Int)
_______________ 



>GEAR<
________________________
________________________
________________________


^Wounds^
Total:
Current:
Fatigue:
Critical Damage:

Mental Disorders:

Infamy Points
Total:
Current:

Corruption Points:


=Gifts of the Gods=
_____________________
_____________________
_____________________
{Armor}

[tr2][td]Right Arm[/td][td]Head[/td][td]Left Arm[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][/tr1]
[tr2][td]Right Leg[/td][td]Body[/td][td]Left Leg[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][/tr1]

Weapon/Craftsmanship:
Class: | Damage: | Type: | Pen:
Range: | RoF: -/-/- | Clip: | Reload:
Special Rules:

Weapon/Craftsmanship:
Class: | Damage: | Type: | Pen:
Range: | RoF: -/-/- | Clip: | Reload:
Special Rules:

Weapon/Craftsmanship:
Class: | Damage: | Type: | Pen:
Range: | RoF: -/-/- | Clip: | Reload:
Special Rules:

~Psychic Powers~

Psy Rating (____)

___________________________
___________________________
___________________________




-EXPERIENCE-
Total XP Earned (0) | Total XP Spent (0) | UnspentXP (0)​

Advancements
format "name of advancement - cost in xp - alignment"




Total Alignment Advances

Khorne (0) - Slaanesh (0)

Unaligned (0)

Nurgle (0) - Tzeentch (0)

Current Alignment:​

[/fancybox2]
 
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Darasuum

RANCOR SQUAD!
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Code:
[abox3=70%]
[fancybox2]

[exsize=15]
[float_right]
Pride


Disgrace


Motivation

[/float_right]

Name


Archetype


Rank


Warband


[/exsize]
[CENTER][exsize=20]DESCRIPTION[/exsize][/CENTER]

[abox=70%][table]
[tr2][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]Ag[/td][td]Int[/td][td]Per[/td][td]Wil[/td][td]Fel[/td][td]Infamy[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][td]0[/td][/tr1]
[/table][/abox]

[float_right]

[exsize=15]~Talents & Traits~[/exsize]
_______________________
_______________________
_______________________

[/float_right]
[abox=100%]
[exsize=15]<Skills>[/exsize]
trained > +10 > +20 > +30
[exsize=20]  [/exsize]

Acrobatics (Ag) 
Athletics (S) 
Awareness (Per) 
Charm (Fel) 
Command (Fel) 
Commerce (Int) 
Common Lore (Int)
_______   
Deceive (Fel) 
Dodge (Ag) 
Forbidden Lore (Int)
________________
________________ 
Inquiry (Fel) 
Intimidate (WP) 
Linguistics (Int)
_____________ 
Logic (Int) 
Medicae (Int) 
Navigation (Int)
_______________ 
Operate (Ag)
________________ 
Parry (WS) 
Psyniscience (Per) 
Scholastic Lore (Int)
________________ 
Scrutiny (Per) 
Security (Int) 
Sleight of Hand (Ag) 
Stealth (Ag) 
Tech-Use (Int) 
Tracking (Int) 
Trade (Int)
_______________ 
[/abox]

[float_right]
[exsize=15]>GEAR<[/exsize]
________________________
________________________
________________________


[exsize=15]^Wounds^[/exsize]
Total:
Current:
Fatigue:
Critical Damage:

Mental Disorders:

[exsize=15]Infamy Points[/exsize]
Total:
Current:

Corruption Points:


[exsize=15]=Gifts of the Gods=[/exsize]
_____________________
_____________________
_____________________
[/float_right]

{Armor}
[abox=70%][table]
[tr2][td]Right Arm[/td][td]Head[/td][td]Left Arm[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][/tr1]
[tr2][td]Right Leg[/td][td]Body[/td][td]Left Leg[/td][/tr2]
[tr1][td]0[/td][td]0[/td][td]0[/td][/tr1]
[/table][/abox]

Weapon/Craftsmanship:
Class:         | Damage:     | Type:    | Pen:
Range:    | RoF: -/-/- | Clip:    | Reload:
Special Rules:

Weapon/Craftsmanship:
Class:         | Damage:     | Type:    | Pen:
Range:    | RoF: -/-/- | Clip:    | Reload:
Special Rules:

