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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

the_dunner wrote:The other is that the upcoming Dark Heresy book will include much more coverage on the SoBs.


Shhhh! Don't talk about the 'sisters'. It's like saying Bloody Mary three times into a mirror - only instead of a hideous visage, you see this:





But yes, the Blood of Martyrs book (or whatever its called) will focus more on them. This is a good thing as Ascension essentially forgot that they even existed, to the point where I genuinely believe that FFG just forgot about them until the book was almost done.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Phanobi





Gosport. UK

Dont say that or we will be closed down.

http://www.dakkadakka.com/dakkaforum/posts/list/463976.page (Space Sharks and Tau)

DJ @ http://www.rockindocradio.net
Mon, Thursday+Fri 06am - 09am EST

We refuse to take sides in this anymore. And we refuse to let you turn us against one another. We know who we are now, we can find our own way between order and chaos...

It's over because we've decided it's over. Now get the hell out of our galaxy! Both of you.

"Whoever takes purple sash is purple, and follows purple leader." I follow purple tau. Theophony
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Not as long as Fraz never sees the thread. As long as we've got my main man Alpharius on board, every second post in the thread won't suddenly become hers.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Hopefully Into the Storm will hit soon, the lads are getting itchy to be treated like adults for a change.

Looking forward to the additions to acquisitions.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Looking forward to the vehicle rules. Then I can knock up some Chimeras and Rhinos for my DH campaign and get cracking.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Already ahead of you on that one. Converted a Vindicator into a command vehicle of sorts, the ideal ride for a military oriented Rogue Trader. Depending on how the rules will be vehicle use might range from escorting it all the way to using them for fights. I've got those AT-43 ONI armoured cars just for such an occasion.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

From a thread at /tg/:

All Vehicles have Tactical and Cruising SPeed, Armour, Structural Integrity, Weapons, Carrying Capacity, Manoeuvrability and Size as 'Characteristics'.

Heres a quick list of the vehicles included in the book;
Aquila Lander (size Enormous), Arvus Lighter (size Enormous), Calixis-Pattern Fury Interceptor (size Massive), Chiropteran Scout (Enormous), Drop Pod (HELLYEAH, Enormous), Gun-Cutter (Massive), Halo Barge (Massive, a mass-hauler), Hephaestus Ore Seeker (Massive), Land Speeder (Hulking), Rhino APC (Enormous), Scout Bike (Hulking), Sentinel Walker (Hulking), Venator Pattern Air Yacht (Massive), Warbike (Hulking).

Rhino APC;
Type: Ground Vehicle.
Tactical Speed: 15m
Cruising Speed: 70 kph
Manoeuvrability: +0
Structural Integrity: 25
Size: Enormous
Armour: Front 24, Side 24, Rear 20
Crew: Driver, Gunner.
Carrying Capacity: 10 Soldiers with gear.

Weapons: Pintle-mounted storm bolter (Facing All, Range 90m, Basic, -/-/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

It is reliable tech, meaning any tech-use to repair or restore it is +20. Avaliability is Rare. Reinforce Hull; When a vehicle with a reinforce hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.


And you can do this until they give up:

Ram (Full Action);
The vehicle attempts to ram a person or another vehicle. The vehicle must move at least its tactical speed in a straight line, and the Driver must make a Challenging (+0) Drive or Pilot test ((Yes folks, you heard it here, you can run over people with aircraft)). If he succeeds, his vehicle hits his target, doing damage equal to the AP on the vehicle's side facing that hit plus 1d10. If the vehicle moved twice its tactical speed, it does 2d10. If the vehicle is ramming another vehicle (or something equally large and solid, such as a plascrete wall or promethium storage tank), it also takes damage equal to the AP of the vehicle it hit plus 1d5. For every point of damage the ramming vehicle inflicts, it also moves its target 1 metre.


Some stuff on Kroot (love the idea of using Profit Factor rather than Willpower for tests - Mercs to the end!):

Kroot have origin paths (Bold Hunter, Cunning Hybrid, Greenskin Hybrid, Headhunter, Stalker).

Characteristics, all 2d10+;
WS=30
BS=25
Strength=25
Toughness=25
Agility=30
Int=20
Perception=25
Willpower=25
Fellowship=20
Wounds= 1d5+3 and double toughness bonus
Fates= 1d10. On 1-5, begin with 2 fate points, on 6-10 begin with 3.

Got some good talents, such as using profit factor instead of willpower on fear tests and pinning tests.

They start with unnatural strength (x2)

They can also become Kroot Shaper's in the future as an alternate career.

Kroot Shapers have Air of Authority, Command and the like, for those curious.

Kroot Talent: Hyperactive Nymune Organ.
The Kroot's nymune organs are hyperactive, storing greater amounts of energy. The Kroot's metabolism is sped up, improving his raw muscle speed, reflexes, and reaction time. The Kroot gains one additional Reaction per round. When taking the Full Move action, the Kroot may move an extra number of metres equal to his unmodified Agility Bonus. When taking the Run action, he may double his movement for one Round. He gains one level of Fatigue if he uses this Talent in two consecutive Turns unless he passes a Challenging (+0) Toughness test.
No scans, I'm just here to make you all drool and want to buy the book even more.


Da Orksez:

[Orks] are pretty tough, Unnatural Toughness (x2), Sturdy, Iron Jaw, True Frit and all Medicae tests are at +20, Furious Assault, all of this on character creation, pretty much means they will be there for the duration most of the time.

They also benefit from having boyz around them, of course, such as every additional ork within 10m of them increases their Willpower +10 each to resist the effects of fear and pinning.

They have klans, with the usual plus to Strength or such, as well as new trained skills.

Strength, Toughness and Weapon Skill are the easiest characteristics to advance as an ork, shock horror.

Painboy (Oddboy);
Invaluable to other Orks, Painboys are Orks with an understanding of medicine. Painboys gain Medicae (Int) as a Trained Basic Skill.

Orks can be Kommando's (coming out of sneaking towards a enemy counts as Fear (1) is their special talent)

Mekboy (Worky Gubbinz, can preform feats of engineering that defy logic, scrap metal into an effective gun, etc. All Ork-made weapons are Reliable, in general a he can make a Tech-Use test to quickly 'kustomise' on any device he comes across, whether it needs it or not. With weapons, this takes a number of minutes equal to the number of half actions the gun normally takes to reload. If the test passes, craftmanship goes up by one step until the next time it needs to be reloaded, at which point it breaks and needs to be repaired. If the Ork 'kustomise' another half-held device or peice of gear, all tests to use the object gain a +5 bonus for a number of hours equal to the Ork's Willpower Bonus, at which point it ceases to function. GM can devise alternate effects for Mekboy's 'kustomisations'. In all cases, if the test is failed, then the device breaks and will not work until repaired fully.)

Small addition, sorry if that was not made clear. There are multiple ones a starting ork can have, such as Hunta, Driva, Mekboy, Trappa, etc.

Mekboy in regards to starting talent (rather than the alternate career) means you start with Tech-Use (Int) as a Trained Skill. Tech-Use can be gotten through klan origins and such.

On that note even, Orks have poor Int (2d10+15 on Char gen), but a MekBoy with that Worky Gubbinz talent will be very RP intensive and orky, I feel.


Can you corrupt an Ork, or a Kroot?

On the note of alien races (Kroot and Ork), they suffer from Insanity and Corruption very differently from humans.

Orks: Can't be corrupted. Too many insanity points makes you a Madboy, which tends towards unpredictable behaviour, particularly when gathering with other Madboyz. Six hour shouting matches with their own echos, rummaging through scrap heaps to 'make sumfing important', they do not having any true mechanical effects on the character. But when they reach 100 Insanity points, he can not be played. He is just too out of it.


Kroot: Corruption for a Kroot means he reverts to beating everything up with his own fists (and beak, 1d5+SB R, Primitive weapon) and eating them there and then if given the chance. For insanity points, it takes as normal, but the GM should consider how disorders affect the Kroot, for example, a Kroot is unlikely to suffer a phobia of the dead, and they are so alien in thinking that they will most likely not self-mortificate to attone for sins. A cunnying hybrid Kroot may suffer fromkleptomania, however.


More as I find it.

[EDIT]: MOAR!!!!

Ship stuff:

Many. Plasma Drives, Warp Engines, Void Shields, etc. Here are some of the better ones;

Gellar Field: Emergency Field;
Some Captains equipt their Gellar field generators with emergency cogitation circuits that activate the field automatically upon detecting the warp. If the ship unexpectedly enters the warp, roll 1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place.

Clan-kin Quarters;
All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1.

Cold Quarters;
Once per game session, the ship's captain may choose to reduce one source of Crew Population loss to zero.


There are so many guns and shields to choose from, so I'll give you Drop Pod bays, shall I?

"Storm" Drop Pod Launch Bays;
Steel Rain: When working towards a Military Objective, the players earn an additional 50 Endeavour Points towards completely that objective.
Drop Pod Deployment: The players may use drop pods. The "Storm" design is equipted to hold 20 pods, although it may only launch 10 every 30 minutes or so (in other words, it may launch 10 pods every Strategic Turn). The pods must be recovered from the planet's surface before being reused.


In regards to ships, you can also upgrade crew uniforms, gold-plate everything, have cherubims, vaulted ceilings to improve morale, etc.


[EDIT 2]: STILL MAOR!!!1

Another vehicle:

Gun-Cutter;
Type: Spacecraft
Tactical Speed: 25m / 14 AUs
Cruising Speed: 2,000 kph/ 5 VUs per Strategic Turn in space
Manoeuvrability: +0
Structural Integrity: 45
Size: Massive
Armour: Front 40, Side 35, Rear 30
Crew: Pilot, Co-Pilot (optional), Tech-Priest Enginseer, 2 Gunners.
Carrying Capacity: Quarters for 6 people, max room for 30 or equivalent cargo.

Weapons
2 Pilot-operated Long-barrelled Autocannons: Facing Front, Range 450m (5 AUs), Heavy. S/2/5, 4d10+5 I, Pen 4, Clip 500, Reload 2Full


Special new Genestealers next (I hope).


Automatically Appended Next Post:
And now... atomic weapons? Eh?

Crew Improvements;
New suits, replace old equiptment, new mess-supplies, extended training regimes, whatever you fancy, making the crew happier and better-trained! Permanent +2 to Crew Morale!
Poor Craftmanship Crew Improvements only grant a permanent +1 bonus. Good grants +3, while Best is +3 to Morale and +5 to Crew Rating.

Crew Improvements are considered Average rarity.


Atomics (this is a big one, so I'll try and cut her down to the basics);
A single atmoic has the power to destroy a hive spire between five and 10 kilometres across. It can be adapted to be mounted in a torpedo or fired from a marcocannon. Weapons make one shot in regards to using atomics. If it hits, it does 1d5+4 hits, doing 1d10+6 damage each. Void shields and armour protect as normal, but all damage is added as if it were within a single salvo.
If denotated inside a starship or station, it's destruction is guaranteed.
Atomics can be Acquired multiple times, but each Aq brings you one atomic.

In starship combat, a character must make a Ballistic Skill Test as an Extended Action to hit a single target within range of the marcocannon; a successful hit has the aforementioned effects. The remainder of the marcocannons in a battery may fire as normal as part of the ships Shooting Action.

