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: * @Susanoo Orbatos is playing '''Yvette Vimes''' Sancation Psyker and Agent of the Xeno Inquisition. Sheet PDF[https://drive.google.com/file/d/1vYQyNo564axrUd0Ei_zQTzOKy7iGQCdT/view]. Image[https://www.deviantart.com/blazbaros/art/Masari-Bonnefoy-810997782]
 
: * @Susanoo Orbatos is playing '''Yvette Vimes''' Sancation Psyker and Agent of the Xeno Inquisition. Sheet PDF[https://drive.google.com/file/d/1vYQyNo564axrUd0Ei_zQTzOKy7iGQCdT/view]. Image[https://www.deviantart.com/blazbaros/art/Masari-Bonnefoy-810997782]
 
: * @Aliexster is playing '''Walkain the Antiquated Crow'''[https://wiki.rpg.net/index.php/W%26G.RogueTraderWiki.MajorZorhal], Lost Space Marine. Image.
 
: * @Aliexster is playing '''Walkain the Antiquated Crow'''[https://wiki.rpg.net/index.php/W%26G.RogueTraderWiki.MajorZorhal], Lost Space Marine. Image.
 +
: * @Aurebesh is playing '''Fikk Blastum''' a Human Void born pilot
  
 
===Important NPCs===
 
===Important NPCs===

Revision as of 17:57, 20 March 2021

RT.Voidcraft.jpg

WRAITH AND GLORY RPG - ROGUE TRADER

Intro

Player Characters

* @Scarik is playing His Grace, the Eminent Lord-Captain Jean-Allister Reinhardt ap Banain the Rogue Trader. Character sheet PDF[1]. Image [2]. Fluff
* @JoanieSappho is playing Aelrys the Eldar Pysker Corsiar. Character Sheet PDF[3]. Image
* @Donan is playing Davian Zek the Tech-Priest of the ship. Character Sheet[4]. Image
* @Susanoo Orbatos is playing Yvette Vimes Sancation Psyker and Agent of the Xeno Inquisition. Sheet PDF[5]. Image[6]
* @Aliexster is playing Walkain the Antiquated Crow[7], Lost Space Marine. Image.
* @Aurebesh is playing Fikk Blastum a Human Void born pilot

Important NPCs

* Zururleo Kanor el Tarez is a minor noble from Scintilla, the capital world of the Calixis Sector. The fourth offsping of Count Daemun Taaldes el Taraz who wishes to make his own fortune with the prize. Zururleo is a skill swordsman (power sword of course) but otherwise not a great combatent or leader. Image[8]
* Mr. Pikkens[9] is Lord-Captain Jean-Allister's personal bodyguard and loyal servant. Not especially bright he is deadly with his rippergun and big blade.

Alleged Victory

Imperium, War Craft, Dauntless-class, Light Cruiser, Rogue Trader, Banain Dynasty

SIZE: 4

Defense (DEF): 3

Resilience (RES): 5

Hull (HULL): 10

Speed (SPD): 5

Other: Crew 7, Cargo 2, Detection 0, Duration 3, Passengers 2, Resolve 5, Stealth 0, Soldiers 3, Upgrade -1, Weapons +3

Machine Spirit Oddity: Wrothful ( In combat: +1 to SPD and Weapons. Out of combat or fleeing: –1 to DEF, SPD, and Detection)

History: Reliquary of Mars (+1 upgrade, +1DN to repair without Loremaster (Archeotech)

Upgrades 6 (-1 for WarCraft, +1 for Ascension, +1 for Reliquary)

* Teleportarium
* Launch Bays (the Dauntless normally has Torpedoes in the prow. They have been modified over the centuries)
* Tenebro-Maze (not just a labyrinth but parts of the ship are infested with Orks or used as a refuge for wild Ogryns and other fauna)
* Speed +1
* Crew +1
* Rapid Fire Weapons

VOIDCRAFT HOUSERULES

VOIDCRAFT BASICS

Voidcraft come in a wide range of size and power. "Generally" these craft range from the 'realatively' small assault/attack ships (like starfighters/bombers, etc.) that might be 10 or so meters long and shuttle landers that average maybe 30 meters long, neither are capable of warp-travel (Size 1) to the 'Retribution' class battleship which can be up to 8km long (Size 8). There are 'craft' larger such as spacestations, the Black Stone Fortresses, the Shipyards of Mars (that pretty much are one orbit around Holy Mars) and even Eldar Craftworlds.

