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Plushy

Rogue Trader: Xenos careers specializations (PEACH)

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 Someone expressed interest in making a Rogue Trader port over to Only War. I started with the fun part; the aliens! Kroot will come later, and I'll bring over the Weirdboy when he's released.

 

Ork Freeboota (5000xp)

Characteristic Modifers:
Strength, Toughness: +10
Weapon Skill: +5
Intelligence, Fellowship: -5
Ballistic Skill: -10
Starting Aptitudes: Strength, Toughness, Willpower, Offence, Fieldcraft
Starting Skills: Awareness, Common Lore (Orks, War), Intimidate, Speak Language (Ork, Low Gothic), Tech-Use
Starting Talents: Iron Jaw, True Grit, Furious Assault, Weapon Training (Ork, Solid Projectile, Low-tech),
Starting Traits: Unnatural Toughness (+3), Sturdy, ‘Ard, Make It Work, Might Makes Right, Mob Rule, Non-Imperial, Speak Not unto The Alien
Starting Equipment: Good-craftsmanship Slugga or Common-craftsmanship Shoota, 3 magazines of ammo, Good-craftsmanship Chopa or Common-craftsmanship Big Choppa, Squig-hide Armour (2 AP all)
Starting Wounds: 25+1d5

‘Ard: +20 Medicae to treat an Ork.
Make It Work: Ork weapons are not Unreliable in the hands of an Ork.
Might Makes Right: Orks may use Intimidate (S) in place of Command when dealing with other Orks.
Mob Rule: For every Ork within 10m, he gains a +10 to tests to resist Pinning and Fear.
Orks are cannot gain Corruption Points and only suffer ill effects from Insanity at 100 points, when he is removed from play.
Non-Imperial: -10 to all Lore skills about the Imperium of Man.
Speak Not Unto the Alien: -20 to all Fellowship-based tests with humans.
 

 

Dark Eldar Kabalite Warrior specialization (5000xp)

Characteristic Modifiers:
Weapon Skill, Ballistic Skill, Strength, Intelligence, Willpower: +5
Agility, Perception: +10
Toughness, Fellowship: -5
Starting Aptitudes: Weapon Skill, Ballistic Skill, Intelligence, Perception, Agility, Offence, Finesse, Fieldcraft
Starting Skills: Acrobatics, Awareness, Common Lore (War), Dodge, Intimidate, Speak Language (Eldar, Dark Eldar), Stealth
Starting Talents: Disturbing Voice, Hard Target, Weapon Training (Splinter, Darklight, Power, Low-tech), Resistence (Poisons) Heightened Senses (Sight, Hearing), Paranoia, Catfall, Sprint
Starting Traits: Unnatural Agility (+2), Dark Sight, Non-Imperial, Power Through Pain, Speak Not Unto the Alien
Staring Gear: Good-craftsmanship Splinter Rifle or Best-craftsmanship Splinter Pistol or Common-craftsmanship Shardcarbine, 2 magazines of Splinter ammunition, Best- craftsmanship mono-sword or Common-craftsmanship Power Sword, Kabalite armour, micro-bead, translator, 2 doses of any one poison or 3 doses of any one combat drug
Wounds: 9+1d5

 

Non-Imperial: -10 to all Lore skills about the Imperium of Man.
Soul’s Nemesis: Cannot gain Insanity points.
Speak Not Unto the Alien: -20 to all Fellowship-based tests with humans.
Power Through Pain: Gain a Pain Token whenever a creature within PBx2 is killed, suffers Critical Damage, is Stunned, or fails a Fear or Pinning test. For every 8 pain tokens, gain a temporary Fate Point that must be spent (cannot be burnt) before the end of the session. If a Dark Eldar does not gain a Pain Token in a session, lose 1d5 Willpower.
Note: Dark Eldar may never gain a Psy Rating.
 

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 Kroot Carnivore

Characteristic Bonus:
Weapon Skill, Agility: +10
Ballistic Skill, Strength, Toughness, Perception, Willpower: +5
Starting Aptitudes: Perception, Willpower, Toughness, Agility, Strength, Fieldcraft
Starting Skills: Awareness, Dodge, Speak Language (Kroot, low Gothic), Stealth
Starting Talents: Weapon Training (Las, Solid Projectile, Pulse, Kroot, Low-tech), Heightened Senses (Sight, Hearing), Mercenary
Starting Traits: Eaters of the Dead, Natural Hunter, Kroot Beak, Kroot Physiology, Unnatural Strength (+2), Unnatural Perception (+2)
Starting Equipment: Kroot Rifle, mono-knife, Kroot leathers (2 AP all), micro-bead
Starting Wounds: 11+1d5

 


Eaters of the Dead: Kroot may devour the flesh of a fresh corpse (no more than a day dead) to gain temporary Wounds equal to the corpse’s unmodified Toughness bonus. These cannot exceed the Kroot’s own Toughness bonus, and last the for a number of hours equal to the Kroot’s Toughness bonus.
Natural Hunter: Kroot treat forests, jungles, swamps, and other similar environments as open terrain. The Kroot also gains +1 to Initiative rolls.
Kroot Beak: The Kroot’s beak is a Natural Weapon with the following profile: 1d5+SB R
Kroot Physiology: When wearing armor that provides more than 3 AP, the Kroot loses the Natural Hunter trait.
Mercenary: May roll Profit Factor/Logistics instead of Willpower for Fear and Pinning tests.