Poor Craftsmapship Atomics are less reliable, and only do 1d5+2 hits. Good do 1d5+5. Best do an automatic 10 hits.

Atomics are considered Near Unique rarity.

This message was edited 6 times. Last update was at 2010/08/20 14:19:45


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Looks like the vehicle rules are a modified version of the BI ones then, which makes sense.

Seems they've made the rhino a bit more armoured, which is nice.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Honestly Atomic Weapons make no sense to me.

How can something so... puny... be considered 'near unique' when Cyclonic Torpedoes and Virus Bombs are not?

"Magos Katakai - we have gathered the material to create a single atomic! With it we shall seriously damage that hive world!"
"Before we remove all life from the world in a single salvo from orbit?"
"Yes my Magos, before we remove all life from the world in a single salvo from orbit."
"So we are going to make this small atomic device to significantly damage a small section of this world first."
"Yes."
"And then after that, blow the whole world up with our non-rare Cyclonic Torpedoes."
"That's the plan."
"That's stupid."

This message was edited 2 times. Last update was at 2010/08/20 14:32:05


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Phanobi





Gosport. UK

Nuke the site from orbit... only way to be sure.

http://www.dakkadakka.com/dakkaforum/posts/list/463976.page (Space Sharks and Tau)

DJ @ http://www.rockindocradio.net
Mon, Thursday+Fri 06am - 09am EST

We refuse to take sides in this anymore. And we refuse to let you turn us against one another. We know who we are now, we can find our own way between order and chaos...

It's over because we've decided it's over. Now get the hell out of our galaxy! Both of you.

"Whoever takes purple sash is purple, and follows purple leader." I follow purple tau. Theophony
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

No. Lance the site. Macro-Cannon the the site. Send 300 metre long torpedoes into the site. Bombardment Cannon the site (if you're a Marine).

You don't use... a piddly pathetic nuke. That makes no sense. 40K is bigger than that. I don't mind nukes existing, but 'near unique' - are you gaking me?


Automatically Appended Next Post:
More stuff!

On Medbays:

No medical bays, sorry. I'm sure a compenent GM will be able to imagine one up using all the other compenents here as refferences. It's quite odd actually, you'd think a decent Medbay would come before, say, a Arboretum (giant garden, double time ship may remain at void without suffering crew population or morale loss. Crew population permanent +2, Power:2, Space:2, SP:1, transports, raiders, frigates, light cruisers and cruisers only.)


On the other things Orks get:

Orkz Talent time!
Runtz;
Ork has a number of runts as his impromptu entourage equal to the number of times he has taken this talent. They may be Attack Squigs, Gretchin, or Snotlings, in any combination. Snotlings are generally useless due to size and count as half a Runt. The Runts are restocked (in case one dies due to neglect/being kicked to hard/bullet) at any point the GM feels it is ok. They follow the command of the Ork they follow.


Also, Orks in general can choose to do Intimidate with other orks rather than Command, affecting subordinates equal to his Strength bonus rather than fellowship. Dealing with non-Orks does not grant such a bonus.

This message was edited 1 time. Last update was at 2010/08/20 14:41:37


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Consigned to the Grim Darkness





USA

Nukes are "near-unique" because the Imperium prefers to use more powerful conventional weapons which do not pollute the planet with radiation. Radiation, after all, causes mutation, and the Imperium hates mutation.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Then why use them at all? I don't care that they're unique, I care that someone would ever think to use them when better and more efficient weapons are available (and common).

This message was edited 2 times. Last update was at 2010/08/20 14:43:46


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Consigned to the Grim Darkness





USA

I agree, but keep in mind that Rogue Traders, Governors, etc are not the sanest individuals around, and also keep in mind that the nukes are there for the players, and modern humans (IE, the players) have a lot more cultural baggage around nukes than they do the more conventional weapons.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Just seems like a really out-of-place addition to the game that FFG have made.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Phanobi





Gosport. UK

That was a cool quote from ALIENS.

http://www.dakkadakka.com/dakkaforum/posts/list/463976.page (Space Sharks and Tau)

DJ @ http://www.rockindocradio.net
Mon, Thursday+Fri 06am - 09am EST

We refuse to take sides in this anymore. And we refuse to let you turn us against one another. We know who we are now, we can find our own way between order and chaos...

It's over because we've decided it's over. Now get the hell out of our galaxy! Both of you.

"Whoever takes purple sash is purple, and follows purple leader." I follow purple tau. Theophony
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Miss Dee wrote:That was a cool quote from ALIENS.


Really? Never heard of the film.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Consigned to the Grim Darkness





USA

H.B.M.C. wrote:
Miss Dee wrote:That was a cool quote from ALIENS.


Really? Never heard of the film.
Wait, what? Is that sarcasm or have you been living under a rock?

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Does no one here read subject titles on posts these days?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

... if you read the title to Mr. HBMC's previous post -- the little bit at the top that says " lets see how long this takes".. I believe his joke should become clear, if it wasn't already.

Does anyone have any further information about this rumoured delay to the DW release then ? Anything on the FFG boards at all ?

This message was edited 1 time. Last update was at 2010/08/20 15:07:36


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Wayland has said October.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Phanobi





Gosport. UK

Still not got anything back from them.

might have to ask Leisure Games to cancel the order.

http://www.dakkadakka.com/dakkaforum/posts/list/463976.page (Space Sharks and Tau)

DJ @ http://www.rockindocradio.net
Mon, Thursday+Fri 06am - 09am EST

We refuse to take sides in this anymore. And we refuse to let you turn us against one another. We know who we are now, we can find our own way between order and chaos...

It's over because we've decided it's over. Now get the hell out of our galaxy! Both of you.

"Whoever takes purple sash is purple, and follows purple leader." I follow purple tau. Theophony
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Vehicle damage table:

1-2 = Jarring Blow: Any crew who are not strapped in or otherwise secured must make an Ordinary (+10) Toughness Test or be stunned for 1d5 Rounds. All shooting from the vehicle in the next round suffers -20 to hit as aims are knocked askew and shots go wide.

3= Staggered: A direct hit leaves the pilot stunned and reeling. He must pass a Challenging (+0) Toughness Test or become stunned or unable to drive or pilot for 1d5 rounds. Ground vehicles come to a screeching halt, skimmers drift in the direction it last moved in, and flyers will slowly tip over and begin a ternimal dive unless the pilot comes to his senses and rights the aircraft.

4= Weapon Destroyed: Randomly selected weapon is hit, twisted and melted beyond repair. It no longer functions and there is a 25 percent chance the weapopn's ammo will cook off. If it does so, roll damage against the vehicle and any gunners manning the weapons as if the destroyed weapon had hit them, halving all damage rolled.

5= Drive Damaged: A hit tears of treads, penerates air intake, or tears into the grab generator housing. Reduce the vehicle's tactical speed by 2d10 (cruising speed by half). If this brings the tactical speed to 0, the vehicle is immobilised. Ground vehicles shudder to a halt, skimmers and flyers crash into the ground ((Note, there is an entire half a page on 'Crashes' next to the crit table.)).


6= Penetrating Hit: A hit tears through the vehicles armour, leaving useless shards of metal. Reduce AP on this facing by half. If the shot was ranged, it rips through the interior of the vehicle as well. Each passenger and crew member has a 20 percent chance of being hit by the same shot and taking half of the rolled damage. In additiona, the vehicle is now open to the outside, which could be a problem if you are in a toxic environment, underwater, or in a vacuum.

7= Fire: Vehicle catches fire as fuel stores ignite and power reserves overload. Anyone inside must make a Difficult (-10) Agility Test or catch on fire every Round they are inside the vehicle. In addition, each round there is a 20 percent chance the vehicle will explode.

8-10= Destroyed: The hit wrecks the vehicle, turning it into a shattered hulk. Anyone inside takes 2d10 Explosive damage, and must make a Difficult (-10) Toughness Test or be stunned for 1d10 Rounds. Skimmers or flyers crash to the ground or go into a terminal dive. Hope there are enough grav-chutes to go around...

11+= Explodes: A direct hit to the ammo stores, fuel tanks or another vital part of the vehicle turns it into a raging fireball. Anyone inside takes 5d10 Explosive damage. Anyone within 2d10 metres of the vehicle suffers 2d10 Explosive damage as it explodes. If the vehicle has an open up, sides, or hatches, passengers or crew may make a Dodge Reaction to bail out at the last second. If they succeed, they only take 2d10 Explosive damage.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

After a ring with my FLGS I've found out that they are less than optimistic about either release being there any time soon.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Finally - Genestealer:

Sunerisle Strain Genestealer Profile;
WS= 65
BS= -
S= 60
T= 54
Ag= (12) 62
Int= 35
Per= 48
WP= 48
Fel= -
Wounds= 16
Skills: Awareness+10, Climb+10, Concealment+10, Dodge+10, Silent Move+10.

Talents: Ambidextrous, Crushing Blow, Fearless, Genestealer's Kiss (noted below as (1)), Hard Target, Leap Up, Lightning Attack, Lighting Reflexes, Resistance (Cold, Poisons), Step Aside, Swift Attack.

Traits: Dark Sight, From Beyond, Fear 2, Improved Nat Weapons (non-prim claws, basically),Multiple Arms, Natural Armour (5) All, Unnatural Agility (x2), Unnatural Speed.

(1) Genetealer's Kiss; Possess ovipositors in their maws that implant victims with alien DNA, seeding the target with a parasite that will grow and form a hybrid creature. Over time, a group of hybrids will breed purstrain genestealers. If bitten by gneestealer (which only happens if target is helpless or incapacitated), target must pass a Challenging (+0) Toughness Test. Failure means he becomes a host for alien DNA and cares for the implanted hybrid until it is own like his own child. The DNA taint can be removed with a Very Hard (-30) Medicae Test with the use of advanced medicae facilities.

Claws: 1d10+8 R, Pen 7, Tearing)


Appear to be the same as the DH Creatures book. This is a good thing.

This message was edited 1 time. Last update was at 2010/08/20 15:57:55


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Lots more Ork stuff:

Deffgun;
Heavy, 90m, S/4/8, 1d10+10 Impact, Pen 2, Clip 50, Reload 2Full, Inaccurate, Unreliable, Unweildy, Storm, 45kg, Extremely Rare/Rare.

Also note that Orks remove the Unreliable trait to their own specific weapons, and in some cases (Mekboy), they actually gain the Reliable trait. Most customised Ork weapons also have 'kustom bitz', such as a bigger barrel for more range, more damage, louder to pin enemies better, and even spikey bits to make 'em more choppy.

Bomb Squig;
Thrown, 3d10m range, S/-/-, 4d10+5 Explosive damage, Pen 0, Accurate, Blast (1d5), 5kg, Extremely Rare/Rare.