A Voidcrafts have the following Primary Traits -- Size represents its relative size and structural strength and affects its basic Defense (1/2 Size, round down minus 5). Resilience reflects the ships basic toughness, armour reinforcement and Void-shields (equal to Size). Hull is the ships basic Wounds (Size x2). The Speed is a game scale cruising speed of a ship and repersents thousands of KPH. Most of these can be modified (see below). For the Imperium all Warpcraft range from min size of 3 to a max of 8.

  • SIZE: 1; Defense (DEF): 5; Resilience (RES): 1; Hull (HULL): 2; Speed (SPD): 6; Base Ship Type: Shuttle, Fighter
  • SIZE: 2; Defense (DEF): 4; Resilience (RES): 2; Hull (HULL): 4; Speed (SPD): 5; Base Ship Type: Bulk Shuttle
  • SIZE: 3; Defense (DEF): 4; Resilience (RES): 3; Hull (HULL): 6; Speed (SPD): 5; Base Ship Type: Escorts
  • SIZE: 4; Defense (DEF): 3; Resilience (RES): 4; Hull (HULL): 8; Speed (SPD): 4; Base Ship Type: Light Cruisers
  • SIZE: 5; Defense (DEF): 3; Resilience (RES): 5; Hull (HULL): 10; Speed (SPD): 3; Base Ship Type: Cruisers
  • SIZE: 6; Defense (DEF): 2; Resilience (RES): 6; Hull (HULL): 12; Speed (SPD): 3; Base Ship Type: Battle Cruisers
  • SIZE: 7; Defense (DEF): 2; Resilience (RES): 7; Hull (HULL): 14; Speed (SPD): 3; Base Ship Type: Grand Cruisers
  • SIZE: 8; Defense (DEF): 1; Resilience (RES): 8; Hull (HULL): 16; Speed (SPD): 2; Base Ship Type: Battleship
  • SIZE: 9; Defense (DEF): 1; Resilience (RES): 9; Hull (HULL) 18; Speed (SPD): 1; Base Ship Type: Black Stone Fortress
  • SIZE: 10; Defense (DEF): 0; Resilience (RES): 10; Hull (HULL): 20; Speed (SPD): 0; Base Ship Type: Craftworld or the shipyards of Mars

For all Voidcraft there are also the following Secondary Traits that are kind of "standard" for most only modified by Keywords and upgrades listed below.