Weapon/Craftsmanship:
Class:         | Damage:     | Type:    | Pen:
Range:    | RoF: -/-/- | Clip:    | Reload:
Special Rules:

[exsize=15]~Psychic Powers~[/exsize]

Psy Rating (____)

___________________________
___________________________
___________________________




[CENTER][exsize=20]-EXPERIENCE-[/exsize]
Total XP Earned (0) | Total XP Spent (0) | UnspentXP (0)[/CENTER]

[exsize=15]Advancements[/exsize]
format "name of advancement - cost in xp - alignment"




[CENTER][exsize=20]Total Alignment Advances[/exsize]

Khorne (0) - Slaanesh (0)

Unaligned (0)

Nurgle (0) - Tzeentch (0)

Current Alignment:[/CENTER]

[/fancybox2][/abox3]
 
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Darasuum

RANCOR SQUAD!
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Messages
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[fancybox2]


9b745f94778f4a0bd15091b9183432b5.gif
080ae660a8ff2f68e2ad68f57d06246d.jpg




Pride
Logic (+5 Int, -5 Per)

Disgrace
Deciet (+2 Infamy, -4 Per)

Motivation
Dominon
Name
Sal Geotim

Archetype
Q'sal Magister

Rank
1

Warband



DESCRIPTION
A Q'sal Magister, more specifically an Astral Seer of Velklir. Sal has decided what better place to study the cosmos than to be among them. He has traveled with various groups of degenerates, using his wits and knowledge to be of convenient assistance to others while using them to his own ends and avoiding perils. He has little opinion of others that don't directly affect him. If they serve him no purpose they are as important as ants to be squashed along his path. Those that do serve a purpose he may see positively like a reliable tool.​


[tr2][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]Ag[/td][td]Int[/td][td]Per[/td][td]Wil[/td][td]Fel[/td][td]Infamy[/td][/tr2]
[tr1][td]25[/td][td]30[/td][td]30[/td][td]30[/td][td]31[/td][td]55[/td][td]40[/td][td]52[/td][td]52[/td][td]35[/td][/tr1]



~Talents & Traits~
_______________________
Foresight
Jaded
Magus Supremus
Psy Rating 4
Psyker (Unbound)/Chaos Psyker
Quick & The Dead*
Strong Minded
Warp Sense
Weapon Training (Exotic)(Q'sal)
Weapon Training (Primary)
Weapon Training (SP)
_______________________


<Skills>
trained > +10 > +20 > +30


Acrobatics (Ag) 
Athletics (S) 
Awareness (Per) 
Charm (Fel) 
Command (Fel) 
Commerce (Int) 
Common Lore (Int)
Imperium 
Kornous Expanse 
Q'sal 
Deceive (Fel) 
Dodge (Ag) 
Forbidden Lore (Int)
Pirates 
Psykers 
Warp 
________________ 
Inquiry (Fel) 
Intimidate (WP) 
Linguistics (Int)
Low Gothic 
Logic (Int) 
Medicae (Int) 
Navigation (Int)
Stellar 
Operate (Ag)
________________ 
Parry (WS) 
Psyniscience (Per) 
Scholastic Lore (Int)
Astromancy 
Occult 
Scrutiny (Per) 
Security (Int) 
Sleight of Hand (Ag) 
Stealth (Ag) 
Tech-Use (Int) 
Tracking (Int) 
Trade (Int)
Astrographer 



>GEAR<
CC Q'sal Crystal Caster
GC Q'sal Glass Dagger
Grimoire of Acquired Lore
Mesh Combat Cloak
Crown of Prospero
GC Light Power Armor
Q'sal Crystal Spire



^Wounds^
Total: 10
Current: 10
Fatigue: 0
Critical Damage: 0

Mental Disorders: None

Infamy Points
Total: 35
Current: 35

Corruption Points: 19


=Gifts of the Gods=
_____________________
Darksoul
Projectile Attack
_____________________
{Armor}

[tr2][td]Right Arm[/td][td]Head[/td][td]Left Arm[/td][/tr2]
[tr1][td]4[/td][td]0[/td][td]4[/td][/tr1]
[tr2][td]Right Leg[/td][td]Body[/td][td]Left Leg[/td][/tr2]
[tr1][td]4[/td][td]4[/td][td]4[/td][/tr1]