Nothing specific, but you can take the before mentioned Deffgun and add kustom bitz to it (Trade (Armourer) test, which Mekboys can get easily), making it the biggest and most dakka-iest gun around. For example;

Bigga Barrel: Increase weapon's range by 10m.
Bigga Klip: Dangling ammo belts, additional clips etc. Doubles clip size.
Kombi-Shoota: Twin linked weapons, but do not need to be the same gun (for example, flamer and a Big Shoota in one), select which gun is the Primary and which is the Secondary. Primary retains its statistics, whilst secondary has its clip size reduced to one and its rate of fire to a single shot. Weight is primary weapon weight plus half of the secondary. Add a rokkitlauncher to your Deffgun, and make it propa orky!
Sparky Knobz: Weapon gains Shocking quality.
Red light: Functions as Red-dot laser sight. But its just a red lightbulb, which the ork claims makes it more accurate.
More Shooty: Damage and Pen increase by 1.


Orks, in general, tend to only be able to wear certain armours. Shock trooper carapace is a no no due to the size, but power armour can be possible. They can always tear it apart and make themselves some new, 'better' armour if they come across some guardsman flak, etc.

'Ard Hat: Head, 2 AP, 3kg, Scarce/Common.
Boss Pole: Additional onto the head, +10 to all Command tests when interacting with other Orks.
'eavy Armour: Body and Legs, 4 AP, 8kg, Very Rare/Scarce.
Iron Gob: Head, 2 AP, 5kg, Very Rare/Scarce, +10 bonus to Intimidation Tests. Cumulative AP with other head armour.
Squighide coat and leggins: Common type of armour for orks, Body Arms and Legs covered, 3 AP, 4kg, Scarce/Plentiful, counts as Primative unless worn by an ork.

Thats it, sadly. But remember, the Mekboy should always be able to add plating to it, unless your GM is a rule.

Also, Power Klaw;
Melee, 2d10 E, Pen 10, Power Field, Tearing, Unweildy, 17kg, Near Unique/Very Rare. Aaaaaand, just read the Ork Powerklaw description. The powerklaw DOUBLES the wearers SB. If they do have the Unnatural Strength Trait, they add +1 to that Trait (x2 would go to x3, for example). That gives you a theoretical maximum (using starting stats) of 3D10+10, picking the two highest D10's.

Big Choppa, for the curious, is: Melee, 2d10 R, Pen 2, Tearing, Unbalanced, 10kg, Rare/Average.

Ork Characteristics, 2d10+;
WS=25
BS=10
Strength=30
Toughness=30
Agility=20
Intelligence=15
Perception=20
Willpower=20
Fellowship=15
Starting wounds= 1d5+1 and add twice their starting Toughness Bonus. Unnatural Toughness does not count for this purpose.
Starting fate points= Roll 1d10 to determine an Ork character's starting fate points. On a 1-5, he gets 1. 6-10, he gets 2.
Starting skills (taken from Ork Freebooter, which is assumed to be all ork players at first): Awareness, Barter, Carous, Common Lore (War), Speak Lang. (Low Gothic).
Starting Talents: BWT (Primative, SP), MWT (Uni), Poor (Own Klan), PWT (Prim, SP).
Starting traits: 'Ard, Made Fer Fightin', Make It Work,, Mob Rule (I can divuldge what these do if anyone wants)
Starting gear: Common-craft Shoota, or Good-craft Slugga, plus one Best-craft Choppa or Good-craft Big Choppa. Ork style void suit, Squig-hide Coat and Leggings, Helmet or skull taken from fallen foe. 1d5 Teef.

'Ard: Orks gain Unnatural Toughness (x2), Sturdy Traits. Iron Jaw, True Grit. All Medicae tests at +20.

Made Fer Fightin': Furious Assault and Xenos Weapon Training (Ork) Talents.

Make It Work: All Ork weapons that have the Unreliable trait are counted as not having said trait when weilded by an ork.

Might Makes Right: Intimidate with other Greenskins instead of Command if you wish, affecting a number of subordinates equal to Strength Bonus. Does not affect non-greenskins.

Mob Rule: +10 to Willpower Tests against Fear and Pinning per Ork surrounding you within 10m. No mention of a cap on the ability is mentioned, but use common sense.

All Orks start with the above listed Talents, as well as Common Lore (Orks) (Int), Intimidate (S), and Speak Lang. (Ork) (Int) and Trained Basics.

A couple of examples of Ork talents:

Da Nekst Best Fing: Allows the Ork to gain some benefit from non-Ork allies when calculating the Willpower Bonus from Mob Rule ability.

More fer Me! When outnumbered in combat, the Ork gains a bonus to hit equal to the normal outnumbering bonus - the prospect of so many enemies only encourages it.

Runtz: One of the most common talents for Orks - it's available at most ranks, this talent gives the Ork a Gretchin slave, an Attack Squig pet, or a pair of Snotlings each time you take it. While the creatures may die from battle or mistreatment, they grow from its shed spores, so you get them back eventually as a matter of course.


Bad Moons; +20 to all Barter tests when dealing with other Orks, +10 to all Acq. Tests made to deal with Ork traders or obtain Ork equiptment.
Blood Axes; Common Lore (Imperium) (Int) or Concealment (Ag) as a Trained Skill. Add +3 Per or Ag.
Death Skulls; Tech-Use (Int) or Sleight of Hand (Ag) as Trained Skills, and the Runtz Talent from the get-go. Blue warpaint and various talismans count as a Charm.
Evil Suns; Drive (Ground Vehicle) (Ag) or Tech-Use (Int) as Trained Skills.
Goffs; Increase Strength by +3.
Snakebites; Resistance (Poison) Talent, and gain either Survival (Int), Tracking (Int) or Wrangling (Int) as a Trained Skill.


A new psychic discipline, Theosophamy:

Theosophamy is a psychic discipline which focused on the manipulation of the Warp during its interaction with the material universe. Unlike Daemonology, it is based on the use of ritual and control rather than letting loose the full raw power of the warp. This is because the use of theosophamy is intended for the disruption or the closing of rips in the barrier between dimensions rather than opening such breaks.

Confound Daemon : by disrupting the flow of energy from the warp into real space, a Psyker can temporarily disorient a Daemonic creature.
Seal Warp Breach : this power allows its user to cut off a connection between the mortal universe and that of Warp space which serves as a vital link for a Daemonic entity who draws power from such a tear and thus can lead to both their weakening as well as their banishment.
Stigmatise : a power that allows a psyker to create a disruption between a mortal and their soul which not only disconcertes the target but also creates a subconscious suspicion amongst their cmorades.
Strike Daemon : a psyker is capable of firing a powerful psychic bolt of faith which damages Daemonic foes through the strength of the users mind.

Theosophamy. Basically, you make use of your bond with the God-Emperor and are 'Holy' weapons, capable of banishing the daemonic.

Banishement; Full Action, No sustain, 500xp, Opposed Willpower, 5m x Psy Rating range.
Only affects those with the Daemonic Trait (or creatures determined as warp-entities). Every degree of success on the Focus Power Test makes the target take 1d10 points of damage, ignoring armour and toughness. If you win by 5 DOS or more, the entity is flung screaming back into the warp and is utterly destroyed.

Warp Weapon (requires Soul of Adamantium and Sanctuary to take);
300xp, Willpower focus test, Full Action, Sustainable.
By taping into the streams of warp energy that pass through the moral realm, and through their faith, the psyker is able to temporarily wrap a single melee weapon with this energy. This energy only lasts a short amount of time, but during that time, the weapon becomes insubstantial and passess through the toughest armour. The technique only affects melee weapons, and only those being held by the psyker (once he drops it, it loses this power) with the Warp Weapon Trait (see Rogue Trader, page 368 for details).


Couple'a new Plasma Weapons (there are around 35 pages of new weapons/equipment in this book):

Wrath Plasma Pistol;
Pistol, 40m, 1/-/-, 1d10+8 E, Pen 6, Clip 8, Reload 3Full, Overheat, Accurate, 5kg, Extremely Rare.

...

Here is a much bigger plasma gun (not pistol);
Clovis Plasma Gun;
Basic, 60m, 1/3/5, 1d10+5 E, Pen 6, Clip 40, Reload 5Full, Overheat, 20kg, Extremely Rare. Can't be fired on full auto with Maximal Setting on, but may semi or single shot.


Yes, that's a Full-Auto Plasma Gun.

New force fields, including Displacer Fields (!) and Mirror Shields (!!):

Force fields (refractors, etc) work differently now. You roll a 1d100, and if your result is below the protection rating of the force shield, and does not affect the character (but may affect other nearby characters, environment, etc). They can also overload. Compare the 1d100 roll to avoid damage against;
Poor quality: 01-20 overloads
Common: 01-10 overloads
Good: 01-05 overloads
Best: 1 overloads
Overloading makes it cease to function and needs to be either recharged or repaired (can be recharged with the Luminen Charge Talent or a successful Very Hard (-30) Tech-Use Test).

Archeotech Mirror Shield: PR (protection rating) 60, only applies to Arms and Body, when it blocks an attack, player can make a Challenging (+0) Agility Test as a reaction. On success, he reflects the attack back at the enemy, suffering all the effects of the hit. Near Unique.

Conversion Field (Locke-pattern): PR 50, if it blocks more than 12 points of damage from a single attack, release of light occurs, acting as a photon flash grenade burst centred on wearer. The wearer is unaffected by the burst of light, but nearby enemies (and allies) are. Extremely Rare.

Displacer field (Mars-pattern): PR 55, can automatically (or manually) activate a miniature warp-jump engine. If the field blocks an attack, roll for a random direction, then roll 2d10 for the number of metres travelled. Wearer will always emerge on solid footing and in a suitable empty space. If all three dice come up with the same number (e.g. three sevens), user does not emerge for 1d5 rounds and gains 1 Corruption Point. If wearer is suprised, he just forfeit his next turn due to the shock. Near Unique.

Eldar Forceshield: PR 75. Unique.

Power field (Ryza-pattern): PR 80. Comes in Personal and Vehicle/Emplacement varients. Personal can only be used for an hour due to charge life. Personal units automatically encumber the wearer. Field causes the air to ripple and crackle with static discharge, imposing a -40 to all tests requiring stealth to succeed. Does not function on ranged attacks withing 3 metres, or melee attacks. Personal is Near Unique, Vehicle/Emplacement is Extremely Rare.

Refractor field (Mars-pattern): PR 30, surround user in a hazy glow of light, making them easily detectable in low lighting or at night. Very Rare.

Salvation shield: PR 70, ,very small (think button sized), activated by a coded series of touches, small invisible force shield around the shield, projects half a metre away from wearer in a small square metre shield and is on scale with a power field, but only lasts a few minutes. Automatically recharges by itself within several hours.


Some ship-based items:

Emergency Field: If the ship unexpectedly enters the warp roll 1d10. On a 3 or higher the Gellar Field activates automatically, protecting the ship from any warp intrusion that may have taken place. 2 Power 0 Space 0 SP

Jovian Missile Battery (Macrobattery):
This unusual weapon system relies on medium ranged missile pods rather than more 'conventional' macro- batteries. The Pods are mostly outside the hull and can fire all their missiles in one immediate devastating salvo, an advantage tempered by the lengthy time it takes to reload them.
LABOR INTENSIVE: This weapon component may only fire every other turn.
Power 5 Space 5 SP 1 Strength 5 Damage 1d10+1 Crit Rating 6 Range 6

Lathe- Pattern Grav- Culverin Broadside:
The strange orbital dance of the three planetoids that make up the Lathe Forgeworlds has given the magos there a unique insight into the ancient art of grav weaponry, using strange forces to hurl warheads at tremendous speeds. Due to the unique methods of propulsion, variant warheads can also be fired through the grav culverin, including self propelled ordinance for greater range.

