Jump to content

truedragon5374

Members
  • Content Count

    19
  • Joined

  • Last visited

About truedragon5374

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Lake Stevens, Washington, United States
  1. Rogue Trader ranks profit in reference to how many moons you can buy, and these explorers routinely obtain and carry around items that are literally one of a kind, so how could selling a pair of inferno pistols have increased thier wealth by any appreciable margin? According to Into the Storm you can make Combi Basic weapons AND Combi Pistols so long as you are only combining weapons of the same class: Basic+Basic or Pistol+Pistol.
  2. Ok so i am kind of new to being my groups GM but i have been playing WH40k RPGs for a while now. Anyway my groups Rogue Trader has been duel wielding bolt pistols since the start of the campaign and not too long about started Tri-wielding bolt pistols with the aid of an MIU implant. Nothing to unussual there. However last game he turned all three pistols into combi-pistol by combining them with inferno pistols to give himself more short range firepower. But he wants to get around the one shot clip limitation by hooking all the combi-infernos to an Ammo Backpack, giving him something like 80 melta shots split between the 3 weapons. So my questions are thus: 1. Can multiple weapons of the same type and class be connected to a single Ammo Backpack? 2. Can you connect a combi-weapon's secondary weapon to an ammo backpack? 3. Can you put a combi-pistol on an MIU weapon mount on your shoulder? So what do you say guys ... could you please help a first time GM out?
  3. Greeting Truedragon here. I like Navigators i really do and i love most of the detailed houses found in the Navis Primer. But I really like Nomadic Houses and the ones in that book are nothing but unfortunate bluebloods and crazy people. So i decided to make my own house. Mostly i did this because i wanted to play a space gypsy. So take a look and tell me what you think. HOUSE ALEEN For as long as anyone can remember the Navigators of House Aleen have been vagabonds, rich vagabonds but vagabonds non-the-less. Even their own archives do not go back to a time when they were not a house of nomads. They live, dress and act like space gypsies. No one outside that house really know if it is an affectation or that is just how they are. Instead of the stiff mantled robes other Navis Nobilite wear, House Aleen choose to wear brightly colored, haphazard garments, though anyone with an eye for it can see that these are not rags but the finest silks. All House Aleen Navigators are possessed of some measure of wander lust and try to get positions on far ranging vessels whenever possible. They are extremely skilled at charting never-before used warp routes and do so with a near manic relish. However, they have been known to, on occasion, declare an unstable new route safe, just so they could get the chance to see where it would lead. “Just crazy enough to work” is something of a family saying. Indeed no one has ever accused them of being completely sane, even if they are highly functional in spite of their eccentricities. House Aleen have longstanding traditions of storytelling and music. Every member of the house owns at least one instrument, usually one made from the bones of their ancestors. It is not uncommon for one of them to join a ship's voidmen to trade songs and stories over drinks when not on duty. Unlike most Navis Houses, House Aleen does not maintain any planetary palaces. Instead all house members not assigned to navigate ships live in vessels that have been converted into space faring palaces and migrate slowly from one sector to the next. Somehow they always seem to know to leave a sector a decade or so before any major calamities break out like warp storms or xenos invasions. When one of their 'home ships' comes to a new system it will dock with a space station and serve as an ad-hoc recruitment/representation mansion for a few decades. The home ships of House Aleen will cycle through the port worlds of a sector for a century or so before the House Novator decrees that they are moving to the next sector. There are very few sectors that they have not set up shop in at one point or another. Most recently House Aleen has come to the Calyxis Sector and they have been here for a half century so far. In all that time at least one of their ships has been docked at Port Wander supplying Navigators to the flurry of ships rushing through the Maw Passage to the Expanse. Due to their migratory nature House Aleen sometimes has trouble