Sector V-H

Where I'll probably dump all my TRPG things.
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Knight
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Sector V-H

Post by Knight »

Sector V-H is alongside the "Dark Sector". Within the Dark Sector are things beyond one's imagination. Flora, fauna, and even xenos exist there that would call into question one's very mind. Few bother even going to it, but it is said that there exists a very lucrative market for creatures and artifacts that make there way from there.

Within Sector V-H is a few planets.

First off, there is Asterix-1, a medium-sized planet that, through countless wars in the past, has been rendered a hazardous place to live. Therefore, it was modified into a penal colony world. However, it has quickly evolved into a housing area for political prisoners and small-timers thanks to loopholes found within the law that allow just about anyone to be sent to the penal world. Certain rich folk always enjoy utilizing this "HEKTOR CODE" in order to send the poor and those they don't like to the prison world. On the bright side, this means that it isn't a terrible place to live. You're watched from 8 to 8, where you abide by a strict schedule. Although, on the weekends, this shrinks to 10 to 5, giving prisoners just a bit more free time. During free time, one can do pretty much what any average citizen can. Go out and buy some stuff with your pitiful (if any) compensation salary, hang out with your friends, maybe try your luck at the arcade. Just watch out for the gangs that might want to make your life hell.

This means that all sorts of personalities intermingle upon the planet, from the rich who barely understand it is a punishment to the poor who tried to ensure their family was fed and ended with them paying a great sacrifice. It is said that less than 25% of the prisoner population makes it back to the original world through ways of serving their sentence or from escaping. Considering that the penal planet has about the same population as a normal world, this is a little surprising.
Asterix-1 Specials
It comes as no surprise that Asterix-1's criminal population has devised a number of tools in order to assist them. However, even the guards have developed special tools in order to control the population when required. Those from the planet gain a +20 to requisitioning these items.

Solid Projectile
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Ripper Pistol | Pistol | 15m | S/-/- | 1d5+1 R | 0 | 10 | Full | Crippling (1), Inaccurate | 1.5kg | Scarce
Thresher Maw Rifle | Basic | 50m | S/2/- | 1d10 R | 0 | Full | Crippling (1), Inaccurate | 3kg | Rare

Low-tech Weapons
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Stun Baton | Melee | -- | 1d10 I | 0 | Shocking | 3kg | Scarce

Chain Weapon
Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Ripper Blade | Melee | -- | 1d10+1 R | 1 | Tearing, Inaccurate | 6kg | Rare
Viktor's Chainsaw | Melee | -- | 2d10 R | 3 | Razor Sharp, Tearing, Unwieldy |12kg | Rare

Riot Armor
Name | Locations Covered | AP | Weight | Availability
Riot Armor | Torso, Arms, Legs | 2 | 5 | Scarce
Riot Helmet | Head | 2 | 1 | Scarce
(Riot armor gains +3 AP vs melee weapons except Power weapons.)

Weapon Upgrades
Underbarrel Chainsaw | +3 kg | Scarce
Tired of some pansy bayonet on the front of your gun? Want something a bit more BRUTAL? Cut a few pieces here and there so you can install this bad boy on. While in melee combat, you can utilize your firearm as a chainsaw! Stats are: 1d10 R, Pen 1, Tearing, Inaccurate.
Upgrades: Any Basic or Heavy firearm.

Touch-it-Not | +1kg | Scarce
Don't wany anyone to steal your piece? Treasure it too much to let some punk take it, but not enough for it to go KA-BOOM? Well, installing this fingerprint reading chip onto the handle allows you (and those you approve of) to pick up your weapon without fear of it exploding. If they aren't approved to pick up this weapon, the weapon explodes with 1d10+3 X damage, Pen 0, and always aimed at the arms.
Upgrades: Anything

Wargear
Suicide Vest | 10kg | Scarce
If you ever need to make sure your demands are met, a suicide vest is the perfect thing. You can put this on someone else and stay at a safe distance of 2km max, being able to set it off with a simple press of a button! Otherwise, you can put it on yourself and hook it up to a deadman switch or a simple button. A suicide vest deals 2d10+6 X damage, Pen 5, Blast (8), Concussive (2). Although, this can be increased or decreased depending on what type of explosives are used. To remove a suicide vest depends on how secured it is to the person's body, ranging from +10 for crappy locks to -20 for many locks that prove difficult to pick quickly with the Security skill.