* CARGO: a very 'loose' amount of cargo that can be carried by a craft. This is equal to the ship's Size. This can effect Profite Margies for Rogue Trader's (TBD) but also is a rough measurement on how much loot or salvage one might be able to store onboard.
* CREW: is the measure or average rating for a crew of a Voidship and depends somewhat on the basic Tier. The basic Default is 3 +1 per Tier of the Rogue Trader's or Starship Captain's Tier. This can be modified in various upgrades.
* DETECTION: measures the power of the vessel's auspexes and aurgers, and how well it can 'see' their surroundings. For standard Voidcraft this Rating is 0 and is added its rating in Dice to the Sensor operator's WITS +Tech skill check. For Standard Detction the range for a base skill roll is 10 spaces DN 2, for 20 spaces DN 3, for 30 spaces DN 4, etc. Some modifiers can enhance this range or give bonuses to the basic Auspex ranting. A ship's Size can also affect detection. Ships of Size 1 are DN +2 difficult to detect, while ships of Size 2 are DN +1. Ships that are Size 6-7 are DN -1 to detect and Ships Size 8-9 are DN -2 to Detect. Ships of Size 10 are DN -3 to detect. Ships traveling at 1/2 Speed are also DN +1 to detect while ships pushing their Speed are DN -1.
* DURATION: This determines how long a ship can spend in the Void of space without resupply. This includes not just food and water but replacing recycled air, etc. Base maintain 2 months +1/3 ship's Size (round down) in supplies. Ships minimum size is 3 for long duration travel. For ships of Size 1 and 2 this is the number of 'days' that the passengers and crew can survive. For every month past this base maintaince (or day for smaller ships) the crews Resolve and Crew Rating each suffer a -1. The ship must also roll for crew lost each month (TDB). The maximum duration is twice the base rating at which time most of the crew is dead and the PC are proably starving themselves.
* PASSENGERS: Another loose amount based on side and can include both paying customers and can effect a Rouge Trader's Profit Margins (TBD). Its basic level is equal to the Ships Size rating.
* RESOLVE: This rating is used for the Voidcraft's crew as with normal Beasty. The crew may become frightened or broken from various means if they fail the break test (GM descrition and rules below). The basic DN starts around 3. An Average Ship crew has a Resolve rating of 2 + the Rogue Trader's or Starship Captai's Tier. It can be modified with various upgrades but also affected by events during warp travel, conflict, duration away from a safe port, etc.
* SOLDIERS: This generally starts at rating 0 unless modified by type and Upgrades. The numbers grant a bonus for both Boarding Actions and Hit & Run Actions (TBD) and has a max rating of the Ship's size -1. The ship includes trained soldiers or Rogue Trader Houseguard, etc.
* STEALTH: the standard of +0 for ships. This is the DN increase for a voidcraft to detect another craft. Ships entering or exiting the Warp are automatically detected but the can attempt to 'hide' afterwards (TBD).
* UPGRADE MOD: Some ships gain a free upgrade point, while others lose one based on the KEYWORD (see below)
* WEAPONS: standard weapons array based somewhat on size; base Damage is 2 + 1/2 SIZE (round down), ED 1, AP 0, Salvo 1, Range 6/12/18. Traits -Assault (can move and fire). Even civilizen ships have far more cannons and launders attached to them in the 40K

BASE MODIFIERS: Keywords Imperium is the standard craft and no modifiers to the basic Features. Aeldari/Anhraihe craft are defensive and fast. Ork craft ships tend to move at erratic speeds and are built far stronger the normal craft.

  • IMPERIUM - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +0; Other: none
  • AELDARI (ANHRATHE) - DEF Mod: +1; RES Mod: -1; HULL Mod: -2; SPD Mod: +2; Other: Crew +1, Detection +2, Resolve +1, Stealth +2
  • ORK - DEF Mod: -1; RES Mod: +2; HULL Mod: +4; SPD Mod: -2 but adds +1d4 each round; Other: Weapons +2

A Rogue Trader is IMPERIUM based and pick one additional KEYWORD and apply Mods

  • FRIGATES/FAST ESCORT - DEF Mod: +1; RES Mod: +0; HULL Mod: +0; SPD Mod: +1; Other: Cargo -1, Detection +2, Passengers -1, Weapons +1
  • RAIDER - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +2; Other: Detections +2, Passengers -2, Stealth +1
  • PILGRAM SHIP - DEF Mods: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +1, Duration -1, Passengers +5, Upgrade bonus +2
  • TRANSPORT - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +3, Duration +1, Passengers +1, Upgrade bonus +1
  • WAR CRAFT - DEF Mod: +0; RES Mod: +1; HULL Mod: +2; SPD Mod: +0; Other: Cargo -2, Passengers -2, Soldiers +3, Upgrade penalty -1, Weapons +3

A Rogue Trader also gets to choice whether or not his base Voidcraft is Size 3 and can land on planetary surfaces or a Size 4 and cannot land on surfaces (it can still dock with orbital facilities. Otherwise the ship requires shuttles which takes time to drop things off which can effect profit :)

Then the ship gains 5 basic upgrades. These can be used to increase any of the ship's Primary Traits at a 1:1 bases but at a max of two upgrades. So for basic stats each upgrade adds +1 tp DEF, RES or SPD or +2 to HULL. Then the ship's Secondary Traits each upgrade grants -- Cargo +2, Crew +1 Default, Detection +2, Duration double, Passengers +2, Resolve +1, Soldiers +3, Stealth +1, Weapons +1 or can instead add one of the following Weapon Traits - Brutal, Rad (2), Rapid Fire (3), Supercharged with each upgrade. Or the ship has Advanced Auspex Targeting system that adds +2D to the crew's Ballistic Weapon skill with starship weapons but this upgrade can only be taken once.