Broadsides: Must occupy a port or Starboard Weapon slot. Light Cruisers cruisers Only.

Self Propelled Warhead: Before firing this weapon, the firer may choose to increase the range of this weapon by 2 VU. If he does so damage is decreased to 1d10+1

Power 5 Space 5 SP 1 Strength 6 Damage 1d10+3 Crit 6 Range 5

Sunhammer Lance
Power 9 Space 6 SP 2 Strength 1 Damage 1d10+3 Crit 3 Range 9

Castellan Shield Array: Only a few Imperial ships are blessed with "Castellan" class void shileds, and even fewer are ships of the line. These shields' multiple banks of fail-safe circuit breakers take up a great deal of room, but can mean they remain up under even more stress than a single Castellan Shield.

Void Shields: This component counts as a ship's Void shields, giving the ship two void shields. (counts as a ships void shields)

Fail Sages: Once per strategic turn, during one opponents Strategic turn, the ships Enginseer Prime may make a difficult (-10) tech use test. This does not count as the enginseer's extended action. If he succeeds, the ship doubles its number of void shields for the duration of a single oppponent's strategic turn.

Storm Trooper Detachment;
Specially trained in boarding activities and ship security. Captain must have a Contact or Good Reputation with the Imperial Guard, in addition to the usual Acquisition requirements. They are too few to launch full-scale boarding actions against other ships. However, when it comes to hit and run raids, Storm Troopers are deadly efficient, and are likewise in defending against boarders when in charge.

When a ship with this compartment conducts a Hit and Run raid, the raid doubles the amount of Hull Integrity damage dealt. When a ship with a Storm Troopers detachment wins an Opposed Command Test while defending in a board action, it adds 1d5 to the damage inflicted to Crew Population. There is no Poor Craftmanship. Good and Best Craftmanship detachments have even better training, and grant +5 and +10 bonus to Opposed Command Tests respectively. ((The book feths up here, and lists a 'Staravar Laser Marcobattery' instead of Stormtroopers, which is Extremely Rare.))

Reinforced Prow;
+2 Armour to the front arc only. 1d5 additional damage when ramming. 0 Power, 2 space for Transporters, Raiders and Frigates and 3 Space for Light Cruisers and Cruisers, 1 SP for both.

Cherubim Aerie;!
Aid in menial task, lowborn crew distrust them. They decrease Crew Morale permanently by 1. However, when completing an Objective for an Endeavour, the aerie grants 1d10+10 additional Achievement Points. This is applied once per objective.
Poor Craft decrease Crew Morale permanently by 2 instead of 1. Good and Best Craft grant 1d5+15 and 20 Achievement Points, respectively. They are Scarce.


"Storm" Drop Pod Launch Bays

Honeycomb launch structures cluster along the vessels Keel, ready to split drop pods full of assault forces on a helpless planets below.
Steel Rain (Ha): When working towards a military objective, the player earns an additional 50 endeavor points towards completing that objective.

Drop Pod Deployment: The Players may use drop pods (see page 182). The Storm Design is equipped to hold 20 pods, although it may only launch 10 pods every 30 minutes (10 per strategic turn). The pods must be recovered from the planets surface before being reused.


And Drop Pods themselves:

Drop Pod:
Drop pods are rarely used by anyone other than space marines, however, some Rogue Traders in the Koronus Expanse have acquired modified drop pods for use with non space marines.

Type: Spacecraft
Tactical speed: 100 AUs
Cruising Speed: 2500 kph
Maneuverability: +0
Structural Integrity: 30
Armor: All 24
Size: Enormous
Crew: None
Carrying Capacity: 10 individuals in power armor (Which cushions the impact), or 10 individuals with specialist drop cocoons (which also helps absorb the impact)

Drop Pod Weapons

Storm Bolter (Facing all, range 90m, basic (-/-/6, 1d10+5 X, Pen 4 Mag 120, reload full, Storm, tearing) This weapon may only be used after the Drop Pod has Landed, and is controlled by the drop pod';s machine spirit (BS 40).

Special Rules:
Drop Pod Assault: Shooting at the drop pod is a -30 to hit when in flight. When landing the drop pod picks a set destination, then scatters 2d10 meters in a random direction. This is the final location of the pod, which cannot move until recovered and returned to its parent ship.
Availibility: Extremely Rare


New Navigator Powers:

Corrupting the Flesh - Add corruption points to a single target.
Disrupting the Empyrean - Damage ships entering/leaving the Warp.
Immolate the Soul - Energy damage in a cone, similar to a Flamer.
Obliterating the Immaterial Wake - Makes the ship hard or impossible to track using other powers.
Refresh and Revitalize - Remove or ignore Fatigue from self.
Scourge of the Red Tide - Energy damage to all in 15m.
Stripping the Husk - Rending damage + knockdown to single target.
Stacking the Deck - Enhance the ship during combat.
Stupefy the Soul - Inflict Fatigue and force a fear test to all who look into his warp eye.


Kroot info:

Kroot Hunting Rifle;
Basic, 150m, S/-/-, 1d10+5 E, Pen 3, Clip 8, Reload Full round, Accurate, 4kg, Extremely Rare.

Krootbow;
Basic, 40m, S/4/8, 1d10+3 R, Pen 3, Clip 20, Reload 2Full, Tearing, Toxic, 6kg, Near Unique

Fetish Pouch;
2kg, Extremely Rare, Kroot Shapers often carry totems, medallions, circlets, or other adornments that possess great sacred significance to his Kindred. Although it may take many forms, most of them are a collection of such items stored in a crudely-striched leather sack known as a fetish pouch. The materials of the fetish pouch are used in the various shamanic rituals that the Shaper has learned. Amoungst most Kindreds, the theft of a fetish pouch is punishable by death.

Kroot Leathers;
Covers all locations, 2AP, 4kg, Very Rare/Rare

Kroothawk Totem;
Kroot Shaper who carries this gains an extra Fate Point, which can only be spent and not burnt.

On the Kroot, they cannot use armour above 3 AP without loosing the Unnatural Perception and Fieldcraft (+10 to Concealment, Shadowing and Silent Move actions, forests jungles and similar are treated as open terrain).

Eaters of the Dead: Kroot are infamous for their practice of devouring the corpses of their foes. If necessary, they will even turn cannibal and eat Kroot corpses. A Kroot who devours a fresh corpse (the GM has the discretion to decide what qualifies as "fresh" - typically, the corpse must have been killed no more than 24 hours previously, and the corpse must be that of an organic creature; no daemons or machines!) gains a number of bonus Wounds equal to the unmodified Toughness Vonous that the corpse possessed when it was alive (typically three). These bonus wounds may not exceed the Kroot's own Toughness Bonus and remain for a number of hours equal to the Kroot's Toughness Bonus or until they are lost, whichever comes first. Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Kroot's normal Wound or any wounds healed through any other means (i.e., psychic healing, etc.) for a number of hours equal to his Toughness Bonus. A Kroot can only receive bonus Wounds from one consumed corpse at a time.
If the Kroot consumes a corpse while benefiting from bonus Wounds from a previous corpse, he loses the previous bonus Wounds and gains bonus Wounds fromm the new corpse instead.


New ammo types:

Acid Shells; Cause 2d10 E damage, 0 Pen. If the target takes damage it suffers the same effects as being set on Fire. Each hit against an armoured target will reduce its AP value by 1 (down to a min. of 0), and armour damaged in this way must be repaired to regain its effectiveness.
Used with: Shotguns, pump-action shotguns, shotgun pistols, shotcannons, bolt pistols and bolters.
Avaliability: Very Rare.

Airtorch Canister;
Airtorch canisters fire in a wide swath and gain the Scatter quality, but cause the weapon to suffer from the Overheating quality, as the heat is more than most melta weapons can withstand safely. The more rapid dispersal halves the weapon's range as well.
Used with: Inferno pistols and meltaguns.
Aval.: Extremely Rare.

Microburst Flask;
Plasma weapons using Microburst ammo add -2 Damage, +2 Pen and +10m to Range but cannot be fired in Maximal Mode. Removes Overheating quality. Flasks add 1kg to the weapon weight.
Used with: Plasma pistols and plasma guns.
Aval.: Extremely Rare.

Nephium Fuel Tank;
Agility tests made by targets to avoid Damage suffer a -10 penalty and the weapon's base damage is increased by 2.
Used with: Any Flame weapons (excluding Nav. powers, of course)
Aval. Very Rare.

Organgrinder Rounds;
If target takes damage from the shot after reduction for Armour and Toughness Bonus, he must make a Toughness Test with a -10 pen. for every point of Damage taken. Success means the shells is not powerful enough of has not functioned properly. Failure means 2d5 points of Rending damage to the victim with no reduction from Armour or Toughness Bonus.
Used with: Hand Cannons, heavy stubbers, and any bolt weapons. Organgrinder Rounds are Extremely Rare.

Snare Shells;
Decrease weapons base damage by 2, but gives it the Snare quality.
Used with: Shotguns, pump-action shotguns, shotgun pistols and shotcannons.
Aval.: Rare

Toxic Shot;
Weapon gains Toxic quality. If the weapon ever jams, wielder takes 1d5damage, ignoring armour and Toughness.
Used with: Any SP and Flame weapons.
Aval.: Scarce.

Tracer Shells;
+5 BS when on Full Auto. On same turn where a user has fired Tracer Shells, all subsequent BS tests made to hit the user in fog, mist, shadow, smoke and darkness also gain a +5 as the user gives away his position. ((Remember folks, tracers work both ways!))
Used with: Any SP and Bolt weapons.
Aval.: Average.

Void Rounds;
Operates in atmos-free environments normally. When used with atmosphere, -1 Damage due to the weight of the coating on the rounds.
Used with: Any SP.
Aval.: Rare.


New Astropath stuff:

stropaths can only use these abilities at the Unfettered and Push levels;

The Ties That Bind;
Must have the Mind Link power. Challenging (+0) Willpower Focus Power Test and needs two degrees of success. Should this occur, then all Explorers (player characters) aboard the ship gain +5 bonus to any one action while in Starship Combat for the next Strategic Round.

Telepathic Jamming;
Produces 'white-noise' to block astro-comms. Challenging Psyniscience Focus Power Test. Every DOS, Astropath generates interference in a radius of 1 VU. If anybody wishes to send or receive astro-telepathic signals, they make an Opposed Willpower Test against the jamming Astropath.

Divining the Way;
Requires Divination Discipline. Hard (-20) Psyniscience Focus Power Test. On pass, astropath can add 1d5 DOS to the next Manoeuvre Action the ship makes. Character making the Mano. Action just be within sight of the Astropath, and the the same room or area, in order to use the bonus. Can be done once per combat.

Taking the Shot;
Divination Discipline. Very Hard (-30) Psyniscience Focus Power Test. Every DOS grants +10 to any Shooting Action during Starship Combat. Character making the Test must be in contact (vox or verbal) or the Astropath.