Prisoner Collar | 2kg | Rare
Commonly used for the most terrible of criminals, these collars can function in one of two ways. The first way is to provide a shock on the push of a button or if the prisoner strays too far away from a designated zone. In this way, the collar deals 1d5+2 E and has the Shocking quality. Otherwise, this can be used as an explosive collar that deals 1d10+5 X, Pen 3, Tearing aimed at the head with the same restrictions. Attempting to remove a Collar requires a Security check with a -20 penalty or an Athletics check with a -30 penalty, each requiring at least 2 DoS. Failure may result in the collar going off, critical failure ensures it does.
PC Regiment
Characteristic Modifiers: +3 to two: Agility strength, Toughness; +3 Toughness, -3 Perception
Starting Aptitudes: Ballistic Skill
Starting Skills: Intimidate, Linguistics (Low Gothic), Tech-Use
Starting Talents: Peer (Underworld) or Street Fighting, Resistance (Fear), Bombardier, Deadeye Shot
Larcenous: +10 to Logistics tests to acquire contraband/illegal items
Scum Villainy: Penal Colony Regiments get only 15 points for Standard Kit
Code of Honor: Must take a Difficult (­10) Willpower Test to use the Deceive Skill. Also take ­10 to use Scrutiny to oppose Deceive.
Well-Provisioned: +10 to Logistic tests for Vehicle parts for maintenance. Regiment increases clips for Main Weapon and weeks of rations each by 2, Regiment gains 1 additional grenade of each type in Standard Kit
Wounds: +1 Additional Wound
Standard Regimental Kit: Two Uniforms (to include 4 pairs of socks, 4 shirts, one change of underwear, One Set of Weather Gear (Top, Bottom, 3 layers to be worn against skin, over shirt/over first layer, and then one layer to be worn over uniform), N10 Battle Rifle(Main Weapon) and two reloads, One K2 Kabar Knife (regular Knife), Light Carapace Armor, One Auxiliary Grenade Launcher, One Rucksack, One Entrenching Tool (Shovel), One 1L Canteen w/ Metal Cup, Two Sleeping Bags (One Winter, One Summer), Camouflage Cover, One Rechargeable Flashlight, One Grooming Kit, One Weapon Cleaning Kit, One set of Dogtags (or equivalent), One Warrior Tasks & Skills Manual, 2 Weeks of MRE Rations, 1 Frag & Krag Grenade, Deadspace Earpiece, 2 Grenade Launchers per Squad
(Unofficially)
Cogita
Cogita Charger
Favored Weapons: FM Gail Battle Rifle, Dragoon Light Machinegun

Asterix-2 is a moon that orbits -1, but has been terraformed to a lush planet in massive stations. Be in on ground or underground, it is quite the striking place to live with plenty of amenities and attractions for all that first. However, being able to live on the planet requires quite the background check (and bribery, if you believe rumors). Prison guards from Asterix-1 are housed here during their off-time. This is practically the only perk one has to being a prison guard for Asterix-1. Many would say it's worth it (for maybe a year or so). Few crimes happen here, but with a substantial Guardsmen and Prison Guard presence, it becomes difficult for any criminal to hide for long before being brought in or immediately put down.

Anelos is a normal Imperial planet, perhaps the most populated in the entire sector, too. It houses a great number of nationalities that mimic Earth's own, to include 4 massive superpowers which are named the Free States of the West, the Eastern Union, Maskov Empire, and Changchedigu. It even houses its fair shares of terroristic organizations who believe that the superpowers of the world are overstepping their boundaries or trying to oppress them, or who are cults of Chaos trying to sow dissent and chaos no matter where they go.

Cities within the land tend to differ in appearance by nation. Giant skyscrapers housing tens of thousands are common within the Free States and Changchedigu, but the latter employed more flashy lights thanks to a heavy use of smog-producing factories that have seen little oversight. The Eastern Union will differ since they are a collection, but stereotypical, almost fantastical, towns made of thousands of houses are common. It is said that the Maskov Empire has the most depressing architecture as it focuses on function over form.

As of now, Anelos' Planetary Governor has declared its planet free from the Imperium's rule. This has caused the neighboring Asterix-2 to bring its army upon the planet in an all-out invasion. Anelos is confident that its many armies are able to drive off the criminal Corps. Propaganda pieces outside of the sector state how Anelos' fractured nature will make the mighty Imperial Guard make quick work of them. However, there also exists another problem: Anelos has, apparently, made great use of artifacts from the Dark Sector and intend to employ them against their foes.
Anelos Player Characters
There are many type of "Human Off-Strains" that exist upon the planet. These are from birth or the individual in question has been genetically modified to become one. Although they share animal parts such as ears and tails, their hearing and sight are only slightly better than humans.

