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Grand Trader Chode

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  1. Salutations, For months new I have been wondering how to best run a Gothic horror module in the stars wars galaxy does anyone have some advice or ideas?
  2. That is Perfect, Can I use this in the background I am writing?
  3. Here are my own stats for the Void-Whale, enjoy. Void-Whales Dimensions: 9.8 km long, 4.7 abeam at fins approx. Mass: 500 megatonnes approx. Accel. 0.9 gravities max sustainable acceleration. Speed: 3 Maneuverability: +15 Detection: +25 Hull Integrity: 105 Armour: 19, (23 Prow) Turret Rating: 1 Void Shields: 1 Weapons: Maw (Strength 2; Damage 2D10+13; Crit Rating 4; Range 0). Special Rules Neither Beast Nor Ship: See Void Kraken for details.
  4. @WeedyGrot: I am still overhauling but thank you for alerting to these problems.
  5. Shardikoa Hunter WS:65 BS:45 S:65 T:53 A:45 INT:45 PER:54 WP:48 FEL: 35 MOVE: 4/8/12/24 WOUNDS: 45 SKILLS: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Common Lore: Koronous Expanse (Int), Concealment (Ag), Dodge (Ag), Forbidden Lore: Xenos (Int), Medicae (Int), Navigation: Surface, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int), Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility) +10, Silent Move (Ag) +10, Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Voidfarer (Int). Talents: Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Blind fighting, Combat Master, Decadence, Die Hard, Hard Target, Heightened Senses (Smell, Hearing), Hip Shooting, Iron Jaw, Light Sleeper, Marksman, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Cold and Fear), Swift Attack, True Grit . TRAITS: Adrenal Overload*, Apex, Amphibious, Dark-Sight, Immune (to poisons, Most Toxic Weapons/Attacks), Improved Natural Weapons (Teeth and Claws), Natural Armour (4) Unnatural Senses (60m Range). ARMOUR: Carapace-Plated Leather Armour ( AP:4 (Primitive) Head, Rest AP:6). WEAPONS: Claws/Bite (1d10+6 R, Pen:4 Tearing, Razor Sharp). Hunting Laser (90m; S/3/-; 1d10+7 E ; Pen:5; Clip:12 ; Rld: Full; Tearing, Accurate, Reliable). GEAR: 3 reloads for Hunting Laser, Butchering Kit, hand Vox, Medical-Survival Kit, Void-Suit, Maintenance Kit. *when a Shardikoa kills, or is Heavily/Critically injured by a creature of any kind it gains the following talents and trait: Frenzy; Jaded; Unnatural Strength(x2), if a Shardikoa takes or inflicts damage it then has to make a challenging willpower roll. If it succeeds then it acts normally if it fails then it gets all the benefits of adrenal overload but it cannot make attacks with anything other than it's bite/slash. Commonly encountered in hunting packs of 2-5. Shardikoa Tracker Recently Blooded, Shardikoa Trackers are young and bold to the point of foolhardy. WS:45 BS:25 S:55 T:43 A:35 INT:35 PER:45 WP:40 FEL: 25 MOVE: 3/6/9/12 WOUNDS: 32 SKILLS: Awareness (Per) +10, Climb (S), Concealment (Ag), Medicae (Int), Navigation: Surface, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int), Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility), Silent Move (Ag), Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Voidfarer (Int). TALENTS: Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Combat Master, Decadence, Die Hard, Heightened Senses (Smell, Hearing), Iron Jaw, Light Sleeper, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Fear), Swift Attack, True Grit . TRAITS: Adrenal Overload*, Apex, Amphibious, Immune (to poisons, Most Toxic Weapons/Attacks), Dark-Sight, Improved Natural Weapons (Teeth and Claws), Natural Armour (3) Unnatural Senses (60m Range). ARMOUR: Carapace-Plated Leather Armour ( AP:3 (Primitive) Head, Rest AP:5). WEAPONS: Claws/Bite (1d10+5 R, Pen:3 Tearing, Razor Sharp). Hunting Laser (90m; S/3/-; 1d10+6 E; Pen:5; Clip:12 ; Rld: Full; Tearing, Accurate,). GEAR: Butchering Kit, 3 reloads for Hunting Laser, hand Vox, Medical-Survival Kit, Clip Harness, Void-Suit, Maintenance Kit. Shardikoa Chieftain WS:75 BS:58 S:75 T:63 A:45 INT:50 PER:64 WP:57 FEL: 35 MOVE: 4/8/12/24 WOUNDS: 56 SKILLS: Acrobatics (Ag), Awareness (Per) +10, Climb (S), Common Lore: Koronous Expanse (Int) +10, Concealment (Ag), Dodge (Ag) +10, Forbidden Lore: Xenos (Int), Intimidate (S), Medicae (Int), Navigation: Surface +10, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int) +10, Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility) +10, Silent Move (Ag) +10, Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Explorator, Voidfarer (Int). TALENTS: Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Blind fighting, Combat Master, Decadence, Die Hard, Hard Target, Heightened Senses (Smell, Hearing), Hip Shooting, Iron Jaw, Light Sleeper, Marksman, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Heat, Cold, and Fear), Swift Attack, True Grit . TRAITS: Adrenal Overload*, Apex, Amphibious, Immune (to poisons, Most Toxic Weapons/Attacks), Dark-Sight, Improved Natural Weapons (Teeth and Claws), Natural Armour (4) Unnatural Senses (60m Range). ARMOUR: leather embellished Carapace Armour (AP:7 all). WEAPONS: Claws/Bite (1d10+7 R, Pen:5 Tearing, Razor Sharp). Hunting Bolter (80m; S/-/-; 2d10+1 X ; Pen:5; Clip:6 ; Rld: Full; Tearing, Accurate, Reliable). Stub Automatic (30m; S/3/–; 1d10+4 I; Pen 1; Clip 9; Reload; Full) GEAR: 3 reloads for Hunting Bolter, Butchering Kit, hand Vox, Medical-Survival Kit, Clip Harness, Void-Suit, 1 reload for Stub Automatic. EDIT 1.0: Changed From Beyond to Jaded and changed stats slightly.
  6. "Suited” Crek When equipped with mechanized body armor, the Crek can be lethal adversaries. WS:23 BS:33 S:35 T:35 A:33 INT:35 PER:33 WP:35 FEL:13 MOVE: 3/6/9/12 WOUNDS: 15 SKILLS: Awareness, Climb, Common Lore: Koronous Expanse (Int), Contortionist, Dodge, Forbidden Lore (Xenos), Literacy (Int), Psyniscience (Per), Search (Per) +10, Shadowing, Silent Move, Survival, Swim (S) +10, Tech Use. TALENTS: Ambidextrous, Basic Weapon Training (Universal), Melee Weapon Training (Universal), Jaded, Leap Up, Orthoproxy, Pistol Weapon Training (Universal), Psy Rating (1), Rapid Reaction, Resistance (Fear) The Flesh Is Weak(2). TRAITS: Amphibious, Dark-Sight, Malleable. ARMOUR: Cybernetics (All 2). WEAPONS: Railgun (90m; S/3/–; 1d10+4 I; Pen:3 ; Clip 21; Reload; Full) GEAR: 4 reloads for Railgun, Void suit. PSYCHIC TECHNIQUES: Mind's Eye, Mind Link. "Marauder” Crek equipped with mechanized heavy armor, these Crek enjoy the pure carnage only the heaviest cyber-suits can bring. WS:23 BS:45 S:45 T:61 A:23 INT:30 PER:35 WP:35 FEL:13 MOVE: 2/4/6/8 WOUNDS: 29 SKILLS: Awareness, Climb, Common Lore: Koronous Expanse (Int), Forbidden Lore (Xenos), Literacy (Int), Psyniscience (Per), Search (Per) +10, Survival, Swim (S), Tech Use. TALENTS: Ambidextrous, Basic Weapon Training (Universal), Melee Weapon Training (Universal), Jaded, Orthoproxy, Pistol Weapon Training (Universal), Psy Rating (1), Resistance (Fear) The Flesh Is Weak(2). TRAITS: Amphibious, Dark-Sight, Sturdy. ARMOUR: Heavy Cyber-Armor (All 7). WEAPONS: Shoulder Mounted Railgun (90m; S/3/–; 1d10+4 I; Pen:3 ; Clip: 21; Reload; Full) Needle Cannon (100m; S/5/10; 1d10+1 R; Pen:8 ; Clip: 120; Reload; Full) Shot-cannon(30m; S/5/-; 2d10+1 I; Pen:3 ; Clip: 20; Reload; Full; Scatter) GEAR: 4 reloads each for Railgun; Needle Cannon, Shot-cannon. PSYCHIC TECHNIQUES: Mind's Eye, Mind Link.