Insipring Presence;
Need Inspire power. Must be with boarding party prior to assist in boarding actions, or can be with them if they so choose. Challenging Psyniscience Focus Power Test. If he succeeds, imparts a +10 per DOS for either Pilot (Space Craft) Test or Command Test portion of Hit and Run Extended Actions.


Stuff people can do during ship combat:

Anyway, Nav's during Starship combat can help, no matter if they are NPC or PC. Each action counts as an Extended Action in Starship Combat.

Tactical Positioning;
Assist Helmsman in positioning the ship. Difficult (-10) Psyniscience Test, Nav can add 1 DOS to any one successful BS Test made to fire the ship's weapons during the same Strategic Turn. 1 DOS can be added to Evasive Manoeuvres Test made during the same Strat. Turn. Nav must be able to communicate with the ship's helm in order to make use of this action.

Tactical Retreat;
When engaged in a Stern Chase (page 216, Rogue Trader), Nav can make a Difficult (-10) Navigation (Stellar) Test. For every 2 DOS on this test, the Nav can reduce the DOS needed to escape by 1.

Relentless Pursuit;
Aid in pursuing, Nav makes a Difficult (-10) Navigation (Stellar) Test. Each DOS on the test reduces total number of successes needed to catch the fleeing ship by 1.


More to follow...

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

And here is more, starting with MOAR ORKSEZ!!!!:

Ork Origins: Orky Knows-Wotz

Oddboy relates to the ork being oddly obsessive over his particular speciality, making Painboys all the more fun!

Driva; Drive (Ground Vehicle) (Ag) or Pilot (Flyer or Space Craft) (Ag) as Trained Basic Skill.

Hunta; Tracking (Int) as a Trained Skill.

Mekboy (Oddboy); Tech-Use (Int) as a Trained Skill.

Painboy (Oddboy); Medicae (Int) as a Trained Skill.

Runtherd (Oddboy); Wrangling (Int) as a Trained Basic Skill.

Trappa; Survival (Int) as a Trained Basic Skill.


Kroot Kindreds:

Bold Hunter; +5 BS, +5 to Wrangling Tests and a +10 bonus to resist Fear and Pinning.

Cunning Hybrid; +10 Int, +5 bonus to Barter and Deceive Tests, and a +1 bonus to Initiative.

Greenskin Hybrid; +10 Toughness. This is applied AFTER calculating starting Wounds.

Headhunter; Automatically passes all Toughness Tests to resist toxins and weapons with the Toxic Quality. The Kroot's beak loses the Primative Quality and gains the Toxic Quality. (Beak stats, normally, are 1d5+SB R Primative).

Stalker; Concealment and Silent Move Tests done as Free Action and may do so even while being observed.

Next up, Kroot Talents!


Kroot Talents:

t can always be ruled out by the GM if he see's fit, but yeah, I agree with you, especially since it means you can refresh some of your Wounds every fight, ready for the next one. I'm not too up the scratch on Kroot fluff, but that doesn't seem correct. Anyways, Kroot Talents!

Ancestral Blessing (Preq. Shamanic Powers); Shaper's ask warrior spirits for aid in battle. Can affect number of Kroot equal to his Willpower Bonus with this ability. Can apply to non-Kroot allies, but must first pass a Challenging Willpower Test. Those who benefit gain +2 bonus to melee damage rolls for a number of rounds equal to the Shaper's Willpower Bonus. Usable once per day (fuckin' 4e).

Blood of the Stalker (Preq. Shamanic Powers); Covers exposed skin in local predator blood (and maybe his allies), and caw's a prayer. The Shaper applies this Talent to himself and a number of Kroot equal to his Willpower Bonus. Can apply to non-Kroot with a Challenging Willpower Test. Gain 1 DOS on any passed Concealment, Shadowing or Silent Move Tests.

Greed is Good (Preq. Mercenary Trait); Reroll any failed Willpower Test to avoid Fear and Pinning.

Hyperactive Nymune Organ; Was mentioned in the previous thread, basically gives one additional Reaction per round, moves an extra few metres equal to Ag Bonus. Running doubles his movement for one Round. Gains Fatigue if used in 2 consecutive Turns unless he passes a Challenging Toughness Test.

Kroot Leap (Prereq; Strength 45+, Agility 45+.);
When taking a Charge action, Kroot can ignore obstacles between him and the target by making a Running Vertical Jump (see p266 of Rogue Trader). Talent may only be used if there is room for the Kroot to land next to his target and room overhead. If the Kroot strikes his target while using this Talent, the Kroot may make a Knock-Down Action (p241, Rogue Trader) against the target as a Free Action.


Kroot starting stuff:

Kroot starting shiz!

Starting Skills; Awareness, Concealment, Dodge, Silent Move, Speak Lang. (Kroot, Low Gothic, Tau).

Starting Talents; BWT (Uni), EWT (Kroot Rifle), MWT (Uni), Heightened Senses (Sight, Hearing), Mercenary.

Starting Traits; Natural Weapons (Beak), Unnatural Strength (x2).

Starting Gear; Kroot Rifle (statted in Rogue Trader book), mono-knife, kroot leathers, Kroot-modified void-suit, micro-bead.

Advances at simple start at;
WS=100
BS=250
Str=100
Tough=250
Ag=100
Int=500
Per=100
Will=250
Fel=500

All Kroot have the Eater of the Dead, Field Craft (+10 to all Concealment, Shadowing and Silent Move Tests. Kroot treat forests, jungles and similar environments as open terrain), Kroot Beak (1d5+SB R, Primative) and Kroot Phisiology (anything more than 3 AP removes their Unnatural Perception and Fieldcraft traits.)

Unnatural Perception (x2) is avaliable at Rank 2 (going up to x3 later on). Simply wearing to much armour removes the trait you have spent XP on.


Fell being a 500 skill makes sense.

Ranks:

We have the Ork Freebooter (all standard Ork characters start as this),

Acquisitionist (black market dealer for Seneschal),

Augmenticist (a new found hardon for the machine, avaliable for any except Explorator, Missionary, Ork and Kroot),

Calixian Privateer (fucken pirates, old-school style art of pirate, for all careers),

Drusian Adherent (man of faith and fighting, any career except Astropath, Explorator, Ork and Kroot). He can get CL (Imp Creed), SL (Drusian Chronicles (which is flavour, nothing much more except prayers involving the saint)) basic and +10 and +20, Intimidate, Literacy, Secret Tongue (Military), Survival, SL (Imp Creed), Peer (Ecclesiarchy), BWT (Flame), Peer (Military), HWT (Flame), Sound Const. x2, Orthoproxy, Peer (Inquisition), Jaded, Frenzy and Unshakeable Faith.

All avaliable at Rank 1 or higher.

Flight Marshal (big-shot, best of the best pilots, making use of those gun-cutter stats, Void-masters only). Best of the Best (Preq. Pilot (Flyers and Space Craft) +20, Pilot (Personal) +10.
When making an Opposed Pilot Test, if the Flight Marshal and his opponent both make the same number of degrees of success, the Flight Marshal counts as winning the Test (in essence, he wins ties). The FM also wins ties when making any opposed Interaction Skill Tests with other members of the Imperial Navy. Everything else is Air of Authority, Charm, Awareness +20, Carouse, CL (Imp Navy) +10, Drive (Skimmer/Hoverer) +10, SL (Tactica Imperialis), Command +20, Pilot (Personal) +10, Deadeye Shot, Decadence, Talented (Gamble), Hip Shooting, Hotshot Pilot, Iron Discipline, Peer (Imp. Navy), Sound Const., EWT (choose one), Good Rep. (Imp. Navy), Talented (Command), Void Tactician.

Generator (scholars of genetics and biological matters, Explorators only)

Gland Warrior (autosanguine, drug-frenzies include Frenzon, Slaught, Stimm and Spur all at once, Arch-Militants)

Kroot Shaper (commands other Kroot best, Air of Authority etc, Kroot only of course)

Legend of the Expanse (any career, lots of +20's up for grabs, profit factor influences social interactions, any career can get it but must have two Characteristics of 50 or higher, at least 2 skills with +20 and three or more skills at +10. Needs a total profit factor of 70 or higher). Aspiring to be legendary is one thing; suceeding is another entirely. To attempt the grandest of endeavours and face the greatest challenges - and live to tell the tale - is only part of it; you must have the treasures and trophies to prove it, the resources to demonstrate your enduring success, and the wits to protect it. Those who seek such endless glory must be as wary as they are ambitious, for betrayal lurks around every corner, and those who seek to make their own name will often attempt to do so at the expense of yours."

Any career can choose it from Rank 6 and higher.

Paranoia, Charm +20, Command +20, Intimidate +20, Invocation +20, Pilot (Choose one) +20 (x2), Psyniscience +20, Tech-Use +20, Air of Authority, Light Sleeper, Lightning Reflexes, Peer (x3), Rapid Reaction, Talented (choose one) (x3), Good Rep. (x3), Renowed Warrent, Watchful of Betrayal, Legendary (1000xp!) Legendary; Any successful influence Tests the Explorer makes using Profit Factor automatically gain an additional 2 'bonus' DOS. In a social Challenge, any successful Interaction Skill Test made by the Explorer automatically gain an additional 'bonus' 2 DOS. In Combat, the Explorer counts as having the Fear (1) Trait. Watchful for Betrayal (500xp, Preq. Awareness, Light Sleeper, Paranoia, Perception 40.); As long as you are concious and your senses are not impaired, you cannot be Suprised.

Navis Scion (talking Navigators, takable at Rank 1 however alongside Navigator usual career path. Can't be Renegade House.)

Ork Kommando (ded sneaky, sneaking skills out the wazoo, special talent gives Fear (1) when they break Stealth, if he already has Fear (which is avaliable to Ork Freebooters later on), it goes up a notch)

Ork Mekboy (makes stuff out of scrap, need an Int of 30 or higher, Tech-Use and two exotic weapon talents).

Transubstantial Initiate (Astropath, avaliable at Rank 1, less than 5 Corruption points to access, -3 WS and BS when using this career path, Unshakeable Faith, lores, Master Orator, etc).

Torchbearer (I spread the faith of the Emperor with a gun, Missionary only, basically turns you into a guardsman).

Xenographer (Peer: Xenos, trade, lore etc). Chem-Use, CL (Koronus Expanse), CL (Machine Cult) +20, CL (Tech) +20, CL (War), Dodge +10, FL (AdMech) +20, FL (Mutants, Xenos), Medicae +10, Navigation (Surface), SL (Beasts, Cymistry), Tech-Use +20, Trade (Cymist) basic and +10, Trade (Explorator), FL (Mutants, Xenos, Beasts) +10, FL (Mutants, Xenos, Beasts) +20, Feedback Screech, Luminen Shock, Nerves of Steel, Peer (AdMech), Resistance (Poison), A Machine of Flesh (x3), Master Chirurgeon.

A Machine of Flesh (500xp each time); Talent groups are: Brute, Clawed/Fanged, Feels No Pain, Multiple Arms, Nightsider, Regeneration, Sonar Sense, Sturdy, Tough Hide, Venomous, Winged.