Wolfkin: +5 Strength, +3 Perception, -3 Intelligence
Catkin: +5 Agility, +3 Perception, -3 Willpower
Bearkin: +5 Toughness, +3 Strength, -3 Agility
Pestkin: +5 Agility, +3 Intelligence, -3 Toughness
Birdkin: +5 Perception, +3 Willpower, -3 Toughness
Lizardkin: +5 Willpower, +3 Strength, -3 Agility
Human: +3 to one Stat, +5 in a Skill
Anelos Regiments
Anelos 3/1 Infantry Regiment
Imperial World
○ Cost­ 1 pts
○ Characteristics Modifier­ +3 to Willpower, and any One other Characteristic
○ Skills­ Common Lore (Imperium, Imperial Creed), Linguistics (Low Gothic)
○ Blessed Ignorance­ ­5 on all Forbidden Lore Tests
○ Diverse Population - Select a subrace or gain +3 to any characteristic, +5 to a skill.
○ Starting Wounds­ Imperial World Characters generate starting wounds normally
Phlegmatic
○ Cost­ 1 point
○ Starting Skills­ Common Lore (Imperial Guard, War)
Line Infantry Regiment
○ Cost­ 2 points
○ Characteristics Modifiers­ +3 Strength, ­-3 Intelligence
○ Starting Skills­ Athletics
○ Starting Talents­ Rapid Reload
○ Standard Kit­ One N8 Assault Rifle (Main Weapon) and 4 clips per PC, 1 suit of Dragon Skin armorgel per PC, 2 Frag Grenades per PC, 2 Krak Grenades per PC
Automated Artilery
○ Cost­ 2 Points
○ Standard Kit­ One Tarantula Sentry Gun per Squad
Augmetics
○ Cost­ 2 Points
○ Special­ +10 on all Logistics tests made to acquire Bionics
Scavengers
○ Cost­ 3 points
○ Special­ Regiment can choose to add +10 to any Logistics test, but if doubles are rolled (11, 22, 33, etc.) bad things happen
9/30
Additional Field Uniform & Dress Uniform 6
Preysense Goggles 15
Micro-Bead 8

Angelos 2/1 Mechanized Infantry Regiment
Imperial World
○ Cost­ 1 pts
○ Characteristics Modifier­ +3 to Willpower, and any One other Characteristic
○ Skills­ Common Lore (Imperium, Imperial Creed), Linguistics (Low Gothic)
○ Blessed Ignorance­ ­5 on all Forbidden Lore Tests
○ Diverse Population - Select a subrace or gain +3 to any characteristic, +5 to a skill.
○ Starting Wounds­ Imperial World Characters generate starting wounds normally
Supine
○ Cost­ 1 point
○ Starting Skills­ Common Lore (Ecclesiarchy, Imperial Creed)
Mechanized Infantry Regiment
○ Cost­ 3 points
○ Characteristics Modifiers­ +3 Agility, -­3 Perception
○ Starting Skills­ Operate (Surface)
○ Starting Talents­ Rapid Reload
○ Standard Kit­ One Viper APC per Squad, One N8 Assault Rifle and 4 clips per PC, 1 suit of Dragonskin Armorgel per PC, 2 Frag Grenades per PC, 2 Krak Grenades per PC.
Augmetics
○ Cost­ 2 Points
○ Special­ +10 on all Logistics tests made to acquire Bionics
Close Order Drill
○ Cost­ 2 points
○ Talents­ Combat Formation OR Double Team
Sappers
○ Cost­ 3 Points
○ Characteristics Modifiers­ +2 Intelligence
○ Skills­ Security, Tech­Use, Trade (Technomat)
○ Talents­ Technical Knock
○ Standard Kit­ One Lascutter per PC
○ Special­ Characters from a Regiment with this Doctrine gain a +10 bonus to assemble or disassemble fortifications with the use of either the Tech­Use or Trade (Technomat) Skills
● Breachers
○ Cost­ 2 Points
○ Standard Kit­ One Hades Breaching Drill per Squad
0/30
Additional Field Uniform & Dress Uniform 6
Clip/Drop Harness 6
Micro-Bead 8
Auspex/Scanner 10

