Editing
NiS/Crew Creation
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Ex-Imperial Guard=== ====Ex-Imperial Guard==== 0+<br> Credits: 55<br> Starting Experience: 20+d6 <br> Faction: Freelancer. Crew, Rare 6 <br> Skills: Shooting, Combat, Stealth<br> Equipment: Melee, Pistol, Basic, Grenades and Shells. Flack Armor. [Flavor Text] M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Advances'' '''Small Unit Tactics''': All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the ex-IG can use his leadership for all tests on that characteristic. In addition, if the ex-IG is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn. '''Radio Man''': The ex-IG had some experience on the vox in the core. Thus, he knows a couple of tricks to make sure the message gets through clearly. Add +2 to all comms checks. ====Ex-Imperial Guard Veteran==== 0-1<br> Credits: 55<br> Starting Experience: 30+d6 <br> Faction: Freelancer. Crew, Rare 8 <br> Skills: Shooting, Combat, Stealth, (roll a d3: 1 Muscle, 2 Ferocity, 3 Techno)<br> Equipment: Melee, Pistol, Basic, Grenades and Shells. Flak, Mesh. M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special''<br> '''Experienced''': The veteran has seen a good amount of combat in his time, and thus he starts off with two free rolls on the advancement table. However, not all of that experience has been good: to see what lingering effects he has from his service, roll a d6 1-3: War wounds: the veteran has suffered a serious injury. To determine the extent of his injury, roll on the injury chart, re-rolling “Dead,” and any result above a 45. 4: Withdrawn: Although he has no physical scars, the psychic scars are deep enough to make him avoid human contact. The veteran may not search for rare trade. 5: Deserter: Change the veteran’s faction from freelancer to outlaw. In addition, if the veteran comes in contact with a commissar, if the commissar passes a leadership test he recognizes the deserter and turns hostile. 6: Deathwish: Although he never shares it with anyone, some part of his past must be so horrible that some part of him just wants to die. Sometimes, in the stress of combat, this manifests itself into recklessness. No more than once per episode, the GM can force the veteran to take a leadership test. If the test fails, the GM can move the veteran for the turn. ''Advances'' '''Small Unit Tactics''': All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn. '''Radio Man''': The veteran had some experience on the vox in the core. Thus, he knows a couple of tricks to make sure the message gets through clearly. Add +2 to all comms checks. '''Advanced Weapons Training''': The veteran can now take special or heavy weapons. ====Ex-Imperial Guard: Special Forces==== 0-1<br> Credits: 95 <br> Starting Experience: 60+d6 <br> Faction: Freelancer. Elite, Rare 10 <br> Skills: Shooting, Combat, Stealth, Ferocity (roll a d3: 1 Muscle, 2 Agility, 3 Techno)<br> Equipment: Melee, Pistol, Basic, Special, Grenades and Shells. Flak, Mesh, Carapace. M WS BS S T W I A LD 4 3 3 3 3 1 4 1 8 ''Special''<br> '''Training''' Chose one of the following: Sniper: Marksman, +1 Ballistic Skill, Chose between WS and BS advances Scout: Infiltrate, +1 Weapons Skill, Chose between WS and BS advances Grenadier: Strength +1, Throw Grenades 3x Strength, Ignore Grenade Ammo Rolls on a 4+ '''Small Unit Tactics''': All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn. ''Advances'' Small Unit Tactics: Radio Man ====Ex-Imperial Guard Officer==== 0-1<br> Credits 80<br> Starting Experience: 60+d6<br> Faction: Freelancer. Elite, Rare 10<br> Skills: Shooting, Combat, Stealth, Ferocity (roll a d3: 1 Muscle, 2 Agility, 3 Techno)<br> Equipment: Melee, Pistol, Basic, Special, Grenades and Shells. Flack, Mesh, Carapace. M WS BS S T W I A LD 4 4 4 3 3 1 4 1 8 ''Special''<br> '''Small Unit Tactics''': The officer gets the Small Unit Tactics advancement for free. '''''Captain''''' An ex-IG officer can be made the captain of your ship for 55 credits. If he is made the captain, he gains the Leader’s skills, and randomly selects two skills from his d3 selection. In addition, the crew gains the following benefits: '''Iron Will''': The captain has managed to live through the meat grinder that is the Imperial Guard; he sure as hell isn’t going to flinch in the face of some pirates. The Captain gets the iron will skill for free. '''Loyalty''': The captain will not be challenged for leadership by any other ex-IG soldiers. '''Recruiting''': The gang gets +2 to the rare trade roll to recruit ex-imperial guardsmen. In addition, all limits for starting gangs are increased by +2. ====Ex-Imperial Guard Engineer==== 0+<br> Credits: 50 <br> Starting Experience: 20+d6 <br> Faction: Freelancer. Special, Rare 7<br> Skills: Shooting, Engineering, Techno<br> Equipment: Melee, Pistol, Basic, Grenades and Shells. Flack Armor. M WS BS S T W I A LD 4 2 3 3 3 1 3 1 7 ''Special''<br> '''Mechanic''': The character is considered to have +1 leadership when attempting to repair anything.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information