Good Craftsmanship Light Power Armor
Osmatic Gills, Mag boots, Everlasting battery

[tr2][td]Right Arm[/td][td]Head[/td][td]Left Arm[/td][/tr2]
[tr1][td]7[/td][td]7[/td][td]7[/td][/tr1]
[tr2][td]Right Leg[/td][td]Body[/td][td]Left Leg[/td][/tr2]
[tr1][td]7[/td][td]7[/td][td]7[/td][/tr1]

PC Crown of Prospero - 01-05 | 30<60 |

Weapon/Craftsmanship: CC Q'sal Crystal Caster
Class: Pistol | Damage: 1d10+4 | Type: Energy| Pen: 5
Range: 15 m | RoF: S/-/- | Clip: 5* | Reload: Full
Special Rules: Razor Sharp, Crippling (6)

Weapon/Craftsmanship: GC Q'sal Glass Dagger
Class: Melee | Damage: 1d10+2 | Type: Rending | Pen: 6
Range: N/A | RoF: -/-/- | Clip: N/A | Reload: N/A
Special Rules: Toxic 1

Weapon/Craftsmanship: Projectile Attack
Class: N/A | Damage: 1d10+5 | Type: Energy | Pen: 3
Range: 10 M | RoF: S/-/- | Clip: N/A | Reload: N/A
Special Rules: Spray, Smoke, Warp

~Psychic Powers~

Psy Rating (4)

Befuddling Curse (ToF)
Force Bolt
Warp Vortex (ToF)
___________________________




-EXPERIENCE-
Total XP Earned (0) | Total XP Spent (0) | UnspentXP (500)​

Advancements
format "name of advancement - cost in xp - alignment"




Total Alignment Advances

Khorne (0) - Slaanesh (0)

Unaligned (0)

Nurgle (0) - Tzeentch (0)

Current Alignment:​

[/fancybox2]
 
Last edited:

Darasuum

RANCOR SQUAD!
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Ideas for characters in Fate:

Archytas - Caster
Axeman of the battle of Stamford Bridge - Berserker
Black Beard - Rider
Hongi Hika -
John Paul Jones - Rider
Saito Musashibo Benkei - Berserker/Lancer
Sempronius Densus - Saber/Berserker
 
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Darasuum

RANCOR SQUAD!
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NAME
Gerard Babcock

AGE
29 (technically 30)

BRANCH/UNIT
ODST 10th Reconnaissance Division (Former)
Spartan IV - Headhunters

BACKGROUND/PERSONALITY
2532 - born on Luna
Nothing special to report there. Had a fairly average life, nothing to brag about. Just another kid on the moon.​

2550 - joined the UNSC Marine Corps
One of the best decisions I ever made. Got me off the moon and out there enjoying the terrors that the universe had to offer. Was part of the ODST 10th Reconnaissance Division. Lots of good times with those lads.
2552 - Participated in the Fall of Reach and assisted NOBLE Team
We were literally just in town for a pit stop. Total coincidence we were there. But my CO wanted us to keep on our toes so we did just that. When it became apparent the covenant were there we were dispatched along with NOBLE team. They were pretty inspiring. A shame what happened to them. After that I got stuck in cryo. How embarrassing is that. Well I'm technically thirty one but I've already got a young face I suppose. Still get carded when going to bars.
2555 - Took Spartan trials
I stayed an ODST for awhile but it wasn't enough. There was a new ceiling to aim for and I was being given the wings to fly to it. So I took the offer without hesitation. Only a couple of my mates felt the same way though.
2557 - Stationed on board Infinity
What a wild ride. Now if you thought you had seen some stuff before you'd be blown away by what happened there. It was good working under Sarah Palmer. A total hardass but good leaders usually are. Plus you get to see the legendary Seirra-one-one-seven. Went to Requiem both times. Everything after that?...well let's just say you don't have the clearance.​


SKILLS
Sabotage, Reconnaissance, piloting, marksmanship, demolitions

GEAR
MJOLNIR GEN II armor (LOCUS helmet [EDGE variant] & SCOUT body [DECOY variant] ) - Daybreak VISR system
tactical kukri
Tactical M6H Magnum
MA5D - Recon sight & Laser targeter
Various ordnance
loadout subject to change based on mission parameters
 