Anelos 2/17 Spearhead Regiment
Imperial World
○ Cost­ 1 pts
○ Characteristics Modifier­ +3 to Willpower, and any One other Characteristic
○ Skills­ Common Lore (Imperium, Imperial Creed), Linguistics (Low Gothic)
○ Blessed Ignorance­ ­5 on all Forbidden Lore Tests
○ Diverse Population - Select a subrace or gain +3 to any characteristic, +5 to a skill.
○ Starting Wounds­ Imperial World Characters generate starting wounds normally
Choleric
○ Cost­ 2 point
○ Starting Talent Rapid Reaction
Mechanized Infantry Regiment
○ Cost­ 3 points
○ Characteristics Modifiers­ +3 Agility, ­-3 Perception
○ Starting Skills­ Operate (Surface)
○ Starting Talents­ Rapid Reload
○ Standard Kit­ One N8 Assault Rifle (Main Weapon) and 4 clips per PC, 1 suit of Dragon Skin armorgel per PC, 2 Frag Grenades per PC, 2 Krak Grenades per PC, one Chimera Armored Transport per Squad
Close Quarters Battle
○ Cost­ 5 Points
○ Starting Talent Double Team or Combat Master
○ Standard Kit­ One AK88 Rifle (Main weapon) with 4 magazines per PC and Compact modification, 1 suit of Hi-Light Trojan Combat Suit, 1 mono knife
Cyber-Enhanced
○ Cost­ 3 Points
○ Standard Kit 2 Common cybernetics or 1 Good cybernetic.
Well-Provisioned
○ Cost­ 3 points
○ Standard Kit Gain +2 clips for main weapon and number of weeks' rations, gain additional grenade of each type, and _10 bonus on all Logistic tests to obtain fuel and parts for repairing and maintaining those vehicles.
The Few
○ 5 Extra Points
○ Special Hard (-20) Logistics test to replace comrade if most of the regiment is actively deployed, Ordinary (+10) if not.
Chrono 2
Preysense Goggles 15
Micro-Bead 8

Anelos Infantry Guardsman
Spoiler
WS: 35 BS: 35 S: 38 T: 35 AG: 35 INT: 28 PER: 31 WP: 28 FEL: 25
Movement: 3/6/9/18
Wounds: 10 | Total TB: 3
Armor: Dragonskin Armorgel (4 All, +1 vs Blast weapons)
Talents: Nerves of Steel, Rapid Reload, Takedown
Weapons: N8 Assault Rifle (Basic, 100m, S/3/6, 1d10+3 I, 0 Pen, 30 Mag, Full Reload, Reliable), combat knife (Melee; 1d5+3, Pen 0), 3 frag grenades (Thrown, 9m, S/-/-, 2d10 X, Pen 0, Clip 1, Reload -, Blast [3]), krak grenade (Thrown, 9m, S/-/-, 2d10+4 X, Pen 6, 1 clip, Concussive [0])

N8 Assault Rifle can be swapped with AWD Sniper Rifle, SWA Squad Support Weapon, Dragoon Light Machinegun, or Missile Launcher. These also gain the Glok4 Semi-Automatic pistol.

Skills: Athletics (S), Awareness (Per), Common Lore (Imperium, War) (Int), Dodge (Ag), Linguistics (Low Gothic), Operate (Ground) (Ag), Scholastic Lore (Tactica Imperialis), Stealth (Ag).
Gear: Dragonskin Armorgel, micro-bead, preysense goggles, additional uniform, 4 clips for N8 Assault Rifle
Vargas
A Death World, compromising of the most harsh fauna one can find anywhere. The fleshy monsters that inhabit the land are keen on slaughtering anything they find and absorbing it into their mass, but the few civilians of the world have grown accustomed to this eldritch plight. Those from Vargas, called Vargians, typically sport white hair with red eyes. These features are believed to be some form of mutation thanks to their constant warfare against the Flesh-Beings or from the strange, red moon that hovers in the night sky. Those from this planet tend to be emotionally deadened or annoyingly happy, but also posses reflexes and strength above those from weaker worlds. Vargarians make great soldiers, but are poor when it comes to making friends.
Vargarian Player Character
A Vargarian, due to their environment, have 1 Unnatural Strength and Agility. However, they approach every Fellowship test with a -10 penalty.
Thanks to their typical appearance bearing that of white hair and red eyes, they're quite easy to spot in a crowd. Although some have black hair or a more normal eye color instead.