establishing marriage contracts with other Navis Houses. Most often they try to make contracts with other nomadic Houses that they have come in contact with before. In particular, House Aleen has made more marriage contracts with House Brabazon than any other, as House Aleen members are among the few that have the patience to deal with the mad House's large list of paranoia. Due to this bond House Aleen considers itself an ally of House Brabazon, though it is not all-together certain if the feeling is shared by that bunch of loonies. Still marriage contracts often aren’t enough so House Aleen has adopted the practice of adopting wayward Navigators into its fold. Exiles, renegades, and the last survivors of broken Navigator Houses have found a home with House Aleen, indeed the Aleen Novator is rumored to be one of the last survivors of the destroyed House Nostromo. This practice has brought them under the scrutiny of the Adeptus multiple times but their open nature about all their affairs has seen them through these times of suspicion. One of the first service contracts House Aleen signed in Calixis was with Rogue Trader Aoife Armengarde who won an exclusive service contract through her skilled negotiations with the House Novator. Since then every Armengarde Dynasty ship or convoy to enter the Koronus Expanse has had a Navigator from House Aleen. This has turned out to be a very profitable relationship. The skilled Aleen Navigators have enabled Aoife to penetrate into some of the worst warp shoals to reach lost treasures and she has been more that generous with her gratitude and this has forged a bond of respect between the House and Dynasty. Recently there has been friction with House Visscher who sees House Aleen as interlopers. Also many of the Calixian Navigators adopted by House Aleen have been betrayed, in one way or another, by House Visscher so there is a growing distrust and rivalry between the two clans. Also disaster struck when a ship carrying a dozen Navigators of House Aleen to Footfall was raided by Rogue Trader Krawkin Feckward. Rather than ransom the Navigators back to their house, he instead sold them to pirates who enslaved them to navigate their vessels. This has earned the eternal enmity of House Aleen, which is bringing resources to bear on hunting Krawkin Feckward down, including putting a price on his head. Character Creation: Navigators from House Aleen are created using the rules for Nomadic Houses. Family Grudge: Navigators of House Aleen have long memories for those who hurt their family and many of its adopted members are bitter to those that ruined their former houses. But they are also loyal to those that have earned it. Therefor they begin play with Rival (Feckward Dynasty), Enemy (Feckward Dynasty), Rival (House Visscher), and Good Reputation (Armengarde Dynasty). A Motley Assortment: House Aleen's habit of adopting strays and orphaned navigators, no matter their origin, has contributed greatly to their stores of secret Navis knowledge, and to their list of eccentricities. House Aleen Navigators start play with 1d5+2 Insanity Points and 1d5-2 Corruption Points, however, when selecting powers at character creation House Aleen Navigators select one Navigator power in addition to the Lidless Stare power. This chosen power is immediately boosted to Adept level but may never be raised to Master level. Bone Music: House Aleen has a long tradition of music and story telling to pass the time on their endless voyage. All members of House Aleen learn to play at least one instrument, which they often made themselves, often made out of, or incorporating, the carved bones of their ancestors. House Aleen Navigators start play with Trade(Musician)(Ag) and Trade(Scrimshawer)(Ag) as trained skills. They also start with one Best-quality musical instrument of their choice. Signature Ritual: The Navigator finds a large open space in the ship (preferably with good acoustics and without loud machinery). There he builds a large bonfire that includes a good amount of hallucinogenic incense. Once it is up to a good burn he dances wildly around the fire while playing his chosen instrument. While dancing and playing he sees visions in the fire and hears portents in the echoes of his music. When attempting to determine the status of a Warp route, a Navigator of House Aleen gains a +10 bonus on the roll if he performed this ritual before hand. He also gets a +10 on any roll to locate the astronomicon if this ritual has been performed in the last few hours. Family Flag: Black, crossed with Gold X, with a green feather in the center.