Last edited:

Darasuum

RANCOR SQUAD!
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Ventures of Tribute


The following are the stories of the crew members of the starship Tribute in the 41st millenium. So far the group has returned to Port wander after a long voyage. There they met with Orbest Dray, an old deck officer aboard the Emperor’s Testament, a vessel belonging to Vos Karlorn and member of Sarvus Trask's grand father's fleet. It has been many centuries since then though. Warp storms and various issues have forced Orbest to take a long winding path back to civilization and contact the latest in the line of the Rogue Trader house.

Providing a memnolith device, it reacts immediately but is snatched by a psyber raven, one unbeknownst to the explorers as belonging to the mute rogue psyker Lady Ash. Bodyguards under the employ of Hadrak Fel ambush the explorers and make them retreat back to the Tribute. There they uncover the mysterious vision message through their navigator. It tells of the possible residence of the now damaged treasure ship, the Righteous Path. After asking around and greasing some palms the explorers head into the Koronus Expanse.

Passing through the Maw is not easy and it leaves many of the crew weak and discomforted due to the immaterial turbulence. They survive the voyage in time to hear a distress signal from a damaged pilgrim ship. However the Tribute detects the presence of two wolf pack raiders lurking nearby. The explorers decide to not risk their own skin and leave the distressed pilgrim ship to instead take care of their own livelihood.

After traversing away from the Battleground, the Tribute and its composition of crew another uncomfortable transition to Footfall. There the crew drinks, and enjoys some bit of rest and relaxation. Supplies are gained and stores in the ship are filled. After the short stop they head out towards the Magoros system where they believe they will find the treasure they seek.

Yet again the transition through the warp is uneasy but they survive the trip all the same unharmed if not shaken. They immediately detect a faint signal on the planet closest to the blinking sun. A downed Aquila lander holds records of some astronomical science and details that, for the most part, are irrelevant. However the recording of one location, the Star Mirror has intrigued the group.

Upon arriving around the maze like structures the group finds that they are greeted by a group of feral Orks. A battle ensues that leaves the explorers victorious though heavily injured. They continue deeper behind ork lines and find Lady Ash and an group of Fel guards defending themselves against Orks as well. But the Explorers let the two battle it out to drive them down. The Fel crew members are the winners but it is short lives as the crew of the Tribute eliminate all but Lady Ash. This is the first time meeting her face to face. After some heated words and the exchange of weapon fire they agree to a temporary truce to get answers from the Star Mirror

The group gets what they are after and realize that the Righteous Path is laying in a large asteroid in the Shard Halo around the edge of the system. They exit and return to their ship and rest up in route to the location of their desired treasure.

Once there they land and are met by a small squad of Hadarak Fel's ship guard. The following combat exists in the void but the explorers are successful in their assualt. They quickly gain entrance to the damaged treasure ship. Once inside they go to the cargo hold to find that there are energized maglocks in place. Choosing to go to the bridge they want to turn off what little power remains in the ship. Once there they are once again attack. This time however it is by two battle servitors with heavy weapons and Lady Ash. However it seems that Lady Ash is convinced in the insuing fire fight to not attack the adventurers. The two battle servitors are destroyed by the rest of the troupe.

Smultanious to this event Hadark Fel ambushes the Tribute onboard his own Frigate, the Fel Hand. The battle continues long enough for the explorers to return and assist the ship in scaring off the Fel Hand. Instead of chasing after them though they instead return to the Rightous Path and collect their bounty. Going back to Footfall they sell their loot, repair their ship and recover from the toll that was taken on their bodies and minds.

---
After recovering the group hears about the whispers of a possibly interesting new adventure. The Seven Warp Witches of Footfall are to have a foretelling of some great quest. Their services and visions are so insightful that individuals have to auction of unimaginable costs and wealth.

The explorers though give the seven warp witches a "One Favor for any action" type of deal. They accept and along with the other five that make it in the group get into the foretelling. However in the same time the explorers also go to the local drug dens of Footfall and score some expensive narcotics. In the process they are confronted by a group of gangsters that were hired to kill them. Too bad for the hired guns though because they were all unceremoniously killed by the explorers.

