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!
==Independent== ====Impressionable Youth==== 0-1<br> Cost: 15cr<br> Faction: Independent, Outlaw<br> Starting experience: -10 Every now and again, a crew will find itself burdened with a stowaway who is little more than a child. Usually, the stow away is left at the nearest space-port, but sometimes the kid manages to endear himself to the crew, and he or she is allowed to stick around. M WS BS S T W I A LD 4 1 1 2 2 1 2 1 5 ''Special'':<br> '''Negative Experience''': The impressionable youth starts with –10 experience. He gets 1 advance at –5 experience, and a second advance when he reaches 0 experience. In addition, upon reaching 0 experience, he gets +1 Strength, Toughness, Initiative, and Leadership (Growth spurt, if you would). '''Impressionable''': Upon reaching 0 experience, select a “role model” for the impressionable you by randomly selecting a member of your gang. Note, if it is impossible for the youth to become like the selected crewman (e.g., the selected crewman is a scavie or a xeno, you may roroll the role model. From now on, treat the impressionable youth as the juve in the Archetype of his role model. Note: this does not change his stats, but he gains any special abilities and skill tables of his new Archetype. '''Disobedient''': If the impressionable youth is ever left on the HQ ship, the captain must take a leadership check. If this check fails, the little bastard has stowed away on the landing ship and you must take him into combat. Unless he is within 2” of another crew member, he is subject to the rules for stupidity. In addition, any models within 2” are at –1 to their initiative because they have to watch out for the impressionable youth. Also, if the impressionable youth is wounded, anyone within 2” at the time does not get their d6xp for taking part in the fight. ====Flyboy==== 0-2<br> Credits: 25<br> Starting Experience: 20+d6 <br> Faction: Freelancer. Special, Rare 7 <br> Skills: Piloting, Ferocity, Techno<br> Equipment: Melee, Pistol, Grenades and Shells M WS BS S T W I A LD 4 2 2 3 3 1 4 1 7 ====Pistolero==== 0+<br> Cost: 60<br> Starting Experience: 20+d6<br> Faction: Freelancer, Crew, Rare 6<br> Skills: Shooting, Ferocity, Agility<br> Equipment: Pistol, Grenades and Shells. [fluff text] M WS BS S T W I A LD 4 2 3 3 3 1 3 1 7 ''Special'':<br> '''Pistol Marksman''': If the pisolero rolls the marksman skill, he may use all of its benefits with a pistol. However, he may not use skills like rapid fire, fastshot, or gunfighter the turn in which he uses marksman. '''Intuitive Gunfight''': Pistoleros have mastered the zen dance of death dealing. The move around the battlefield in an intuitive ballet, rolling and spinning with incoming fire. The pistolero’s ark of fire is 360 degrees. In addition, if he is pinned he can take an immediate initiative test: if the test is successful he can dive d3” toward cover. ====Ninja==== 0+<br> Cost: 75<br> Starting Experience: 40+d6<br> Faction: Freelancer, Elite, Rare 10<br> Skills: Combat, Stealth, Agility, Ferocity.<br> Equipment: Melee, Pistol, Grenades and Shells. Smoke Grenades, Grapnel, Throwing Star. [fluff text] M WS BS S T W I A LD 4 4 3 4 3 1 4 1 7 ''Special''<br> '''Ninja Skills''': the Ninja starts off with the skills of Dive, Sneak Up, and Cat Fall '''Skill Replacements''': If the ninja rolls a skill that he starts with, replace it with the following skills: * '''Unseen Walk''' (replaces Dive). The ninja has the uncanny ability to use distraction and shadows to move through open spaces unseen. If the ninja begins his movement hidden and ends his movement hidden, he is considered hidden for the entire turn, even if he passed over open ground. * '''Surprise Attack''' (replaces Sneak Up). If the Ninja charges from hiding, or attacks with a silent weapon from hiding, the target may not dodge. In addition, his weapons skill is halved in the first round of combat, and he is taken out of action on a 4+. * '''Diving Charge''' (replaces Catfall). If the Ninja is on a higher level than the target of his charge, he may leap d6” from the ledge (Ninja’s with the leap skill may leap 2d6”). If the leap falls short, the Ninja takes falling damage as normal. However, if