  4. Are there any official rules for using starship macroweapons and lances to try and shoot down approaching attack craft, particulatily bombers, before they make thier attack runs? Conventional wisdom would dictate that it would be niegh impossible to target agile, 50m long fighters with cannon shells 3 times thier size and that laser weapons and lances would give off energy emissions that even fighters could pick up and therefore know when to scatter. So i assume that shooting at bombers and assault boats with ship board weapons is pointless but does anyone know otherwise?
  5. OK So all Hear this. Please just ignor the Myrmidon and its many failures. I made if based on an asumption that turned out to be wrong. But please tell me what you think of the Red Kite.
  6. Ok, so I did a little rewriting and fixed some errors with the Myrmidon, mostly i corrected the Space available, SP cost, and the lance mounted in the example build. Also a friend of mine convinced me to remove the flight ops bridge so i did that too. And I renamed the class type. So here is the Myrmidon Mk.2 Myrmidon-class Monitor Carrier Hull: Light Cruiser Speed: 5 Maneuverability: +12 Detection: +15 Hull Integrity: 60 Armour: 20 Turret Rating: 1 Space: 48 SP: 60 Weapon Mounts: 1 Prow, 1 Dorsal, 1 Port, 1 Starboard (of these slots, 1 port and 1 starboard slot pre-equipped with Components) Crew: 47,000 crew, 6,100 pilots and support staff, approx Carrier: The Defiant-class light cruiser comes pre-equipped with two Lathe-pattern Launch Bay Components which may not be removed. The hull’s space has already been reduced to account for this; however, when the ship is constructed it must be able to provide one Power to each launch bay Component (two in total). The Myrmidon class vessels are a modification of the Lathe class unique to the Calixis Sector. The first Myrmidon light carrier was adapted from the existing design soon after the first Secutor class monitor cruisers were laid down, when the forge world determined that the existing light cruiser squadrons were lacking in fighter support. Rather than spend the considerable resources to construct true cruisers or import large numbers of Defiants, they developed the Myrmidon. They were used as a test bed for the Lathe pattern launch bays, though some hull frames had to be removed to make them fit. While the Myrmidons were built with many of the improvements found in the Secutors, they are not as well armed and shielded as the Secutors they support, as they are intended to stand in the second line and provide fighter support and bombing runs while the Secutors soak up the cannon fire. These ships are typically armed with long ranged energy weapons to support the fighters and they rarely carry assault craft, instead carrying additional interceptors and bombers. Myrmidons are now found in almost every Calixis based Explorator fleet and the Lathe system defense fleet. Examples of the Myrmidon-class Monitor Carrier Myrmidon-class Monitor Carrier Iron Shield Speed: 5 Maneuverability: +12 Detection: +15 Hull Integrity: 60 Armour: 20 Turret Rating: 1 Space: 48 SP: 60 Weapon Mounts: 1 Prow, 1 Dorsal, 1 Port, 1 Starboard (of these slots, 1 port and 1 starboard slot pre-equipped with Components) Essential Components Power(60) Space(48) SP Jovian class 3 Drive (+60) 10 - Strelov 2 Warp Engine 12 12 - Gellar Field 1 0 - Void Shield 5 1 - Command bridge 2 1 +1 M-1.r Life Sustainer 4 2 - Voidsmen Quarters 2 4 - M 100 Auger Array 3 0 - Supplemental Comps Power(31) Space(18) SP Lathe-pattern Landing Bay 1 - free Lathe-pattern Landing Bay 1 - free Sunhammer Lance Battery 13 6 +2 Hecutor Plasma Battery 8 3 +2 Small Craft Repair Deck 2 2 +1 Pilot's Chambers 1 1 +1 Cargo Hold and Lighter Bay 1 2 +1 Tenebro Maze 2 3 +2 Crew Reclamation Facility 1 1 +1 (1) ()
  7. DOH! I must have missed that in the errata. And I ment to install a Godsbane Lance Weapons not a Battery. My bad. About the Dorsal weapons slot, I actually used the Secutor as the base and then 'down-graded' the shields. Also remember the the Lathe-pattern launch bays are acutally inferior compared to the standard models because they become depressurized if they lose power even once. So i will post a rewrite soon.