Attending the meeting with the witches the group receive a strange vision that invades their mind that tells them about the Dread Pearl, a mysterious treasure that they hunger for now.

Exiting Footfall to pursue the Dread Pearl they are fired upon by turrets of Footfall. The Tribute is able to make an escape though it loses 25% of its hull integrity in the process. Now it lingers on the edge of space. The explorers conduct a ritual to find the true location of the Dread Pearl. Their Navigator is able to learn of its location and sets a location for the jump.

Before they can jump to the warp though they see a ship belonging to one of the other members of the Foretelling getting attacked by a ghost like ship flitting in and out of view. The imperial vessel that is under attack is Baron Djanko Scourge.

They choose to ignore Djanko's plight and make ready to head into the warp. During this transition the attacking xeno vessel switched targets. Djanko's ship made its escape. After taking some damage from the xeno vessel the Tribute escapes as well. The rushed escape was far from easy and caused a great deal of unrest in the ship during its transition. The gellar field partially failed in the entrance but was restabalized. This allowed a single daemon to get onboard. The creature caused a series of killings onboard but this was undercut by the mutiny that formed onboard.

The adventurers were able to allow the crewmembers to stop their mutiny by offering them to stay on as freemen instead of pressganged crew. The crew members agreed to this and let go of their hostages. The killings continued though and the advnetures were able to track down the warp spawn thanks to the assistance of Lady Ash. A hard fought fight that ended with a dozen guardsmen killed on top of the scores already slaughtered ended with the Ebon Geist being defeated.


[Everyone is at full health but the ship is at 30/40 hull integrity]


Hammer of Truth
Hull: Light Cruiser
Class: Dauntless class light cruiser
Dimensions and statistics: Dimensions: 4.5 km long, .5 km abeam at fins approx.
Mass: 22 megatonnes approx.
Crew: 65000 crew, approx.
Accel: 2.5 gravities max sustainable acceleration
Djanko’s ship is as unsophisticated as he is. Once a swift Dauntless class cruiser, he has heaped it with armour and weapons until its much abused engines struggle to drag it through the stars.


Speed: 5
Manoeuvrability: +7
Detection: +20
Void Shields: 1
Armour: 22
Hull Integrity: 60
Morale: 98
Crew Population: 100
Crew: Competent (30)
Turret Rating: 1
Weapon Capacity: Prow 1, Port 1, Starboard 1
Space: 60
Power: 60


Essential Components
Strelov 2 Warp Engines, Gellar Field, Jovian Pattern Class 3 Drive, Single Void Shield Array, Armoured Command Bridge, M-1.r Life Sustainer, Pressed-Crew Quarters, M-100 Auger Array

Supplemental Components
Port Mars Pattern Macrocannons, Starboard Mars Pattern Macrocannons, Prow Mars Pattern Macrocannons, Cargo Hold and Lighter Bay, Barracks, Reinforced Internal Bulkheads, Armour Plating, Excess Void Armour



----

Enemy status
Shard of Dawn


Speed: 14
Manoeuvrability: +45
Detection: +25
Void Shields: —
Armour: 14
Hull Integrity: 20
Morale: 100
Crew Population: 100
Crew: Crack (40)
Turret Rating: 1
Weapon Capacity: Prow 2
Space: 30
Power: 50



Essential Components
Aconite Solar Sails, Warp-plotter, Command Bridge, Xenos Life Sustainer, Xenos Crew Quarters, Xenos Sensor Array

Supplemental Components
Prow starcannon cluster battery x2, Holo Field, Runecaster Additional Rules Master

Starfarers: The Eldar are some of the most skilled voidfarers in existence, and their ships are designed to make the most of their talents. Any Eldar aboard an Eldar vessel may re-roll any Piloting Tests for Manoeuvre Actions.

------
 
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Darasuum

RANCOR SQUAD!
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Nemesi of the Tribute

Sebastian Sawyer


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A Captain "privateer" of the ship Inevitable Promise, is under the clandestine employ of the navigator house Cedd. Cedd is one of the mysterious Renegade navigator houses in the koronus expanse and has had quarrels with the explorer's own navigator house in the past. Now that they are opposing one another. He does their dirty work and enjoys doing it for the most part as he gets to keep anything he takes from the Navigator house's enemys.