the leap is enough to reach the target, fight a round of combat as normal. In addition to the normal damage of combat, the loser also takes the damage from the fall. ===Bounty Hunters=== With all the pirates, aliens, criminal, scum, heretics, and mutants floating around imperial space, it is not at all uncommon for bands of bounty hunters to put up money for a small ship and make themselves a living by bringing the lawless in for justice. Bounty hunters are, by nature, highly independent and not much used to taking orders, however, when leadership is needed, it naturally falls to the oldest, most grizzled, most wily member of the crew emerges as the de facto leader. A gang may have only one bounty hunter of any type. ====Bounty Hunter Elite==== Credits: 105<br> Starting Experience: 60+d6<br> Faction: Freelancers. Elite, Rare 9<br> Skills: Combat, Agility, Ferocity, Shooting, Stealth<br> Equipment: Melee, Pistol, Basic, Special, Grenades and Shells M WS BS S T W I A LD 4 4 4 3 3 2 4 1 7 ''Special'':<br> '''Capture''': Models taken out of action in close combat are automatically captured, regardless of who wins the game, and whether or not the bounty hunter is taken out of action '''Bounty''': Whenever a bounty hunter captures an enemy, on the roll of a 5+ they are identified as an outlaw and they (and their equipment—its evidence you see) can be turned over to the nearest planetary authority for a bounty equal to his total points including equipment. This bounty is included in gross profits, and must pass through on the income chart before it goes into stash. Small Fry Bounty: If the Bounty Hunter Leader does not go out of action, then, in the post game phase, he may use his post-game action to collar a couple of small fry bounties for d6x10cr. '''''Captain''''':<br> A Bounty Hunter Elite can be made the captain of the ship for an additional 35 cr. If he is made captain, he gets the Leadership abilities, +1 LD, and access to Techno Skills. A bounty hunter crew can have 0-2 Bounty Hunter Elites, and any number of Bounty Hunters or Novices. Bounty Hunter Crews cannot take any outlaws. '''We Deal in Lead''': The first rule of keeping together a bounty hunter crew: the one thing a bounty hunter is not is a merchant. Any bounty hunters leader who tells his crewmen to load and unload boxes isn’t going to have a crew for long. A bounty hunter leader’s ship may not gain income from cargo bays or the mining rig attachment to drop ships. ====Bounty Hunter==== Cost 80 cr<br> Starting Experience: 20+d6<br> Faction: Freelancers. Ganger, Common<br> Skills: Combat, Shooting, Stealth<br> Equipment: Melee, Pistol, Basic, Grenades and Shells M WS BS S T W I A LD 4 3 3 3 3 1 3 1 7 ''Special'': <br> '''Capture''': Models taken out of action in close combat are automatically captured, regardless of who wins the game, and whether or not the bounty hunter is taken out of action. '''Bounty''': Whenever a bounty hunter captures an enemy, on the roll of a 5+ they are identified as an outlaw and they (and their equipment—its evidence you see) can be turned over to the nearest planetary authority for a bounty equal to his total points including equipment. This bounty is included in gross profits, and must pass through on the income chart before it goes into stash. '''Popcorn Bounty''': If the Bounty Hunter does not go out of action, then, in the post game phase, he may use his post game action to collar a couple of smalltime hoods for d6x5cr. ====Bounty Hunter Novice==== Cost 50 cr<br> Starting Experience: 0<br> Faction: Freelancers. Juve, Common<br> Skills: Combat, Shooting, Stealth<br> Equipment: Melee, Pistol, Grenades and Shells M WS BS S T W I A LD 4 2 2 3 3 1 3 1 6 ''Special''<br> '''Advancement''': Upon reaching 21 experience, a bounty hunter novice becomes a full fledged bounty hunter, and gains the bounty hunter skills of Capture, Bounty, and Popcorn Bounty, and can use basic weapons. '''Assistance''': While not qualified yet to go hunting bounties on their own, Novices often assist more experienced bounty hunters in collecting bounties. As his post-game action, a novice may gant a +1 bonus to a Small fry or Popcorn bounty roll. ===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