As a 500xp Elite Advance, the Kroot may purchase a Hyperactive Nymune Organ, which grants the Kroot an additional Reaction per round. If this special ability is used two rounds in a row, the Kroot takes a level of fatigue unless he passes a Toughness test.

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Why does the Freeboota have only 5 Aptitudes while the Dark Eldar has a whooping of 8? Weapon Skill should be an absolute must for an Ork. For the DE I would remove Intelligence. He may be Eldar, but he's still a warrior, not a scholar. And for the Kroot I would replace Toughness with Weapon Skill and Willpower with Offense, since Kroot are melee specialists more strong than they are tough.

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Revised Aptitudes:

Kabalite Warrior: Weapon Skill, Ballistic Skill, Perception, Agility, Finesse, Fieldcraft

Freebooter: Strength, Toughness, Willpower, Offence, Fieldcraft, Weapon Skill

Carniovre: Perception, Offence, Weapon Skill, Agility, Strength, Fieldcraft

 

Considering making specializations for the Mekboy and Weirdboy, and perhaps an Elite Advance for Kroot Shapers. Also definitely planning on more Dark Eldar. 

 

To differentiate from the printed HNO talent, the test is now at -10.

 

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Plushy said:

Revised Aptitudes:

Kabalite Warrior: Weapon Skill, Ballistic Skill, Perception, Agility, Finesse, Fieldcraft

Freebooter: Strength, Toughness, Willpower, Offence, Fieldcraft, Weapon Skill

Carniovre: Perception, Offence, Weapon Skill, Agility, Strength, Fieldcraft

 

Considering making specializations for the Mekboy and Weirdboy, and perhaps an Elite Advance for Kroot Shapers. Also definitely planning on more Dark Eldar. 

 

To differentiate from the printed HNO talent, the test is now at -10.

 

Freebooter needs Defence - he doesn't get the appropriately cheap wounds, toughness advances and resilience talents otherwise. I'd probably drop Willpower for it.

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N0-1_H3r3 said:

Plushy said:

 

Revised Aptitudes:

Kabalite Warrior: Weapon Skill, Ballistic Skill, Perception, Agility, Finesse, Fieldcraft

Freebooter: Strength, Toughness, Willpower, Offence, Fieldcraft, Weapon Skill

Carniovre: Perception, Offence, Weapon Skill, Agility, Strength, Fieldcraft

 

Considering making specializations for the Mekboy and Weirdboy, and perhaps an Elite Advance for Kroot Shapers. Also definitely planning on more Dark Eldar. 

 

To differentiate from the printed HNO talent, the test is now at -10.

 

 

 

Freebooter needs Defence - he doesn't get the appropriately cheap wounds, toughness advances and resilience talents otherwise. I'd probably drop Willpower for it.

 

Sound Constitution's aptitudes are now Toughness, General from the Beta Updates. That said, I think he could use the Defence aptitude anyway. Will change!

 

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Unholy_Ravager said:

 I think the HNO could be used as printed from into the storm, it's a powerful talent, but it needs to be to make up for the fact that kroot are stuck using AP 3 armor.

I'll figure it out.

 

Considering making a Haemonculus, incubus, and Mekboy next. Any suggestions?

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Plushy said:

Considering making a Haemonculus, incubus, and Mekboy next. Any suggestions?

If you're introducing a Mekboy, then the Freeboota should drop Tech-Use. Also, the Unnatural Toughness for regular Orks is (+2), not (+3). You should also introduce the rules for the different Klans into char-gen.

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JuankiMan said:

Plushy said:

 

Considering making a Haemonculus, incubus, and Mekboy next. Any suggestions?

 

 

If you're introducing a Mekboy, then the Freeboota should drop Tech-Use. Also, the Unnatural Toughness for regular Orks is (+2), not (+3). You should also introduce the rules for the different Klans into char-gen.

I may type up the Klans, along with the various Kroot breeds and Dark Eldar things. The +3 thing was on oversight on my part. I'll remove Tech-Use.

 

TCBC Freak said:


Did you make up that Dark Eldar, or is there a supplement in RT that has that and you just modded it?

 

They are pretty much identical to the Soul Reaver career path that just came out.

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