  8. By the way, a Red Kite is a breed of european falcon that is agressive enough to pick fights with eagles. It seemed appropriate.
  9. Hello all you traders and bandits, Truedragon here with some more custome hulls. This time around, Carriers! I built these ships for two reasons, I was unsatisfied with the design of the Endevour, and I wanted to build a pirate ship with a hanger bay. Now before the nay-sayer start up, I know theses classes could normally not carry the types of fighter bays i put into them, but as we have seen with the Endevours, it is possible if the ships have them from the get-go. Also about the Myrmidon, I included the flight ops bridge because one particular Mechanicus saying: Built to Purpose, so ruminate on that when you read. Enough ranting. Tell me what you think and if anyone in the Everett, WA needs another player please email me or post an invite here. Thanks. Myrmidon-class Monitor Cruiser Hull: Light Cruiser Speed: 5 Maneuverability: +12 Detection: +15 Hull Integrity: 60 Armour: 20 Turret Rating: 1 Space: 50 SP: 57 Weapon Mounts: 1 Prow, 1 Dorsal, 1 Port, 1 Starboard (of these slots, 1 port and 1 starboard slot pre-equipped with Components) Crew: 47,000 crew, 6,100 pilots and support staff, approx Carrier: The Defiant-class light cruiser comes pre-equipped with two Lathe-pattern Launch Bay Components And a Flight Command Bridge, which may not be removed. The hull’s space has already been reduced to account for this; however, when the ship is constructed it must be able to provide one Power to each launch bay Component and two Power to the bridge Component (four in total). The Myrmidon class vessels are a modification of the Lathe class unique to the Calixis Sector. The first Myrmidon light carrier was adapted from the existing design soon after the first Secutor class monitor cruisers were laid down, when the forge world determined that the existing light cruiser squadrons were lacking in fighter support. Rather than spend the considerable resources to construct true cruisers or import large numbers of Defiants, they developed the Myrmidon. They were used as a test bed for the Lathe pattern launch bays, though some hull frames had to be removed to make them fit, and built with dedicated flight ops. Myrmidons are not as well armed and shielded as the Secutors they support, as they are intended to stand in the second line and provide fighter support and bombing runs while the Secutors soak up the cannon fire. These ships are typically armed with long ranged energy weapons to support the fighters and they rarely carry assault craft, instead carrying additional interceptors and bombers. Myrmidons are now found in almost every Calixis based Explorator fleet and the Lathe system defense fleet. Examples of the Myrmidon-class Monitor Cruiser Myrmidon-class Monitor Cruiser Iron Shield Speed: 5 Maneuverability: +12 Detection: +15 Hull Integrity: 60 Armour: 20 Turret Rating: 1 Space: 50 SP: 58 Weapon Mounts: 1 Prow, 1 Dorsal, 1 Port, 1 Starboard (of these slots, 1 port and 1 starboard slot pre-equipped with Components) Essential Components Power(60) Space(50) SP Jovian class 3 Drive (+60) 10 - Strelov 2 Warp Engine 12 12 - Gellar Field 1 0 - Void Shield 5 1 - Flight Command bridge 2 - free M-1.r Life Sustainer 4 2 - Voidsmen Quarters 2 4 - M 100 Auger Array 3 0 - Supplemental Comps Power(31) Space(21) SP Lathe-pattern Landing Bay 1 - free Lathe-pattern Landing Bay 1 - free Godsbane Lance Battery 13 6 +3 Hecutor Plasma Battery 8 3 +2 Small Craft Repair Deck 2 2 +1 Pilot's Chambers 1 1 +1 Cargo Hold and Lighter Bay 1 2 +1 Tenebro Maze 2 3 +2 Crew Reclamation Facility 1 1 +1 Observation Dome 0 1 +1 Observation Dome 0 1 +1 Librarium Vault 1 1 +1 () () Meritech Red Kite-class Carrier Frigate Hull: Frigate Speed: 8 Maneuverability: +17 Detection: +20 Hull Integrity: 32 Armour: 16 Turret Rating: 2 Space: 36 SP: 41 Weapon Mounts: 1 Prow, 1 Dorsal (of these slots, 1 prow slot pre-equipped with Components) Crew: 31,000 crew, Carrier: This ship comes pre-equipped with one Prow mounted Lathe-class Launch Bay Component which may not be removed. The hull’s space has already been reduced