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[[NiS/index|Back to Index]]
 
[[NiS/index|Back to Index]]
  
=NiS Archetypes=
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==NiS Archetypes==
  
==Imperials==
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===Imperials===
  
==Independent==
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===Independent===
====Impressionable Youth====
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=====Impressionable Youth=====
 
0-1<br>
 
0-1<br>
 
Cost: 15cr<br>
 
Cost: 15cr<br>
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'''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.
 
'''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====
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=====Flyboy=====
 
0-2<br>
 
0-2<br>
 
Credits: 25<br>  
 
Credits: 25<br>  
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====Pistolero====
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=====Pistolero=====
 
0+<br>
 
0+<br>
 
Cost: 60<br>
 
Cost: 60<br>
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'''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.
 
'''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====
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=====Ninja=====
 
0+<br>
 
0+<br>
 
Cost: 75<br>
 
Cost: 75<br>
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===Bounty Hunters===
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====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.
 
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.
 
A gang may have only one bounty hunter of any type.
  
====Bounty Hunter Elite====
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=====Bounty Hunter Elite=====
 
Credits: 105<br>
 
Credits: 105<br>
 
Starting Experience: 60+d6<br>
 
Starting Experience: 60+d6<br>
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'''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.
 
'''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====
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=====Bounty Hunter=====
 
Cost 80 cr<br>
 
Cost 80 cr<br>
 
Starting Experience: 20+d6<br>
 
Starting Experience: 20+d6<br>
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'''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.
 
'''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====
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=====Bounty Hunter Novice=====
 
Cost 50 cr<br>
 
Cost 50 cr<br>
 
Starting Experience: 0<br>
 
Starting Experience: 0<br>
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'''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.
 
'''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===
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====Ex-Imperial Guard====
  
====Ex-Imperial Guard====
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=====Ex-Imperial Guard=====
 
0+<br>
 
0+<br>
 
Credits: 55<br>  
 
Credits: 55<br>  
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'''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.  
 
'''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====
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=====Ex-Imperial Guard Veteran=====
 
0-1<br>
 
0-1<br>
 
Credits: 55<br>  
 
Credits: 55<br>  
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'''Advanced Weapons Training''':  The veteran can now take special or heavy weapons.
 
'''Advanced Weapons Training''':  The veteran can now take special or heavy weapons.
  
====Ex-Imperial Guard: Special Forces====
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=====Ex-Imperial Guard: Special Forces=====
 
0-1<br>
 
0-1<br>
 
Credits: 95 <br>
 
Credits: 95 <br>
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Radio Man
 
Radio Man
  
====Ex-Imperial Guard Officer====
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=====Ex-Imperial Guard Officer=====
 
0-1<br>
 
0-1<br>
 
Credits 80<br>
 
Credits 80<br>
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'''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.
 
'''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====
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=====Ex-Imperial Guard Engineer=====
 
0+<br>
 
0+<br>
 
Credits: 50 <br>
 
Credits: 50 <br>
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==Outlaw==
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===Outlaw===
====Smuggler====
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=====Smuggler=====
 
0-1<br>
 
0-1<br>
 
Credits: 60 <br>
 
Credits: 60 <br>
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'''Black Market Sense''': If the goods are illegal, chances are the smuggler knows where to look for them, and what they are worth.  If the smuggler is trying to locate any item out of the outlaw trading post (or any other item deemed by the GM to be illicit), he gets +1 to his rare trade roll, and subtracts 2d6 from the items variable cost.
 
'''Black Market Sense''': If the goods are illegal, chances are the smuggler knows where to look for them, and what they are worth.  If the smuggler is trying to locate any item out of the outlaw trading post (or any other item deemed by the GM to be illicit), he gets +1 to his rare trade roll, and subtracts 2d6 from the items variable cost.
  
====Grifter====
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=====Grifter=====
 
0-1<br>
 
0-1<br>
 
Credits: 60 <br>
 
Credits: 60 <br>
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'''Slight of Hand''':  The grifter is a master of slight of hand and card tricks… I skill which he can put to use to relieve distracted people from their possessions.  If the grifter selects this skill, once during every melee he may attempt to steal an item that his opponent is not holding in his hands.  To steal the item, the grifter selects an pistol-sized or smaller item and makes an initiative check.  If the check passes, the add the item to the grifter’s inventory (and the opponent is none the wiser).  If he fails, treat him as if he fumbled during that round of combat.
 
'''Slight of Hand''':  The grifter is a master of slight of hand and card tricks… I skill which he can put to use to relieve distracted people from their possessions.  If the grifter selects this skill, once during every melee he may attempt to steal an item that his opponent is not holding in his hands.  To steal the item, the grifter selects an pistol-sized or smaller item and makes an initiative check.  If the check passes, the add the item to the grifter’s inventory (and the opponent is none the wiser).  If he fails, treat him as if he fumbled during that round of combat.
  
===Pirates===
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====Pirates====
====Pirate Captain====
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=====Pirate Captain=====
 
0+<br>
 
0+<br>
 
Cost: <br>
 
Cost: <br>
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Reputation:  
 
Reputation:  
  
====Pirate: Old Salt=====
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=====Pirate: Old Salt======
 
0+<br>
 
0+<br>
 
Cost: <br>
 
Cost: <br>
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Well Traveled: If you want to go somewhere, the old salt probably knows the quickest rout.  Subtract 1 from all travel times.
 
Well Traveled: If you want to go somewhere, the old salt probably knows the quickest rout.  Subtract 1 from all travel times.
  
====Harpooner====
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=====Harpooner=====
 
In the pirate vernacular, rich merchant ships are often referred to as “whales,” so therefore, it makes sense that the man who mans the ships tractor beam would be known as the Harpooner.  Because reeling in these whales is critical to the pirate’s livelihood of plunder, they often put an experienced fighter at the controls.
 
In the pirate vernacular, rich merchant ships are often referred to as “whales,” so therefore, it makes sense that the man who mans the ships tractor beam would be known as the Harpooner.  Because reeling in these whales is critical to the pirate’s livelihood of plunder, they often put an experienced fighter at the controls.
  
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[Bonus to Tractor Beam usage]
 
[Bonus to Tractor Beam usage]
  
==Xenos==
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===Xenos===
  
 
[[NiS/index|Back to Index]]
 
[[NiS/index|Back to Index]]

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