Flesh is not a weakness as far as you are concerned, but rather a font of untapped potential. Locked within your genes and your tissues are the secrets to greater power, and though you do not eschew the purity of steel nor your existing implants, you see them only as part of the mechanism by which you can better yourself. You gain any of the said traits each time you take this Talent. You are either grafting on systems, or manipulating your own genetic code. Whether or not you are a mutant is debatable. Rank 3 Explorator or higher. Preq: Toughness of 35 or higher, Intelligence of 40 or higher, possess the Autosanguine and Prosanguine Talents.


Some weapons:

Beamer Meltagun; Basic, 40m, S/-/-, 2d10+6 E, Pen 12, Clip 6, Reload 2Full, 9kg, Very Rare.

Solo Boltgun; Basic, 100m, S/-/-, 1d10+5 X, Pen 4, Clip 8, Reload Full, Accurate, Tearing, Reliable, 7kg, Very Rare.


Vehicle weapons:

Here, some Vehicle weapons;

Pilot-operated Autocannon; Facing Front, Range 300m (3 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 60, Reload 2Full

Forward Gunner-operated twin-linked barrelled lascannon; Facing Front/Left/Right, Range 600m (6 AUs), Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 250, Reload -, Twin-Linked.

Pilot-operated long-barrelled lascannon banks; Facing Front, same stats as above^ expect S/-/5, plus Inaccurate trait. Each of these weapons is actually five lascannons linked for rapid fire.

Co-pilot operated Void-capable Missiles; Facing Front, Range 75km (750 AUs), Heavy, S/-/-, 3d10+20 X, Pen 15, Clip 1, Reload -. Co-pilot may fire two of these missiles per turn, at two seperate targets.

Powerlifter; Facing Front, Melee, 2d10+10, Pen 2, Unwieldy.

Dakkagun; Facing Front, Range 75km, Heavy, -/-/7, 1d10+6, Pen 2, Clip 100, Reload 3Full.


Mist items:

Stryxian Compact;
Elaborate document, written in alien characters unpon xenohide vellum. The bearer is a (somewhat) trusted trading partner of the nomadic Stryxis. Normally found in possession of unscrupulous Rogue Traders, the bearer of this compact receives a +20 Bonus to all Interaction Skill Tests when dealing with the Stryxis. They respect the terms of the Compact, usually regardless of who presents it. Extremely Rare.

Caged Songbird;
Tiny winged mechanical birds that can sing (sorta). Able to sense intrusions in the Warp. They scream and shout when a Gellar Field faliure is approaching. If the ship suffers a Gellar Field failure or fluctuation, this will provide a warning 1d10 Rounds beforehand. They also warn (loudly) if they are within 10m of a Daemon (although not always a guarantee if the Daemon is disguising itself very well. Up to the GM's discretion). Extremely Rare.

Archeotech Blurshield; Makes all straight BS Tests against you suffer a -20 Penalty. Does not help with Flame or Blast weapons. Near Unique.

Power Board; Allows the rider to glide through the air on a plank of featureless metal. Internal power cells slowly recharge over time, but each charge lasts for hours depending on speed and distance desired. Users operate the board with their own body orientation, and most affix footholds to prevent a fall. The Power Board grants the Flyer (15) Trait, but any user must have the Pilot (Personal) Skill to use one. 15kg, Near Unique.

Flip-Belt; Anti-Grav belts, used by the decacdent Eldar of the Harlequin cult. They partially negate gravity, granting the wearer greater agility and acrobatic movements. Grants the Hover (6) Trait, and +20 to all Agility-Based Tests, requires Pilot (Personal) Skill to use. All Flip-Belts are of at least Good Craftmanship. 2kg ((eh?)), Extremely Rare.


Ork weapons (or is that wepunz?):

Burna; Basic, 15m, S/-/-, 1d10+5 E, Pen 3, Clip 8, Reload 2Full, Inaccurate, Unreliable, Flame, 8kg, Very Rare/Scarce. On a Challenging Tech-Use Test, converts the Burna into a powerful blowtorch capable of cutting through anything from personal armour to a voidship's hull - treat as a Burning Blade with the Unwieldy Quality that requires two hands to use.

^Related: Burning Blade; Challenging Agility Test to not be set on fire. Melee, 1d10+5 E, Pen 4, Power Field, Balanced, 3kg, Extremely Rare.

Rokkit Launcha; Basic, 120m, S/-/-, 3d10+5 X, Pen 6, Clip 1, Reload Half, Inaccurate, Unreliable, 15kg, Very Rare/Scarce.

Stikkbomb; Can be used as improvised club (considered truncheons in Rogue Trader, page 131), exploding on a WS Test result of 91 or higher, Thrown, SBx3, S/-/-, 2d10+5 X, Pen 2, Blast (1), 1kg, Scarce/Common.


More guns (Mole Mortar!!!!):

Hunter-Killer Missile; +20 BS Test to fire. Heavy, 350m, S/-/-, 3d10+6 X, Pen 6, 1 Clip, Reload -, 64kg, Very Rare. "This specialty missile launcher is often mounted on vehicles, and fires an advanced krak missile. Fitted with advanced guidance systems and fuel, it has longer range and better accuracy than standard launchers, as the internal cogitator's sensorum suite guides it to the target. Each comes in a complete launching package, good for one shot only. A Hunter-Killer Missile grants a +20 to Ballistic Skill Tests made to fire it. Hunter-Killer Missiles may not be loaded with unusual ammo."

Mortar (Locke); Heavy, 50-300m, S/-/-, 2d10 X, Pen 3, 6 Clip, Reload 2Full, Inaccurate, Blast (5), 48kg, Rare.

Mole Mortar; Designed to be fired into the ground, they tunnel towards the enemy and arc up, exploding underneath the enemy. May not be loaded with unusual ammo that is not specifically designed to be used with a Mole Mortar.
Heavy, 50-300m, S/-/-, 2d10+2 X, Pen 2, 1 Clip, Reload Full, Inaccurate, Shocking, Blast (4), 50kg, Extremely Rare.

Entropic Accelerator; Unremarkable weapons consisting of a simple hollow barrel with a rectangular stock. Produces horrific effects, as metabolism speeds up or stops, chemical reactions fail or flow too quickly, complex molecules such as plastics, fabrics and metals begin to deteriorate, and the entire target melts into a ball of horrific melded mass. This weapon requires no actual ammunition, but must recharge. It is understandable that the result of this weapon may cause a Fear Test for any not truly expecting it.
Basic, 40m, S/-/-, 3d10+4 E, Pen 3, Clip 1, Reload -, Recharge, Toxic, 5kg, Near Unique.

Xenos Flechette Blaster; Shots burst into millions of razor-sharp strands that tear flesh into a pulpy mass.
Basic, 20m, S/-/-, 3d10 R, Pen 2, Clip 40, Reload 2Full, Tearing, Blast (2), 2kg, Very Rare.


YAY!

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Veteran Wolf Guard Squad Leader





In the chaotic wastes also known as Canada

Man I'd love to get into this but i dont know anyone who plays.

DOOMFART's Drunken Rugby Player FOR DOOMFART! FOR GES! FOR DAKKA!!!!
Kanluwen wrote:Cadian Blood and Soul Hunter?
They're like kidnapping someone, and forcefeeding them heroin until they're hooked.
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

More time!!!

Ship Bitz:

Exploration Bridge; Power 4, Space 1 for Transports, Raiders and Frigates, Space 2 for Light Cruisers and Cruisers, SP +1. Grants +5 Detection when using Active Augury. When working towards a Exploration objective, players earn an extra 50 Enveavour Points.

Auxiliary Plasma Banks; This Component generates power, rather than requiring it. If this Component is ever damaged, the ship containing it takes 1d5 damage directly to Hull Integrity, and its plasma drive is set on fire.
For Transports, Raiders and Frigates: 8 Power generated, 5 Space, 1 SP
For Light Cruisers and Cruisers: 10 Power generated, 6 Space, 1 SP.

Empyrean Mantle; When travelling on Silent Running, all tests to detect this vessel have their Difficulty increased by two degrees. When completing a Criminal Objective, the players earn an addition 50 Endeavour Points. This componant does not require hull space. Althought it is external, it can only be destroyed or damaged by a critical hit.
For transports, raiders and frigates: Power 3, 0 Space, 2 SP
For Light cruisers and Cruisers: Power 5, 0 Space, 2 SP.

Castellan Shield Array; This component counts as a ships Void Shields, giving the ship two void shields. This must be used as a ships Void Shield. Once per Strategic Round, during one opponent's ST, the ship's Enginseer Prime may make a Difficult (-10) Tech-Use Test. This does not count as the Enginseers Extended Action. If he succeeds, the ship doubles its number of Void Shields for the duration of a single opponents ST.
Cruisers only (however there is a smaller version): Power 7, 2 Space, 2 SP.

Turbo-Weapon Batteries; Upgrades for marcobatteries. These upgrades allow a single marcobattery weapon component to ignore the penalties for firing at double its normal range. This upgrade may be acquired multiple times, once for each marcybattery.
Poor Craft decrease the Range of the weapon component they upgrade by 1. Good Craft increase the range by 1. Best Craft adds a +5 to all BS Tests made to fire that weapon. Very Rare.


Servitor Crew; Having a Servitor Crew imposes a -10 to any BS Test to fire the ships weapons, as well as a -10 to all Command Tests made aboard the ship. In addition, the ship may not initiate boarding actions. The ships crew can only be replenished by Hive or Forge worlds.
In exchange, the ship always counts as Morale 100 as long as it has the Servitor Crew, and all Crew Population losses are reduced by half (to a minimum of 1). An Explorer must also make a Tech-Use Test (as opposed to a Medicae test) when preforming a Triage action. A servitor crew has a Skill Characteristic rating of 30.
Poor Craft have a Skill Characteristic rating of 20. Good and Best Craftmanship Servitor Crews have a Skill Characteristic rating of 35 and 40 respectively. At the GM's discretion, certain Components such as a Temple-Shrine or Clan-kin Quarters may no longer provide their benefits to a Servitor Crew, while other Components - such as a Servitor Reclaimation Bay - may not impose their usual penalties.

Servitor Crew's are considered Very Rare.

Starchart Collection; Starcharts of warp routes, lost worlds and safe havens is hard won information. A starchart collection allows a ship's Navigator to reduce warp travel times by 1d5 days, to a minimum of one. When working towards an Exploration Objective, you gain 25 additional Achievement Points.
A Poor Craftmanship Starchart Collection imposes a -10 penalty when rolling on the Warp Travel Encounter Table. Good Craftmanship charts reduce travel times by 1d5+5 days (to a minimum of 1), while Best Craftmanship charts also grant 50 Achievement Points instead of 25. Extremely Rare.

Broadband Hymm-casters; Scream deafening hymms at all ships within range!
If this system is activated, all other ships must make a Difficult (-10) Tech-Use Test in order to use vox or other broadcast communications while within 30 VUs of this vessel.
When this system is activated, characters aboard this vessel gain a +10 to all Intimidate Tests against all ships within 30 VUs.
This component does not require hull space. Although external, it can only be destroyed or damaged via a critcal hit.
All Ships: Power 3, 0 Space, 1 SP.


Weapon & Equipment Bitz:

Eldar Deathspinner; Basic, 40m, S/-/-, 4d10+5 (not damage type listed, so I assume its Explosive), Pen 2, Clip 30, Reload 2Full, Reliable, Blast (2), Tearing, 4kg, Unique.