A Vargarian Regiment costs an additional 1 point and ignore the Wary of Outsiders (baked into their sub-human status) and Fluency special abilities. Furthermore, they never have Regiments that are heavier than mechanized infantry.
Vargas Regiments
2nd White Rabbits Regiment
Death World­
○ Cost­ 3 points
○ Characteristics Modifiers­ +3 to any two of the three following Characteristics: Perception, Strength, Toughness
○ Skills­ Survival
○ Hardened­ may choose to start with one of the three following Talents­ Light Sleeper, Lightning Reflexes, or Resistance (Poison)
○ Wary of Outsiders­ Gets a -10 penalty to interactions with anyone outside of homeplanet.
○ Starting Wounds­ +2 Starting Wounds
Guerilla Regiment
○ Cost­ 4 points
○ Characteristics Modifiers­ +3 Perception, ­3 Fellowship
○ Starting Skills­ Stealth
○ Starting Talents­ Ambush
○ Standard Kit­ 1 Lascarbine (Main Weapon) & 4 clips per PC, 2 blind grenades per PC, 2 Stun Grenades per PC, 2 Frag Grenades per PC
Covert Strike
○ Cost­ 5 Points
○ Standard Regimental Kit­ 1 suit of synskin per PC, 1 set of Preysense Goggles
per PC
○ Special­ Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons­ needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.
Hardened Fighters
○ Cost­ 2 points
○ Characteristics­ +2 Weapon Skill
○ Talents­ Street Fighting
○ Regiment can either­
■ Replace standard melee weapon with a Common (or better) Low­Tech
Weapon
■ Give its existing weapon the Mono Quality
2/30
Replace Ballistic Vest w/ Hi-Light Trojan Combat Suit 15
Replace Carbine with FN Fal 5
Add Microbead 8

Vagarian White Rabbit
Spoiler
WS: 37 BS: 35 S: 38 (1 Unnatural) T: 35 AG: 35 (1 Unnatural) INT: 31 PER: 37 WP: 28 FEL: 22
Movement: 4/8/12/24
Wounds: 13 | Total TB: 3
Armor: Hi-Light Trojan Combat Suit (5 All)
Talents: Nerves of Steel, Street Fighting, Ambush, Lightning Reflexes
Weapons: FM Gail Battle Rifle (Basic, 150m, S/2/-, 1d10+4 I, 1 Pen, 20 Mag, Full Reload), mono-combat knife (Melee; 1d5+4, Pen 2), 2 frag grenades (Thrown, 12m, S/-/-, 2d10 X, Pen 0, Clip 1, Reload -, Blast [3]), 2 stun grenade (Thrown, 12m, S/-/-, 1 clip, Blast [3], Concussive [2]), 2 Blind Grenades (Thrown, 12m, S/-/-, 2d10 E, Pen 0, 1 clip, Smoke [3])

FM Gail Battle Rifle can be swapped with AWD Sniper Rifle, SWA Squad Support Weapon, Dragoon Light Machinegun, or Missile Launcher. These also gain the Glok4 Semi-Automatic pistol.

Skills: Athletics (S), Awareness (Per) +5, Common Lore (Imperium, War) (Int), Dodge (Ag), Linguistics (Low Gothic), Operate (Ground) (Ag), Scholastic Lore (Tactica Imperialis), Survival (Int), Stealth (Ag) +5.
Gear: Hi-Light Trojan Combat Suit, Preysense Goggles, synskin
Alternatives to Orgyn and Ratlings:
Intended to be used as direct replacements, offering a more fantasy look to them.

Talleran
Huge, powerful lizardmen from a heavy warrior-based society. Although they seem quite subpar in intelligence, it stems from the fact that they never really had to do any thinking back on their homeworld. If something is a problem, crush it. That's all there is to the Talleran. However, the Imperial Guard have considered these massive, lizard brutes to be quite useful when it comes to waging war.
Characteristic Bonus: +10 Toughness, +5 Willpower, +5 Strength, -5 Intelligence, -3 Fellowship, -10 Agility
Starting Aptitudes: Ballistic Skill, Defense, Offense, Strength, Toughness, Weapon Skill
Starting Skills: Intimidate or Survival
Starting Talents: Die Hard or Iron Jaw, Weapon Training (Heavy, Solid Projectile)
Starting Traits: Size (Hulking), Regeneration 2, Natural Armor 1, Autostabilized, Clumsy, Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2), Cold-Blooded
Specialist Equipment: Choose One: Talleran Gecko, Talleran Crown, or Dragoon Light Machinegun; 1d5 frag grenades
Wounds: 25 + 1d5

Cold-Blooded: Talleran are still somewhat cold-blooded creatures thanks to their physiology. Whenever they are introduced to cold-weather, they have an additional -20 penalty to resisting it along with having a maximum Initiative roll of 6.