  7. The Crek The Crek are a recently encountered species from beyond the rifts of Hecaton. looking almost humanoid with an octopus head. In combat the Crek use powered cyber-suits and cybernetic implants however there have been instances of Crek fighting unarmored. Potent telepaths, the Crek communicate solely thru mind linking. Merciless plunderers, the Crek cannot be bargained or reasoned with. "Unsuited" Crek WS:23 BS:33 S:15 T:15 A:43 INT:35 PER:33 WP:35 FEL:13 MOVE: 4/8/12/24 WOUNDS: 9 SKILLS: Awareness, Climb, Common Lore: Koronous Expanse (Int), Contortionist +20, Dodge, Forbidden Lore (Xenos), Literacy (Int), Psyniscience (Per), Search (Per) +10, Shadowing, Silent Move, Survival, Swim (S) +20, Tech Use. TALENTS: Ambidextrous, Basic Weapon Training (Universal), Melee Weapon Training (Universal), Jaded, Leap Up, Orthoproxy, Pistol Weapon Training (Universal), Psy Rating (1), Step Aside, Rapid Reaction, Resistance (Fear) The Flesh Is Weak(2). TRAITS: Amphibious, Dark-Sight. ARMOUR: Cybernetics (All 2). WEAPONS: Railgun (90m; S/3/–; 1d10+4 I; Pen:3 ; Clip 21; Reload; Full) GEAR: 4 reloads for Railgun, Recoil Gloves, Void suit. PSYCHIC TECHNIQUES: Mind's Eye, Mind Link. I will be adding shortly EDIT: changed Latent to Potent for Clarification
  8. While they are completely lacking in the way of ground vehicles its possible for the Shardikoa to give Zayth's people a run for their money so to speak, I mean they (the Shardikoa) do use FTL Guncutters after all. http://community.fantasyflightgames.com/index.php?/topic/109369-shardikoa/
  9. I am going to do a complete overhaul of Shardikoa stats, background however will remain the same. EDIT: added a snippet backstory Religion The Shardikoa have a pantheon containing 13 gods with the chief deity Ven'Klar known as the Unstoppable Hunter being worshipped with near-monotheistic zeal.
  10. any ideas on how a Shardikoa/Genestealer hybrid would do?
  11. What I would LOVE to see is a Eldar Corsair/Exodite/Craftworld Eldar Supplement for RT. Soul Reaver' s premise seemed counter- intuitive. I mean why would any Rogue Trader want a "Cenobite-Vampire Elf" in their party. PS: I have a soft spot for non dark Eldar
  12. Any ideas on what the Yu'Vath look like? also has anyone used/played endeavors with actual Yu'Vath in them, if so what type of foes where they?
  13. Thank you for the idea on Shardik FTL Quicksilver
  14. Any idea how flamers and the like would work with the Unreliable quality? what unreliable and poor craftsmanship flame weapons?
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