Assault Stubber; Designed to be used with the backpack ammo (weight included), Basic (you read right), 100m, -/-/6, 1d10+4 I, Pen 3, Clip 200, Reload 2Full, Storm, 25kg, Average. Can be equipped with any heavy stubber ammo.

Dragon's Breath; Basic, 30m, S/-/-, 2d10+2 E, Pen 3, Clip 20, Reload Full, Flame, 4kg, Unique. (Book says the flames are 'difficult to put out', but offers no other insite. Must be used in an atmosphere, but does not have to be a standard oxygen-nitrogen mix.)

Delphis Mark II "Ironclad" Heavy Power Armour; Tasks involving fine manipulation are impossible, firing a gun is not however. This armour is extremely cumbersome, imposing a -20 to the Agility of the wearer. In addition, any Dodge, Arcobatics and Contortionist Tests automatically fail. Can run for 12 hours continuouslly, but then needs a day of recharging for the same power cells. +20 to the operator's Strength Characteristic and increases his size by one step (for standard human, this would mean Hulking). Movement speed is deceased by 1 in total. Counts as enclosed void suit, with inbuilt auspex, good craftmanship photo-visors, an incorporated vox and a pair of Recoil Gloves. You also gain the auto-stabilsed trait due to built-in servos in the arm joints. If the suit becomes unpowered, you need to make a Hellish (-60) Strength Test to move.

Protects all areas. AP 9. 150kg. Extremely Rare.

Your best bet is to go with force fields (which I listed yesterday), rather than this thing. Though I can see it's uses, it has some serious negatives to it.

And for your mooks;
Assault Lasgun; Can be used as a spear with the Mono upgrade (Rogue Trader, page 131), has two power packs loaded into it for prolonged engagements.
Basic, 50m, 1/-/5, 1d10+3 E, Pen 0, Clip 120, Reload 2Full, Reliable, 4.5kg, Average.

Teleportation Pack; Movement ofup to 4d10m - the wearer will always emerge on solid footing and in a suitable empty space. If three of the four dice come up with the same number (e.g. three threes), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point from exposure to strange energies. If all four dice come up as the same number, the user gains 1d5 Insanity points as well. 25kg. Unique.

Backbone Bracing (implant); Some or all of the user's bones are wrapped with a lattice of plasteel to strengthen them and prevent damage. This implant is commonly provided for fingers, forearms, shins, and ribs both to offer a stronger punch as well as grant more protection in combat. A character with this Implant gains the Bulging Biceps and Iron Jaw Talents, and gains a +2 bonus to Damage for all unarmed attacks. Very Rare.

Vitae Supplacement; Simple emergency life suppot system built into the chest. Won't last longer than a few hours, but will most likely prevent death until the medicae arrives. Grants the Autosanguine Talent, and, at the GM's discretion, may give a 50% chance of not dying due to blood loss or other normally fatal consequences. Common Craftmanship versions can preserve someone for up to four hours, Good and Best versions double and triple this time, respectively.


Misc Bitz!:

Attracting unwanted attention; Throw too much profit factor around, and people are going to notice. With each multiple acquisition test, the chance for getting unwanted attention goes up. For example;
1 Test, -0 Penalty, 0% of U.A.
2 Tests, -10 Penalty, 10% of U.A.
7 Tests, -60 Penalty, 60% of U.A, etc etc. I will list the Unwanted Attention table soon.

It is also possible that, if you fail an Acquisition Test by 5 degrees or more, you may suffer a misfortune to see if the reckless spending has crippled your resources. Roll on the 9-41: Misfortunes table (no mention of where this is in Into The Storm, is it in Rogue Trader? Should be).

U.A. Table.
01-10; A pickpocket hits one of the Explorers and he loses any one item carried on his person (GMs choice). Make a Difficult Scrutiny Test to catch the thief.
11-20: Explorers' Lodgings have been burgled. Anything of value in the room that was not concealed is gone. Good roleplaying and the GMs discretion can mean they can find the items and who stole them.
21-30: An extremely skilled confidence man or grifter sets his sights on the Explorers, offering a sort of plausible sounding but ultimately phoney deal. He could be a lone wolf or part of a large criminal network.
31-40: Explorers are attacked in the street by a gang of cutthroats intent on taking their weapons, armour, folding money and any other items of value they may be carrying. GM should make sure this is a relatively challenging encounter for the Explorers.
41-50: A minor clerk at a banking house that the Explorers frequent has decided that they have enough money and would never miss just a little bit. He has begun skimming money from the Explorers accounts. -10 Penalty to any Acquisition Tests using Profit Factor drawn from this source. GM decides when and where the penalty occurs.
51-60: Local criminal organisation believes that the Explorers are moving in on their operations and react accordingly.
61-70: The Port Master of a station or shipyard where the Explorers have put in has impounded their ship for being delinquent on a number of suspicious and previously unknown "Berthing Fees." Numberous bribes will have to be paid before the Explorers can leave.
71-80: The Explorers have attracted the attention of a ring of ship thieves. These are extremely dangerous pirates with years of experience, and will go to great lengths to relieve the Explorers of their ship. It is up to the GM to determine how and where these pirates will make their move on the Explorers.
81-90: Purposefully or not, the Explorers have set themselves at odds with a rival trading dynasty. The Explorers may have underbid them on a lucrative contract or pressed thousands of their merchant ship's voidmen from the taverns and bawdy houses of Port Wander. However it happens, these power new rivals will stop at nothing to put the Rogue Trader and his people into the poor house.
91-00: A powerful member of the Administratum, Inquisition or local military or government sets their sights on the Explorers wealth. They will demand bribes and free services, and threaten very real consequences if the Explorers don't go along with what they want.

Cost is No Object;
Forever burn a profit factor point to gain a +10 to any Acquisition Test. This can be explained as selling off investments, to calling in favours.

Influence, Reputation and Location;
Influence and reputation are just as important to a Rogue Trader as his ship and lucky side arm. These make up much of his Profit Factor. When operating in a dark and heathen corner of the galaxy, how often can a Rogue Trader expect to hear the correct answer to the question, "Do you know who I am?"

When operating outside of their usual territory, GM's should consider adding negative modifiers to Explorer's Influence tests. How this is seen roleplaying wise is up to the GM. You cannot use Profit Factor to make friends and influence people as easily as you could in, say, Port Wander. A modifer of -10 to -30 should be sufficient, but the GM has the final say.


Ship Roles... bitz... uhh...:

Rank 1;
Lord-Captain: Rogue Trader Career only (unless the GM allows otherwise)
Immediate Subordinates: Personal guard company, emissaries of Imperial powers, subordinate officers of the ship.
Important Skills: Command; To impose the Lord-Captain’s will upon ship manoeuvres, lead boarding actions, or shame and break mutinous crew.
Charm; To restore flagging moral during long voyages far from Imperial stars.
Intimidate; It is sometimes necessary to compel the loyalty of recalcitrant servants.
Scholastic Lore (Tactica Imperialis); The Lord-Captain must lead decisively in matters of strategy and tactics.
Benefits: +10 Bonus to Hold Fast! Extended Action. If he possesses the Exceptional Leader ability, he may grant it to anyone aboard his ship once per Strategic Round as a Free Action, ignoring the normal restrictions on who can benefit from this ability.


Rank 2;
First Officer: May be filled by any character, except those with the Astropath Transcendent career.
Immediate Subordinates: All senior officers, deck foremen, Mechanicus Emissariat.
Important Skills: Command; The First Officer’s presence must inspire no less loyalty and obedience than his Lord-Captain’s.
Secret Tongue (Rogue Trader); Mastery of the fleet patois is necessary if one is to communicate fully with subordinates.
Intimidation: One who inspires fear inspires respect.
Benefits: The First Officer treats Command as a Trained Basic Skill when dealing with his crew. If the First Officer possesses the Command Skill, he receives a +5 on all Command Tests made aboard ship.

Enginseer Prime: Most would be Explorators, but some may be Void-Masters or Missionaries.
Immediate Subordinates:Appointed Magos Enginarium, emissary of the Latheic Archmagi, aggregate council of machine-shrine Tech-Priests.
Important Skills: Tech-Use; For emergency and long-term repairs, or exhorting machine spirits to greater efforts during void-battle.
Chem-Use; Strange reagents are required throughout a void-ship’s systems, and knowledge of these chemicals is vital.
Common Lore (Machine Cult), Forbidden Lore (AdMech); Servants of the Machine God must be salved and made calm by one who knows their ways, just like the machine spirits they serve.
Benefits: The Enginseer Prime gains a +10 bonus to the Emergency Repairs Extended Action (see Rogue Trader page 216).

High Factotum: Usually Senechal career, but may also be selected by the Missionary career.
Immediate Subordinates: Quartermasters, skilled negotiators and factors, officers of the common great-hold crew.
Important Skills: Barter; For less clear-cut trading operations, such as bolstering the crew through press-gangs or ‘recruiting’ convicts from Imperial Prisons.
Commerce; Vital to succeed in matters of commerce and negotiation.
Evaluate; Every trader lies, either to himself or to others. Establishing a true worth in any potential trade is of great importance.
Benefits: Once per game session, the High Factotum may take up to 300 Achievement Points gather towards the completion of one Endeavour and apply them to the completion of another.

Rank 3;
Master-At-Arms; This role is usually associated with the Arch-Militant career, but may also be selected by a Void-master.
Immediate Subordinates: Armoury crew, shipboard troop commanders, mercenary leaders.
Important Skills: Command; For leadership in battle, security operations, and boarding actions.
Tech-Use; To make the best use of the vessel’s machine and servitor security systems to capture or eliminate intruders.
Intimidate; A battle is double won when force of arms is not required for victory.
Scholastic Lore (Tactica Imperialis); The Master-At-Arms must be learned in strategy and tactics.
Benefits: The Master-at-Arms gains a +10 to the Prepare to Repel Boarders! Extended Action (see Rogue Trader page 218).

Master Helmsman; This role is usually associated with the Void-master career, but can be selected by characters with the Explorator or Arch-militant career.
Immediate Subordinates: Helm crew, enginarium Tech-Priests, lesser auspex officers.
Important Skills: Pilot (Space Craft); Used for most manoeuvres and unexpected situations at the helm.
Scholastic Lore (Astromancy), Common Lore (Koronus Expanse); Useful in deciphering the subtleties of partial void-maps, or anticipating hidden dangers left uncharted.
Trade (Voidfarer); Understanding the common practicies of void-crew is necessary for those who direct their toil.
Benefits: The Master Helmsman gains a +10 bonus to the Evasive Manoeuvres Action (see Rogue Trader page 215)

Master of Ordnance; This role is usually associated with the Arch-militant career, but may be selected by a Void-master as well.
Immediate Subordinates: Assembled officers of each gun-deck, lance battery and other ordnance system, munitions vault crew, commanding officer of small-craft squadrons.
Important Skills: Command; The varied battery and ordnance crews must fight as one, and the Master must lead them to do so.
Scholastic Lore (Tactica Imperialis); To use a weapon well, its place in the broader battle must be clear.
Trade (Voidfarer); Understanding the common practices of void-crew is necessary for those who direct their toil.
Benefits: When firing ship weapons while benefiting from the Lock on Target Extended Action, the Master of Ordnance adds an additional +5 bonus to the Ballistic Skill Test. ((There is an awesome picture after this bit, it made me lol, think Clockwork Orange, Imperial style))

Master of Etherics; This role is usually associated with the Void-master Career, but may also be selected by a character with the Arch-militant or Explorator career.
Immediate Subordinates: Lesser auspex vault officers, lesser vox system officers, appointed Tech-Priest of Etherics.
Important Skills: Scrutiny, Tech-Use; Used in operating the ship’s auspex and vox systems.
Trade (Voidfarer); Understanding the common practices of void-crew is necessary for those who direct their toil.
Appropriate knowledge Skills may be used to identify specific Components of an opposing vessel.
Benefits: The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action (see Rogue Trader page 217).