The ship than could take a MACHINE SPIRIT ODDITY and/or a PAST HISTORY for additional updates OR to gain an additional +1 upgrade for each but they must come up with a penalty. For example the ship might have Haunted and the crew suffers a -1 to their Crew Rating/Default and/or Resolve. There should also be other bonuses that can be granted by this but I not 100% sure. If you want something like one of the following (each counting as an 1 Upgrade)...

* Archeotech Bridge of Antiquity: grants the captain of the ship +2D to his Leadership skill tests with the crew and increases the ship's DEF by +1 rating. This bridge is interlaced with ancient cogitator circuitry and hololithic technology, granting the Captain and bridge crew unparalleled control over their vessel. However, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.
* Archeotech Teleportarium: These relics from the Dark Age of Technology are highly sought after, able to send individuals instantaneously through the immaterium to appear on a ship or planet many thousands of kilometres away. Again the tech priests Mars reguard these relics as holy and may wish to visit or acquire the artifact for themselves.
* Crew Reclamation Facility: Reduce any Crew lose from Critical Hits by half but reduce the Resolve of the crew by 1. While the Mechanicus has no qualms about converting the grievously wounded into servitors... but the rest of the may differ in opinions.
* Deep Void Auger Array: adds +1 to the ship's Dection rating and adds +10 each Range squares to the Detections basic ranges before increasing the DN by +1 (change to 20 squares, 30 squares, 40 spaces, etc.)
* Library Vault: grants +2D Investigation and Scholar skill rolls if they have access to the vault.
* Luxury Passenger Quarters: adds +1 to the ship's Profit rating (per Passenger Rating) when carrying passengers. This upgrade can be taken more then once.
* Temple-shires to the God-Emperor: adds +1 to the crew's Resolve ratings and grants them +2D bonus to any Willpower tests while on board. The ship includes additional chapels to the Emperor for the crew to enjoy. This help strengthen their resolve and improves their overall effectiveness. This upgrade can be taken more then once but it only adds +1 to Resolve after the first Upgrade.
* Warpsbane Hull: add +1 to the crews Resolve rating and reduce any Warp incursion results by -3. The entire hull of the vessel is covered with silver, handinscribed hexagramic wards. These reinforce a Geller Field projected from a 50 metre statue of an Imperial Saint, located just fore of the bridge.
* Xeno Runecasters: grants bonus to the Navigator's Warp Gaze and shortens Warp Travel times making them safer (TBD). Also grants +2 to the ship's Dection rating. However this is illegal in the Imperium for the most part and if is learned by others the forces of the Ordo Xenos will have an interest in the vessel and who controls it.

Anything else should add a similar bonus. These were all taken from components in the base Rogue Trader rulebook along with the MACHINE SPIRIT ODDITIS, etc. If you want to use one and figure out some bonus/penalties for it for Wraith & Glory I get final say but I am interested in your thoughts.

OPTIONAL WEAPONS AND FIGHTERS HOUSERULES

These are not 100% finalize yet.

OPTIONAL WEAPONS

* Point Defense Weapons: The ship includes Weapons to be used against FIghters, Bombers and Torpedoes. These weapons use the following ratings -- Damaeg +3, ED 1, AP 0, Range 3*. *They may make ONE attack a round against an incoming torpedo or fighter as a free action (not counting towards the Voidcraft's attack that round) generally at Range 3 or less. They also add +2D to crew gunner's Ballistic Skill when firing on Size 2 or smaller craft.

TORPEDOES

Torpedoes can be added to a ship but costs 2 Upgrades to do so. They use special rules for combat.

* Torpedoes: Damage 6, ED 2, AP -5, Range n/a; Traits - Brutal, Special. Basic Stats SIZE: 1; DEF: 6; RES: 1; HULL: 1; SPD: 8 (5 moves maximum)

Torpedoes are unique in that they are fire-and-forget weapons that deal massive damage if they impact. The crew or gunner makes their initial attack roll for the Voidcraft itself but the DN to score a successful hit increases by +1 per 8 spaces traveled. Once it hits the torpedo is destoyed. A standard Torpedo can continue to try and hit its intended target a number of turns after it missed 1 round +1 per Tier. If it fails this many rounds or its target is more the a total of 50 square away (including running) its fuel runs out and it ends its function. The Ballistic skill check remains the same rating each round (the DN can chage depending on range) and does not require any special action on the part of the Voidship that shot the torpedo.