to account for this; however, when the ship is constructed it must be able to provide One Power to the Components. Glass Jaw: This ship lacks the heavy prow common to Imperial vessels and is ill prepared for ramming enemy vessels; it does -1 Damage with Ramming attacks and may not mount a Reinforced Prow. Hollow Core: To make room for the hanger bay this ship, the forward core was built largely hollow. Double all crew pop losses due to depressurization. The Meritech clans were an infamous rabble of voidborn star gypsies, wanderers and scavengers, who came to reside in the border zone worlds of the Merates cluster during the final years of the 40th millennia. Initially content to forage for parts for their ramshackle fleets from ruined space hulks drifting into their territory, within a century they had embarked upon a lifestyle of piracy, and routinely attacked vessels passing between the Calixis and Ixaniad sectors. In 211.M41 mere banditry gave way to all out war when Meritech raiders ambushed a trio of Battlefleet Calixis Sword-class frigates. Only one Sword escaped. This plunged the entire region into a fifteen-year war which only concluded when Battlefleet Calixis crushed the Meritech Clan strongholds. Subsequent Inquisitorial investigations established, it is said, sinister tech-heretics behind the events. Of the many deadly raider vessels utilized by the clanfleet survived, the vessel type designated as Red Kite-class is one of the most unusual. Unlike most of the raider ships build by the clan, these frigates carried very little heresy grade tech, however the hull design flies in the face of most Imperial ship building concepts. The Red Kites are carrier frigates, a concept thought to be laughable before several of them pooled their squadrons to kill an Imperial cruiser, then escape its escorts. They typically carried whatever heavy energy battery the clan could get their hands on while mounting a single launch bay in their bow, foregoing the usual heavy prow of other human ships. To make room the ship is unusually wide and squat for a frigate and lacks the massively redundant bulkhead framework and overlapping pressure seal doors that mechanicus shipyards insist on. This makes the vessels somewhat fragile, none the less they were often used as flagships for the clanfleets raider squadrons. While most of the Red Kites that survived the Meritech War found their way into the hands of pirates, many officials were surprised when Grand-Magos Thule ordered several captured Red Kites be pressed into service of his growing explorator fleet. Examples of the Maritech Red Kite-class Carrier Frigate Meritech Red Kite-class Carrier Frigate Instigator Speed: 8 Maneuverability: +17 Detection: +20 Hull Integrity: 32 Armour: 16 Turret Rating: 2 Space: 36 SP: 41 Weapon Mounts: 1 Prow, 1 Dorsal (of these slots, 1 prow slot pre-equipped with Components) Blasphemus Tendencies, Haunted Essential Components Power(45) Space(36) SP Jovian class 2 Drive (+45) 10 - Strelov 1 Warp Engine 10 10 - Gellar Field 1 0 - Void Shield 5 1 - Command bridge 2 1 +1 Vitae Life Sustainer 4 2 - Bilge-rat Quarters 1 2 - M-201.b Auger Array 5 0 - Supplemental Comps Power(17) Space(10) SP Jovian-pattern Escort Bay 1 free - Ryza Plasma Battery 7 4 +2 Small Craft Repair Deck 2 2 +1 Pilot's Chambers 1 1 +1 Cargo Hold and Lighter Bay 1 2 +1 Empyrean Mantle 3 0 +2 Crew Reclamation Facility 1 1 +1 (1) ()
  10. Honestly I 'built' these ships after my group disintegrated so I haven't had any feedback up till now so thanks for the comments. I mainly built the Anvil because I thought it was stupid that something as big as a frieghter couldn't mount a Manufactorum and because it was a ***** trying to find a good hull to put a Stardock Piers fit into. The Destrier just seemed like a natual counterpart, and it fit the back story (do you like the backstory?). About your points: I guess these ships (especially the Anvil) are a little too cheap for what you get from them, so just increase the SP cost by 4-6 points if you wish to use it. As the the Anvil's Power bonus, It really kind of needs it to function, as one of you said, every ship the