Solid Projectile
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability
Talleran Gecko | Heavy | 80m | S/-/5 | 1d10+5 I | 2 | 60 | Full | Inaccurate, Hulking Size | 10kg | Scarce
Talleran Crown | Heavy | 40m | S/2/- | 1d10+8 | 3 | 2 | Half | Scatter, Tearing, Inaccurate, Hulking Size | 18kg | Rare

Hulking Size: This weapon has been designed for creatures that are a much greater size than normal humans. Any human trying to use these weapons suffer a -20 penalty when firing and roll a Toughness test to resist being knocked down by the recoil. Bulging Biceps reduces the penalty to -10 and offers a +10 to the Toughness test.

Grassrunners
These smallfolk almost look like Human children, but they never really grow out of these looks until their twilight years. Their long, pointy ears almost makes them seem like the off-spring of one species with another, but it's been said that they grew up living inside tunnels and required excellent hearing in order to survive. Regardless, they come across as cheery fellows who sometimes form a close relationship with Tallerans. The only problem is their concept of property is lacking at times. Their excellent eyesight makes them great scouts and snipers, at the very least.
Characteristic Bonus: +10 Perception, +10 Fellowship, -10 Toughness
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Starting Skills: Awareness or Stealth; Deceive, Trade (Cook)
Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste) or Light Sleeper; Weapon Training (Low-Tech, Solid Projectile)
Starting Traits: Size (Weedy)
Specialist Equipment: Good Craftmanship FM Galil Battle Rifle or Good Craftsmanship AWD Sniper Rifle with telescopic sight, camo-cloak
Wounds: 5 + 1d5
Cybernetics
Sector V-H has an interesting history with cybernetics, having been more open to them and seen a good relationship with visiting Techpriests.

Borg Bodies
Full replacements of your human flesh, now no longer something closed off to the most ancient of Magos.

Rusty Tomb | Common
Perhaps one of the common borg bodies one may see within underworlds and those with very little is the "Rusty Tomb", a body that is a far cry from being human thanks to looking like a trashcan of some sort. The only benefit to this body is that it is commonly available, so those who have experienced grand injuries may find themselves good as new again.
Effects: Gain Machine (1) and Size (Weedy). Gain a -20 penalty to any tests that require fine dexterity and rely on senses aside from Sight and Hearing.

NecroForge Engram | Average
A set up from the Rusty Tomb listed above, typically a body that appears to be brass-like in construction. It is more humanoid in shape, but lacks human features. The face tends to be glowing orbs with plates all around it. Furthermore, those who enjoy being able to eat, drink, and touch may find themselves going a bit mad as they could never experience the feeling again.
Effects: Gain Machine (3), Unnatural Toughness (1), and Undying. Tests that involve senses other than Sight and Hearing have a -20 penalty.

Replikant Form | Rare
The most sought after borg body would be that of the Replikant Forms. These are near-perfect imitations of humans, even allowing the buyer to customize to look like whatever they want. Unlike other bodies, their senses are akin to that of a human so they have little problem acting like humans.
Effects: Gain Machine (2), Unnatural Toughness (1), Unnatural Agility or Strength (1).

Interioia Weapon Module | Scarce
A plate and wiring is installed onto the lower spine of the individual, before a weapon of their choice is also installed.
Effects: Gain 1 Scorpion, Thumper, or Chaintail. This is a weapon that takes no hands to be utilized and can be easily hidden within the body. The user is considered proficient in using it even if they do not possess the appropriate Weapon Training.

Name | Class | Range | Dam | Pen | Special | Wt. | Availability
Scorpion Blade Tale | Melee | -- | 1d10+3 R | 2 | Balanced, Proven (2) | -- | --
Thumper Head Tail | Melee | -- | 1d10+3 I | 1 | Concussive, Proven (2) | -- | --
Chaintail | Melee | -- | 1d10+2 R | 1 | Tearing, Proven (2) | -- | --
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Knight
Site Admin
Posts: 171
Joined: Mon Aug 09, 2021 6:24 pm

Re: Sector V-H

Post by Knight »

Penal Colony GMPCs
Zoya, Heavy Gunner
Image
Height: 6'1
Weight: 177 lb.
Age: 19
General Description: Red-haired and eyed, sharp teeth, lanky build. Medium breasts. Cocky about her abilities, refusing to back down until proven wrong.