STARFIGHTER/BOMBER WING(S)

Starfighters and Bomber Wings cost 2 Upgrades for each 'wing' these can act independly of the Voidcraft. They can be used to extend detection or to make attacks against enemy ships or other fighters and bombers.

* Fury Interceptor: can be taken more then once, each upgrade adds a Fighter Wing (4 ships) to the ship and landing bay area. The basic Stats for each wing are SIZE: 1; DEF: 6; RES: 1; HULL: 2; SPD: 7; Detection +2. Weapons are changed to Damage 3, ED 1, AP 0, Range 1/2/3, Traits - Rapid Fire (2). Also advanced Targets add +2D Ballistic skill checks but only vs. other Starfighers and Bombers. (they have no other ratings except that Crew and Resolve are the same as their mothercrafts rating. You can gain Hot-Shot Pilots who icrease their Crew rating by +2 and increase their Resolve by +1 for one additional Upgrade.)
*Starhawk Bombers: can be taken more then once, each upgrade adds a Bomber Wing (4 ships) to the ship and landing bay area. The basic Stats for each wing are SIZE: 1; DEF: 5; RES: 2; HULL: 3; SPD: 6; Detection +2, Weapons are changed to Damage 5, ED 1, AP 0, Range 1/2/3, Traits - Rad (2) (they have no other ratings except that Crew and Resolve are the same as their mothercrafts rating. You can gain Hot-Shot Pilots who icrease their Crew rating by +2 and increase their Resolve by +1 for 1 additional upgrade)

Starfighters and bombers are unique in that they are weapons that can move out away from the Voidcraft to inflict damage on enemey craft and/or extend your Voidcraft detection range. During a Combat Round each Wing of Fighters or Bombers can take the following Standard Voidspace Action -- Aspex Scan, Fire Weapon and Piloting. They use their Crew Rating for these skill checks. If a PC is mannig one of the Fighers or Bombers they can use their skill for the entire wing.

Starfighters and Bombers generally have a maximum range of 30 squares out from the Voidcraft. Beyond that their sensors and communications become unreliable and their Crew Defualt and Resolve each fall by -2. They can make up to 3 attacks before they need to return to their mothership to resupply.

Starfighters and Bombers can only attack once a round but they include 4 vessels. Each time a vessel is destroyed the 'wing' Crew Default drops by -1 (to a minimum of 2D). Destoryed Starfighters and Bombers maybe recovered after the battle (GM's call) for repair etc.

VOIDCRAFT COMBAT HOUSERULES

Generally the PCs will make the Voidcrafts skill checks in combat including Ballistic Skill, Piloting, Tech, etc. A single PC can only make a single Skill check each 'round' (Rounds in space are much longer then Personal Combat). For positions not manned by PC use the Crew Default rolls.

One of the first things to happen is a Void encounter would be a Detection test (WIT +Tech plus Detection rating) with a DN increase for each range band past the first one (standard array have a range bands of 10/20/30, etc.). Base successs reveals the target's SIZE, SPD and Weapons ratings. Each Shift can be used to gain one additional ratins like DEF, RES, HULL and Stealth rating. This can be made each round to grant bonuses with extra Shifts adding to Attacking or Defending, etc. (see Standard Combat Actions).

Standard Actions in Combat. Voidcraft can take each of the following Actions once per combat round...