Imperium builds is armed, hell even a Jerecho pilgram ship can blast a city from orbit. So the Anvil needs that extra power to run its shipyard piers and mount even basic weapons. You can see in the examples that I gave it just enough room and power for some Mars Macros and a cargo hold. Despite the Anvil being 'based' on the Destrier, I actually built the Destrier second and just tried to keep the space equivelent, I figured the 'extra generators' would take up about 5 Space which if you calculate the ships stores against the stardock piers and manufactorum comes out equal between the two ships. I just made sense that if thier were refinery ships the size of the Goliath that something like these two ships would exist too, a Navy needs more that just warships. About the Destrier, after posting these designs I mad a small change. I felt the design was to specialised so I traded one of the Ship's Stores for one Main Cargo Hold, my reasoning being that these ships would be Required to hawl food and munisions as well as whole Components. So again, Thanks for the comments and i look forward to more.
  11. OK I am seriously fishing for comments and reviews here. I came up with this idea after by rpg group broke up so i haven't had a chance to use it. Would anyone use this class? I could realy use some critiqueing. Please be as brutal as you want. I can take it.
  12. I love the idea of playing a kroot, they are the perfect mercenaries. But I also like the options alternate classes give a player. So i was a mad when the only alternate class for a kroot player involved becoming a squad leader, which is a lot of extra work that i didn't want to deal with. So i made my own kroot class based on thier strengths. Rather than focus on combat it tried to make his stand out from human characters by making him the ultimate tracker. I tried not to make the class to broken and honestly i ripped a lot of it from the Cyber-Mastif Handler class from The Book of Judgement. I based the stats and description of the kroot hound on every canon source i could find. So please use this class as you see fit and tell me what you think, please, be as brutally honest as you want. Hound Master The Kroot are survivors, they are hunters. There are few things that they like relish more than stalking a strong prey, running it to ground and killing it. While the Kroot value their kindred greatly they very much enjoy the solitude of the pursuit aswell. Thus, they find the perfect hunting companion in their evolutionary cousins, the the kroot hounds. These are not the dumb pack hunters one usually finds on feral worlds, not long ago these creatures shared a common ancestry with the mercenary Kroot. They possess a narrow intelligence and a lust for pray and are not easily brought to heel. There are none so skilled in the art of tracking as a Kroot Hound Master and his pack. Unlike the beast tamers of other races he will never fully dominate his hounds, he must establish himself as the alpha constantly. This does not mean his hounds are not loyal to him, for he is family, he is pack, but if he is to command them he must prove himself often. When a Kroot wishes to become a Hound Master he just has to pass a single test. His is covered in blood and then thrown into a pit or locked room with three untrained kroot hounds for one full day. If both he and all three hounds are alive and uncrippled after this time then he will be instructed by the senior Hound Masters of the kindred. He learns to understand his hounds as he would one of his brothers and how to be understood by them. Hound Masters spend years with their hounds, training them for the hunt and the kill. They spend countless hours running their charges through drills and following scent trails, curbing their natural aggressiveness until they are commanded to unleash it. He will teach young hounds how to be patient for the ambush and how to stalk in silence. He learns to tend to his charges without codling or patronization, and how to tend to the woulds they receive in combat with strong prey. All of this training is culminated on the beasts' first actual hunt, in which the handler