Crimes: Assault Against High-Ranking Noble, Assault with Deadly Weapon, Attempted Second Degree Murder
Sentence: 30 years on Asterix-1, dependent on attitude.
Spoiler
WS: 28 BS: 42 (+5) S: 46 [+5] T: 45 AG: 35 INT: 26 PER: 30 WP: 34 FEL: 29
Movement: 3/6/9/18
Wounds: 18 | Total TB: 4
Armor: Hi-Light Trojan Combat Suit (5 All),
Talents: Street Fighting, Iron Jaw, Weapon Training (SP, Low-Tech, Heavy, Chain), Bombardier, Resistance (Fear), Deadeye Shot
Weapons: Dragoon Light Machinegun (Heavy, 125m, S/3/6, 1d10+4 I, 2 Pen, 80 Mag, 2 Full Reload), combat knife (Melee; 1d5+4, Pen 0), 3 frag grenades (Thrown, 9m, S/-/-, 2d10 X, Pen 0, Clip 1, Reload -, Blast [3]), 3 krak grenade (Thrown, 9m, S/-/-, 2d10+4 X, Pen 6, 1 clip, Concussive [0])

Skills: Athletics +5, Common Lore (Imperial Guard, War) Intimidate, Linguistics (Low Gothic), Tech Use
Gear:
Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Strength
Special Abilities:
Honor Amongst Thieves­ may choose to start with one of the following two Talents:­ Peer (Underworld) or Street Fighting
Larcenous­ +10 to Logistics tests to acquire contraband/illegal items
Scum and Villainy­ Penal Colony Regiments get only 15 points for Standard Kit
Code of Honor­ Must take a Difficult (­10) Willpower Test to use the Deceive Skill. Also take ­10 to use Scrutiny to oppose Deceive

Experience: 100/600
Spent On: 200 - Dodge [Trained], 200 - Ballistic Skill [+5], 100 - Strength [+5]
Val, Medic
Image
Height: 5'6
Weight: 164 lb.
Age: 23
General Description: Cat-eared and tailed, short, pink hair; curvy figure with large breast. Quiet type that tries to avoid people.

Crimes: Treason, Practicing without a Medical License
Sentence: Life Sentence
Spoiler
WS: 27 BS: 34 S: 26 T: 37 AG: 43 (+5) INT: 40 PER: 33 WP: 26 FEL: 26
Movement: 3/6/9/18
Wounds: 15 | Total TB: 3
Armor: Hi-Light Trojan Combat Suit (5 All),
Talents: Jaded, Weapon Training (SP, Low-Tech), Resistance (Fear), Bombardier, Deadeye Shot
Weapons: Dragoon Light Machinegun (Heavy, 125m, S/3/6, 1d10+4 I, 2 Pen, 80 Mag, 2 Full Reload), combat knife (Melee; 1d5+4, Pen 0), 3 frag grenades (Thrown, 9m, S/-/-, 2d10 X, Pen 0, Clip 1, Reload -, Blast [3]), 3 krak grenade (Thrown, 9m, S/-/-, 2d10+4 X, Pen 6, 1 clip, Concussive [0])

Skills: Medicae +5, Scholastic Lore (Chemistry), Trade (Chemist), Intimidate, Linguistics (Low Gothic), Tech Use
Gear: Diagnostor, injector, medikit.
Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower, Agility
Special Abilities:
Honor Amongst Thieves­ may choose to start with one of the following two Talents:­ Peer (Underworld) or Street Fighting
Larcenous­ +10 to Logistics tests to acquire contraband/illegal items
Scum and Villainy­ Penal Colony Regiments get only 15 points for Standard Kit
Code of Honor­ Must take a Difficult (­10) Willpower Test to use the Deceive Skill. Also take ­10 to use Scrutiny to oppose Deceive

Experience: 250/600
Spent On: 250 - Agility +5, 100 - Medicae +5,
O'Malley, Sergeant
Image
Height: 5'8
Weight: 165 lb.
Age: 125
General Description: Blonde-haired, short haired, former PDF sergeant. Frequently smokes, quite lackadaisical in garrison, but gets serious while out on combat.