* Command Roll. Each round the commander of the vessel may make a WIL+ Leadership skill test, DN base 3. With success the commander may grant one other of the Standard Actions listed below a +2D bonus to their skill test. For every Shift they wish to apply can increase this base bonus by +2D to another Standard Action or they could increase their initial bonus to a +3D. They cannot exeed the +3D to any one Standard Action roll.
* Aspex Scan. Each round the main Aspex Master may make a base WIT +Tech plus Detection rating with a DN of 3 + 1 for each range band an enemy vessel is past the first one (standard Aspex arrays have a range of 10/20/30, etc.). If successful the Aspex can grant a +2D bonus to either Fire Weapons or Torpedoes Ballistic skill checks to hit enemy vessels or the vessel's Piloting skill checks for "avoiding fire" or to the Point Defense Weapons fire to hit enemy starfighters, bombers and/or torpedoes. As with the Command Roll every shift can add an additional +2D bonus to any of the above departments as aid (to a max of +3D including the bonus from Command).
For each additional success over the base means that Aspex reader gains one of the following pieces of information about any one enemy ship, torpedo or starfighter wing: DEF, RES, HULL, SPD or Weapons.
* Fire Weapons or Torpedoes. Each ship in combat can attack once per round with either its base Weapons or fire torpedoes (if the vessel includes them). A ship may also fire its Point Defense Weapons in the same round. Torpedoes only require the initial attack action and act independent after that.
* Piloting Check.
* Repairs.
* More Power. The Tech-Priest or Crew can attempt to push the Machine Spirit of the vessel to grant a boost in power to one or more subsystems.
* Boarding and Hit & Run Raids.

Note that Starfighters and Bombers may only take the Aspex Scan, Fire Weapon and Piloting checks each round. The Command back of their mothership may apply his commond bonuses to any of these rolls as normal but they each count seperately from the mothership (i.e. if the Commander got a base success she could grant a +2D bonus to the Voidcraft's Fire Weapons skill roll or one of the Fighter wings if there were more then one).

CRITICAL HITS (TBD)

Roll D66...
11-

OTHER VOIDCRAFT HOUSERULES

PROFIT FOR A ROGUE TRADER (TBD)

Cargo, Passengers, Loot

SPACE TRAVEL OUTSIDE OF COMBAT

Asteroid Field, Gravity Wells/Waves, Ice Rings, Nebulae, etc. (TBD)

DEEP VOID TRAVEL

Long term Void travel, Moral (TBD)

Basic Void Travel Times and Dangers

Use the chart below to calculate travel times for interplanetary voyages.
First, determine the distance between the vessel’s point of origin and its destination.
Second, have the vessel’s helmsman make a Pilot test at the listed DN. Voyages beyond a solar system require warp travel (see below)
Finally, roll to determine the length of the voyage. If the Pilot test fails, add 1d6 to the travel time. If the test succeeds, subtract 1d6 from the travel time. Exalted Icons from this test can be shifted to reduce the travel time by an additional 1d6 (to a minimum of 1d6) or restore lost Influence thanks to a swift, relatively uncomplicated voyage.
On a Complication, the vessel drifts off course, arriving at a destination chosen by the GM
Solar System Travel Times
* Warp Entry-Exit Points and Main Planet. Base Travel Time: 3d6 Hours; Test: DN 2
* Between to nearby Planets. Base Travel Time: 6d6 Hours; Test: DN 3
* Between Inner and Outer Solar System. Base Travel Time: 3d6 days; Test: DN 5

VOIDCRAFT REPAIRS

In the Void, At a Void Facilities (TBD)

WARP TRAVEL

Dangers, Distance, Rolls, Resolve, etc. (TBD)

Warp Travel Times

Only a Navigators of the Navis Nobilite may attempt this test. Look for further rules for Navigators in future Wrath & Glorysupplements. For now, assume all voidships have an NPC Navigator with a Pilot test dice pool equal to the commanding officer’s Influence. As within a system, roll to determine the length of the voyage. If the Navigation test fails, add 1d6 to the travel time. If the test succeeds, subtract 1d6 from the travel time. Exalted Icons from this test can be shifted to reduce the travel time by an additional 1d6 (to a minimum of 1d6) or restore lost Influence thanks to a swift, relatively uncomplicated voyage.
On a Complication, the vessel drifts off course, arriving at a destination chosen by the GM but also Warp Incursions!!!
Warp Travel Times
* Within a Sub-Sector. Base Travel Time: 3d6 Days; Test: DN 5
* Within a Sector. Base Travel Time: 3d6 Weeks; Test: DN 7
* Within a Segmentum. Base Travel Time: 3d6 Months; Test: DN 9
* Within the Galaxy without crossing the Great Rift. Base Travel Time: 4d6 Years; Test: DN 11
* Crossing the Great Rift is an entire campaign but we are pre-Papa Smurf so irrelevant.