takes his charges into the field to be put to the test. The aspirant master will take a single hound on a hunt with a truly dangerous pray armed only with a bladed fighting staff. This could be some terrible monster or a skilled killer who has managed to impress other Kroot with his skill. He is set far from his pray and must track it for however many days or weeks it takes to bring it down. Once he brings proof of his kill back to the kindred he is considered a Master of Hounds. When Kroot go to war the Hound Masters play an important roll for it is often the hounds that lead the charge. It is rare for a Kroot kindred to be without several hound masters. Becoming a Hound Master Required Careers: Kroot Alternate Rank: Rank 1 or higher (5000 xp) If this class is not taken at character creation then any hound received from this class must be trained before use (see below) Benefits: Upon taking this career the Acolyte automatically receives one kroot hound at the earliest, plausible opportunity. He also receives the Alpha if the Pack Talent. Requirements: Must have Wrangling as a trained skill, or must take it immidiately upon becoming a Hound Master. Hound Master Advances Advance Cost Type Prerequisites Awareness 100 Skill — Climb 100 Skill — Dodge 100 Skill — Tracking 100 Skill — Search 100 Skill — Shadowing 100 Skill — Survival 100 Skill — Wrangling 100 Skill — Wrangling+10 200 Skill Wrangling Wrangling+20 200 Skill Wrangling+10 Scholastic Lore (Beasts) 200 Skill — Scholastic Lore (Beasts)+10 200 Skill Scholastic Lore (Beasts) Scholastic Lore (Beasts)+20 200 Skill Scholastic Lore (Beasts)+10 Pack Hunter 100 Talent Tracking Exotic Weapon (Pick One) 200 Talent — Talented (Wrangling) 200 Talent — Practiced Veterinarian 200 Talent — Bloodtracker 300 Talent — Wolf Pack Tactics 300 Talent Wrangling Thrown Weapon (Universal) 500 Talent — TALENT: ALPHA OF THE PACK Hound Masters spend years learning the task of training their hounds, balancing command discipline with their natural savagery. He may use his Wrangling skill with his hounds in the same way he would use the Command skill with other sentients and is treated as having the Iron Discipline talent for those tests. When making a Wrangling Test with his hounds he gets to add both his Intelligence and his Willpower bonuses to the test. He may maintain control over a number of hound equal to his unmodified Intelligence bonus of character level, whichever is lower. He may apply the Iron Discipline talent to making his hounds resist those Willpower tests imposed by the Bestial trait in addition to normal Fear and Pinning tests. The Alpha of the Pack Talent only works with the the Hound Master's chosen hound species and only with those he has tamed using extended Wrangling tests (taming a new hound takes at least one month). During combat, hounds should always act immediately after their master regardless of their Initiative, unless GM takes control. TALENT: PRACTISED VETERINARIAN A Hound Master depends on his hounds just as they depend on him and so he must keep them in good health. The character gains Medicea as a basic skill but when using medicae on any of his hounds he gains +20 to the roll. TALENT: PACK HUNTER By training his hounds to take advantage of their pack hunting instincts the Hound Master is able to combine their efforts into a single hunting party far more capable than any individual within the group. For every hound controlled by the Hound Master participating in the hunt, the Handler receives a +10 bonus to Tracking Tests. In addition, he may gain bonuses from Heightened Senses talents possessed by one of his controlled hounds. TALENT: WOLF PACK TACTICS Some Hound Masters are adept at working alongside their charges, even in the thick of battle. These front-line Hound Masters often fight beside their hounds as trusted and familiar allies. When ganging up on an opponent with his hound, a Hound Masters imposes a -20 penalty to all Dodge or Parry Skill Tests made by his target. (GM's NOTE: This Alternate Career is intend for Kroot characters, but may be modified for human characters. Rogue Traders, Arch Militants, and Senechals are the