Origin
Reviled by the Throne 15 / 5

Motivation
Greed 5 / 15

Ds & Ds
Wealthy scoflaw 5 / 15

Stakes
Profit 15 / 5

Archetype
Pirate prince

Rank
1

Total BP: 40
Total PF: 40


[tr2][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]Ag[/td][td]Int[/td][td]Per[/td][td]Wil[/td][td]Fel[/td][/tr2]
[tr1][td]51[/td][td]51[/td][td]34[/td][td]42[/td][td]40[/td][td]34[/td][td]40[/td][td]47[/td][td]36[/td][/tr1]
Move: 3/6/9/18
Wounds: 15
Acrobatics
Awareness
Charm
Barter
Command +10
Common Lore (Adeptus Arbites, Imperium, merchant, Navi Noblite, underworld)
Deceive
Dodge +10
Intimidate
Interrogation + 10
Inquiry +10
Navigation (sttellar) +20
Pilot (space craft) +10
Tech use
Trade (Void Farer)
Speak language (ship dialect, void cant)


Ait of authority, ambidextrous, basic weapon training (Universal), Decadence, Die Hard Exotic Weapon Training (digi-laser), Dual shot, Jaded, Light Sleeper, Melee Weapon Training (Primitive, Universal), Paranoia, Peer (Criminals, pirates, underworld), Pistol Training (Universal), Resistance (Fear), , Swift Attack, two weapon wielder,

Void accustomed*
Dark sight*

Armour: Light carapace (Arms 4, Body 5, Legs 4).
Weapons: Bolt pistol (30m; S/2/–; 1d10+5 X; Pen 4; Clip 8; Reload Full; Tearing)
hand cannon (30m; S/–/–; 1d10+4 I; Pen 2; Clip 5; Reload 2Full)
chainsword (1d10+5 R; Balanced, Tearing),
Digi-laser (3m; S/-/- 1d10+3 E; Pen 7 1 Full reliable)
Balefule Eye[hellpistol (10 m; S/2/- 1d10+4 E, pen 7, 40, 2 full)
Gear: Motley uniform, bionic eye (GC), 2 bolt pistol clips, 4 hand cannon clips, 1 clip for exotic weapon, dubious charts.

insanity: 2
corruption:
 
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Darasuum

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Turrets

The hull of a starship is often covered with short-range, rapid-firing weapons. These could be rapid-cycling multi-lasers, quad-barrelled auto-cannon, or even vulcan megabolters. All are collectively referred to as turrets and are designed to shoot down torpedoes and assault craft, as well as help defend the ship in the event of a boarding action. If a starship has defence turrets, it has a turret rating. The turret rating does not correspond to the actual number of turrets—a starship with scores of defence turrets might only have a turret rating of 1. For each point of a starship’s turret rating, the ship imposes a –10 penalty on the piloting tests of any Hit and Run Attacks directed against it. Additionally, each point of a starship’s turret rating adds +10 to its side’s Command Test during a boarding action.

Destroying Ships

Most of the Critical Hit results will not destroy a ship outright. Rather, they will instead damage it in some way. This is indicative of the nature of space combat in Rogue Trader—ships are rarely completely destroyed, and often even badly damaged hulks can be dragged back to port for salvage and refit. However, a GM should never feel constrained by the Critical Hit chart when dealing with an NPC vessel. If he prefers a simpler space combat, he can modify the Critical Hit Chart in the following manner. When the starship is reduced to zero Hull Integrity, the Critical Hit Chart changes so the 1-9 results are the enemy vessel drifting away as a shattered, completely worthless hulk, and the 10–12 results are the ship violently exploding. If a 10–12 critical result is rolled, treat the ship as if it suffered a Catastrophic Overload. This means an NPC vessel will suffer the effects of Critical Hits as normal while its Hull Integrity is above zero. Once it hits zero, any Critical Hit—whether from doing damage past Hull Integrity or from a Weapon Component’s Crit Rating—will destroy the vessel. Of course, this modification means the players will have no enemy ship to board and explore...