Chief Chirurgeon; This role is usually associated with the Missionary or Explorator careers, but can be taken by the Seneschal career.
Immediate Subordinates: Biologis Tech-Adepts pledge to the medicae wards, lesser medicae and doctors of physics, appointed Savant-Medicaes of the void-ship librarium.
Important Skills: Medicae; For all the practical duties of a Chirurgeon.
Chem-Use, Scholastic Lore (Chymistry); When preparing unusual drugs and anti-venoms, sometimes from base reagents.
Tech-Use, Trade (Technomat); When preparing augmetics for impantation or repairing existing augmetic implants.
Benefits: The Chief Chirurgeon gains a +10 bonus to the Triage Extended Action (see Rogue Trader page 218).

Master of Whispers; Usually associated with the Seneschal career, but can be taken by the Missionary career.
Immediate Subordinates: A array of capable agents, master savant of the void-ship librarium, trusted spies in the crew.
Important Skills: Inquiry; Investigate crew unrest or uncover vital information from other groups.
Deceive; Keep the crew loyal and in high spirits, even if that means lies and corruption.
Interrogation; For more direct means of learning secrets.
Scrutiny; To uncover what others wish to remain hidden.
Benefits: The Master of Whispers gains a +10 bonus to the Disinformation Extended Action (see Rogue Trader page 216).

Choir-Master Telepathica; Astropath Transcendent career only.
Immediate Subordinates: Lesser Astropaths of the Choir, Choir support staff, Rite-masters of the Adeptus Astra Telepathica.
Important Skills: Psyniscience; The foundation of training from whence all an Astropaths talents spring.
Forbidden Lore (The Warp); The chaotic eddies of the Immaterium can hinder and enhance an Astropaths powers. By understanding these eddies the Astropath can ensure a clear signal in the most turbulent Warp storms.
Command; It is not enough for lesser Astropaths to respect the Choirmaster. S/he must command their minds if they are to focus their wills.
Benefits: The Choir-master Telepathica may increase the range of Astropathic Signals by one step.

Warp Guide; Navigator careers only.
Immediate Subordinates: Lesser Navigators on board, trusted bodyguards and assassins, emissary of the Navigator House elders.
Important Skills: Navigation (Warp); Employed for travel within the terrible Empyrean.
Trade (Astrographer); For recording the details of new warp routes.
Scholastic Lore (Astromancy); Useful when deciphering the subtleties of partial void-maps.
Forbidden Lore (The Warp); To anticipate or mitigate the worst upheavals in the Empyrean during warp travel.
Benefits: The Warp Guide gains a +5 to Navigation (Warp) Tests.

Rank 4;
Ship’s Confessor; Usually associated with the Missionary career, but can also be selected by Explorator or Seneschal careers.
Immediate Subordinates: Lesser Clerics and Confessors of the vessel’s shrines, emissaries of major Ministorum cults in attendance, an unruly mob of zealots, penitents, and pilgrims.
Important Skills: Scholastic Lore (Imp. Creed); To ensure purity of faith and rightful ritual.
Common Lore (Ecclesiarchy, Imp. Creed); To conduct worship in a way fitting to the habits of the faithful, such that they will be fulfilled and blessed in soul and mind.
Charm, Intimidate; To soothe the dolorous and rain hellfire upon the faithless, in both cases to bring straying souls back to the path of righteous worship and steadfast toil.
Benefits: The Ships Confessor gains a +10 bonus to the Put your backs into it! Extended Action (see Rogue Trader page 218).

Drivemaster ((some good character art on this page)); This role is open only to Explorators.
Immediate Subordinates: Enginseers of the Drive Temple, enginearium servitors, crewmembers who maintain the primary plasma coduits.
Important Skills: Tech-Use; Without even the simplest of techoarcane rituals, the engine will not function.
Forbidden Lore (Archeotech); Each voidships drive is an ancient relic, little understood in these dark times.
Pilot (Space Craft); Without knowledge of what tasks a drive is meant to perform, a Drivemaster cannot expect to guide its actions.
Benefits: The Drivemaster gains a +10 bonus to the Flank Speed Extended Action (see Rogue Trader page 217).

Omnissianic Congregator; This role is open to Explorators and characters with the Forge World Home World option.
Immediate Subordinates: Laymen Shipwrights, lexemechanics of the Central Cofitation Vault, keepers of the Altar Omnissiah.
Important Skills: Tech-Use; To understand the ways of sacred technology and the rituals that please the spirits of the machine.
Forbidden Lore (AdMech); Those who wish to receive the blessings of the ships machine spirit must be guided in the canticles of activation and the benedictions of efficiency.
Trade (Technomat); Every ships component must be entreated in a different way, and the ship’s holy symmetry reinforced by constant rituals of maintenance.
Benefits: +10 to the Aid the Machine Spirit Extended Action (see Rogue Trader page 216)

Chief Bosun; This role is open to Arch-militants, Missionaries, Seneschals and Void-masters.
Immediate Subordinates: Watch leaders, bonded shipwrights, armsmen commanders.
Important Skills: Command; A rating is expected to answer the call to drill as if the order came from the Lord-Captain himself.
Intimidation; Fear inspires discipline, and loyalty.
Trade (Shipwright); The ships Bosun is expected to know all essential duties aboard ship, and must be ready to instruct the ignorant in how their tasks are to be done.
Benefits: +5 bonus to the ships NPC Crew Rating, as long as the Chief Bosun is aboard, Command tests involving the ships crew suffer no penalties for reduced Morale.

Infernus Master; This role may not be selected by characters with the Rogue Trader, Astropath Transcendent, Explorator or Navigator careers.
Immediate Subordinates: Commanders of the shipboard troops, aqueduct technicians, senior damage-control crew.
Important Skills: Command; Used then organising fire response teams.
Intimidate; Often needed to browbeat reticent crew into facing down a blaze.
Search; In order to spot fire hazards and assess the risks to the fire control teams under the Infernus Masters command.
Benefits: +20 bonus to all Command Tests made to combat shipboard fires.

Twistcatcher; The thankless task of twistcatching is most often left to the Arch-militants and Missionaries, although anyone save the Rogue Trader can perform this role.
Immediate Subordinates: Press gang foreman, mutant informants, bilge workers.
Important Skills: Forbidden Lore (Mutants); To better identify mutants, locate warrens and take precautions against their dangerous mutations.
Secret Tongue (Underdecks); For gathering information from the lowest of the human crew, who often have some contact with the mutant population. Many mutants also speak this dialect, making it useful for interrogating mutant prisoners.
Tracking; To apprehend those that flee.
Benefits: Immediately after Starship Combat, the Twistcatcher may raid the lower decks, replacing a portion of the dead crew with mutant slaves captured in the raid. If such a raid is undertaken, the ship regains 1d5 Crew Population but looses 1 Crew Morale.

Master of the Vox; This role is open to characters with the Astropath Transcendent, Seneschal and Void-master careers.
Immediate Subordinates: Senior communications officers, officers of cryptography,vox-caster maintenance personnel.
Important Skills: Ciphers (Rogue Trader); Communications officers must be well versed in the parlance of the masters fleet.
Secret Tongue (Rogue Trader); Transmissions made for the benefit of the fleet must remain confidential.
Trade (Cryptographer); The secret codes and ciphers that protect a fleets secrets must be forever improved and changed, lest eavesdroppers grasp their meaning.
Benefits: +20 bonus to the Jam Communications Extended Action (see Rogue Trader page 218).

Purser; This role is only available to the Seneschal career.
Immediate Subordinates: Senior financial managers, chartered accountants, the Master of Pensions.
Important Skills: Barter; Only the best prices and the shrewdest deals can keep ones ledgers in the black.
Commerce; The Lord-purser must develop old investments while seeking out new ones.
Evaluate; Everything has its price, and a purser must be able to quote that price at a moments notice.
Benefits: When replenishing Morale by spending Achievement Points, the Purser only has to spend 25 Achievement Points, and may always make a Routine (+20) Barter Test instead of a Charm Test. (This test is always Routine, no matter how many times Morale is replenished in this manner.)

Carto-Artifex; Seneschals, Navigators, Explorators and other Explorers with a scholary bent can serve in this role.
Immediate Subordinates: Navigator House archivists, keeper of the librarium, deep void auger operator.
Important Skills: Trade (Astrographer); A Carto-artifex is expected to interpret old maps and constantly revise new ones.
Navigation (Stellar and Warp); When a safe course has been determined, it must be plotted and followed.
Forbidden Lore (Navigators); The insular Houses often issue false maps to confuse enemies, and maintain secret routs for their own convenience.
Benefits: +10% bonus to all Awareness and Perception Tests made during Warp Navigation (see Rogue Trader page 183) and when detecting a stellar phenomena (see Rogue Trader page 226).

Ship’s Steward; This role is open to all Seneschals and Void-masters, as well as all characters with the Void Born Home World option.
Immediate Subordinates: Master of Stores, senior hydrologists, guildmaster of Atmospheric Reclamators.
Important Skills: Blather; Often the ships steward must stall for time, distracting the crew from a shortage just long enough to acquire new provisions.
Survival; In the darkest of times, people must be fed from scavenged food, captured vermin, and less savoury victuals.
Benefits: The careful rationing imposed by the ship’s steward doubles the effective provisions of a craft, allowing it to function for up to a year before the crew suffers from consequences of long voyages (see Rogue Trader page 227).


All for now...

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Phanobi





Gosport. UK

Hello Derina,

UK distribution has not yet been able to offer the book to retailers. We get confirmation of the new releases for any given Tuesday on the preceding Friday. We have just been given the bad news is that it will not be in the Country until October at the earliest. Obviously we are sorry about this, but it is entirely beyond our control. We’ll be shipping it on the day it arrives at the store.

Regards,

Sean Buckley
Leisure Games

This was in my Inbox.

http://www.dakkadakka.com/dakkaforum/posts/list/463976.page (Space Sharks and Tau)

DJ @ http://www.rockindocradio.net
Mon, Thursday+Fri 06am - 09am EST

We refuse to take sides in this anymore. And we refuse to let you turn us against one another. We know who we are now, we can find our own way between order and chaos...

It's over because we've decided it's over. Now get the hell out of our galaxy! Both of you.

"Whoever takes purple sash is purple, and follows purple leader." I follow purple tau. Theophony
 
   
 
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