most likely candidates for this class. However a different form of xenos 'hound' should be used as it is unlikely that anyone other than a kroot would be able to tame a kroot hound. You may use the Kroot Hound profile below but you should replace the Kroot centric Traits with more appropriate ones. Alternatively you may allow Explorator characters to take the Cyber-Mastiff Handler class from The Book of Judgment, Dark Heresy supplemental for use in you game.) (GM's NOTE: A Hound Master's hounds are under his nominal control and in game terms the player should be able to decide what they do, though as GM you may take control of the hound when you deem it appropriate, like after a failed Wrangling test. However, hounds should be prohibited from doing task that would require any real degree of sentience or dexterity like opening a door nob or navigating a complex vent system without his handler. Commands from the handler should be simple like 'attack that target', 'fetch', 'stay', 'come here' and so on. With your permission the character may teach his hounds very specific, complex commands such as training them to seek out and guard specially prepared scent markers. Also, these are animals, however tame, and anytime you as GM feel is necessary you may require the character to make Wrangling tests to prevent his hound from chasing small animals, biting smelly NPCs, peeing on the planetary governor’s shoes, etc.) KROOT HOUNDS Kroot Hounds are an evolutionary dead end of the Kroot species. They are a canine-like Kroots subspecies who excel at tracking and running down prey and are capable enough to fight enemies larger and stronger than themselves. They are often used in packs as dogs of war on the battlefield and scent hounds during a hunt by their Kroot masters. Using their agility, sharp claws and powerful jaws, they are able to wound or kill almost any opponent, even foes in power armour in certain instances. This, coupled with the fact that Kroot Hounds can take an incredible amount of punishment before being killed, means that Kroot Hounds can survive and deal terrible damage during prolonged melees, and will often survive long enough to run down the enemy should they try to flee. Kroot Hounds are ferocious in battle and are notoriously bad-tempered as beasts. Even when not in battle, it is not unheard of for a Kroot Hound to turn on its Kroot handler if that handler is foolish enough to mistreat it or let his guard down. Like their more evolved cousins, Kroot Hounds will ravenously consume the flesh of their kills, and that of anyone trying to stop their feeding, though their ability to absorb new genetic traits seems to be much more limited. These relentless hunters a match for any Imperial cyber-mastiff in terms of tracking and combat ability. Kroot Hounds are intelligent if bad-tempered, though it is unknown if they still retain the sentience of their original Kroot forebears. Though no kroot would willingly trade his hounds to anyone other than a kroot, kroot hounds are sometimes sold in the gray markets as blood sport pit animals. Availability: Near Unique (Extremely rare for Kroot trading with other Kroot) WS 38 BS – S (60)30 T 40 Ag 40 Int 22 Per 40 WP 30 Fel - Movement: 4/8/12/24 Wounds: 19 Armour: none Skills: Awareness (Per) +20, Concealment (Ag), Dodge (Ag), Tracking (Int) +20, Silent Move (Ag), Swim (S) Talents: Berserk Charge, Hard Target, Leap Up, Swift Attack, Takedown, Hyperactive Nymune Organ*, Kroot Leap*, Traits: Bestial, Dark Sight, Enhanced Senses (Smell), Improved Natural Weapons, Quadruped, Unnatural Strength (x2), Eaters of the Dead*, Weapons: Beak and Claws 1d10+6R *see Kroot chapter of Into The Storm supplemental
  13. If you want the stats of a rapier just look in the warhammer fantasy corebook and adapt it. My group has been using rapiers for a long time. See my weapon list here over on the Dark Heresy hombrew board. Rapier Damage 1d10-1 Fast, Primitive Weight 1.75 kg Availability Scarce As for this "drill rapier" I say take the chain sword stats, -1 damage, + 2 AP, loss balanced and gain the fast quality, then make it very rare availability.
×
×
  • Create New...