A Question of Scale

Players may notice that the shipboard weapons roll similar amounts of damage dice as their handheld weapons, and may be tempted to lean out their ship’s airlock with their trusty lasgun. Obviously, ship-to-ship combat is measured on a completely different scale than any other form of fighting even if the dice are the same. Handheld or vehiclemounted weapons are unable to harm a starship, and the trusty lasgun wouldn’t even scratch the paint of an enemy vessel. Conversely, if a player or vehicle were ever hit by a starship’s main weapons, the results would be as horrifying as they would be fatal. Most starship weapons are not precise enough to target something as small as a person, but if it happens, that unfortunate is instantly destroyed.



Eldar related stuff

Eldar Components
The ships of the Eldar are vastly different from any human construction, and may have different rules that apply to them.
Aconite Solar Sails The Eldar disdain the use of brutish plasma drives, and instead soar across the void powered by the light of stars, caught in vast solar sails that extend from the ship like wings. This both powers the ship and provides propulsion. A solar sail allows an Eldar ship to move, and provides it with power. In addition, it conveys the following benefits.
Supreme Manoeuvrability: A ship with solar sails may interrupt its Manoeuvre Action at any point to perform a Shooting Action. Once the Shooting Action is resolved, it must complete the remainder of its Manoeuvre Action. The limit of one Shooting Action per turn still applies.

Eldar Starcannon Cluster Battery
The Eldar have long perfected plasma technology, and do not arm their vessels with crude projectile cannons. Their ‘macrobatteries’ are made up of multiple turrets of immense clusters of starcannons, capable of punching through armour with intense plasma beams.
Superior Accuracy: Eldar vessels gain a +10 to Ballistic Skill Tests made to fire a starcannon cluster battery.
Type: macrobattery | Strength 4 | Damage 1d10+2 | Crit 4 | Range 6

Holo Field
A Holo Field is an ancient wonder of the Eldar race and the bane of Imperial gunners. The field creates a multitude of “ghost images” of the Eldar ship, each in a different location. It effectively masks the ships true position to such an extent that it is nigh impossible to determine exactly where it is, taking random shots into the void in the hopes of scoring a glancing hit.
Holographic Cloaking: All attacks made against a ship with a functioning Holo Field suffer –40 to any Test to hit in addition to any other penalties (for example, this would include both a Ballistic Skill Test to hit the ship with lances, and a Pilot (Space Craft) + Manoeuvrability Test to ram the Holo Field equipped ship). Macrobatteries, due to their massive broadsides that fill a large area of space with ordinance, only suffer a –20 to hit. Ships also suffer a –30 to any attempts to use any Extended Actions against the a holo fielded ship that involve Detection (such as Lock on Target and Focused Augury). Eldar Defensive Doctrine: Eldar ships have no void shields, and always have their Holo Field active unless it is destroyed.

Table 3-3 Eldar Components
Eldar Components | Appropriate Hull Type | Power | Space
Aconite Solar Sails | Frigate | 50 generated | 0
Starcannon Cluster Battery | All ships | 5 | 3
Holo Field | All Ships | 8| 4

Eldar Starships
The Eldar race is an ancient one and its ships are amongst the most sophisticated in the galaxy. In addition, Eldar crews are arguably the best-trained and most naturally-able spacefarers of any race. Eldar ships move by capturing stellar energy through their sails and using this to power their movement. The amount of energy they can capture and therefore the distance they can travel depends on their orientation with regards to the nearest star. The ships are graceful and extremely manoeuvrable, allowing them to dart in and launch an attack and then pull back before their slower moving enemies have a chance to react. Eldar ships are protected by holofields which distort targeting sensors and make them very hard to hit, rather than offering any physical protection. However, attacks that do strike home tend to cause considerable damage to these sophisticated but fragile vessels.
As a race, the Eldar are highly accomplished raiders. They use rapid hit-and-run attacks to eliminate isolated pockets of the enemy, utilising their speed and manoeuvrability to strike where he is weakest. However, if the enemy is able to bring sufficient force to bear, Eldar ships are not sturdy enough to withstand the furious bombardments of a full fleet engagement. Therefore, strength in numbers and a compact defence have always been the best tactics to use against an Eldar attack.
 
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