Crimes: Malingering, Assault on an Officer
Sentence: 15 years, able to return prematurely if rejoins PDF.
Spoiler
WS: 40 (+5) BS: 39 S: 31 T: 39 AG: 29 INT: 34 PER: 34 (+5) WP: 31 FEL: 43
Movement: 2/4/8/12
Wounds: 16 | Total TB: 3
Armor: Hi-Light Trojan Combat Suit (5 All),
Talents: Street Fighting, Air of Authority, Weapon Training (SP, Low-Tech, Chain), Bombardier, Resistance (Fear), Deadeye Shot
Weapons: Glok4 Semi-Automatic Pistol (Pistol, 30m, S/3/-, 1d10+2 I, 0 Pen, 15 Mag, Half Reload), Chainsword (Melee; 1d10+2 R, Pen 2, Tearing, Balanced), 3 frag grenades (Thrown, 9m, S/-/-, 2d10 X, Pen 0, Clip 1, Reload -, Blast [3]), 3 krak grenade (Thrown, 9m, S/-/-, 2d10+4 X, Pen 6, 1 clip, Concussive [0])

Skills: Command +5, Scholastic Lore (Tactica Imperialis) Intimidate, Linguistics (Low Gothic), Tech Use, Parry
Gear:
Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Ballistic Skill
Special Abilities:
Honor Amongst Thieves­ may choose to start with one of the following two Talents:­ Peer (Underworld) or Street Fighting
Larcenous­ +10 to Logistics tests to acquire contraband/illegal items
Scum and Villainy­ Penal Colony Regiments get only 15 points for Standard Kit
Code of Honor­ Must take a Difficult (­10) Willpower Test to use the Deceive Skill. Also take ­10 to use Scrutiny to oppose Deceive

Experience: 50/600
Spent On: 200 - Weapon Skill +5, 100 - Parry, 250 - Perception +5
Squad Sheet:
Designation: 1st Squad, 2nd Platoon, Bravo Company, 1-04 Regiment | Logistic Rating: 10
Regiment Name: 30th Sinners Regiment
Information: Filled with criminals, this regiment has been given the pleasure of utilizing light carapace armor along with a high supply of grenades and grenade launchers. The best usage for this regiment will be for assaulting fortifications that don't make use a heavy amount of plasteel.

Name | Status | Demeanor | Cause of Death
Sergeant Alice O'Malley | ALIVE | Casual Smoker | --
Specialist Adrian Smith (Sergeant Assistant) | ALIVE | Nervous Nerd | -- (Comrade)
Corporal Valentine D'voer | ALIVE | Quiet Introvert | --
Private Tally Viyade (Medic Assistant) | ALIVE | Curious Catgirl | --
Private First Class Zoya Sevdomoskya | ALIVE | Cocky, Arrogant | --
??? | ALIVE | ??? | ---
Private Lally Viyade | ALIVE | Talkative, Lazy | ---
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Knight
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Re: Sector V-H

Post by Knight »

Downtime
There may be times between missions where very little happens when it comes to the story itself. There are a few things a PC can do while in garrison. How long downtime is depends on the GM. It can be for a singular day where you have multiple attempts at downtime or it can be for an entire week.

Rest - The PC focuses completely on resting, recovering Wounds, recovering from injuries, and from fatigue. This is also the time to have surgery performed on oneself to gain cybernetics and bionics or find a new comrade. This will also reduce Insanity Points by 3 for every period of rest. Trained professionals can increase the reduction of this to 6.
Mingle - The PC decides to focus their time on getting to know their fellow soldiers. This can also reduce Insanity Points as you attempt to utilize friends and co-workers to feel more normal. Roll Fellowship with a +20. With a DoS of 1-3, reduce Sanity Points by 2. With DoS above 3, reduce Insanity Points by 4. On a critical roll, reduce Insanity Points by 8. On a failure, only reduce it by 1. On a critical failure, gain 3 Insanity Points as you feel more disconnected from your allies. As long as you don't critically fail, this can also be used to gain a new Comrade. Also, roll on the Random Event on Base table.
Patrol - Instead of R&R, devout yourself (or get forced to) go on a patrol or pull security on the base. Sometimes nothing happens, sometimes something really bad happens, and even sometimes something really good happens. Roll on the Random Patrol Event table. Patrols should be kept to a WS, BS, Intelligence (Tactics), or Operate test with the result told by the GM. A success indicates survival while a critical success could mean the PC did something heroic enough to be given a medal of some sort. A failure means the PC takes DoF*2 in damage, but this can never drop the PC below 0 wounds. A critical failure may and could even give a Injury.

Random Event on Base (1d120)
Result
Roll | Result
1 | Nothing out of the ordinary happens.
2 | No combat is expected, so the squads or even platoons decide to play in Capture the Flag. It's a good time overall, regardless if you win or lose. Lose 3 Insanity Points.
3 | A higher-up visits, people scramble to clean gear and look presentable: The GM may call for an Intelligence, Ballistic/Weapon Skill, or Fellowship check depending on the interests of the higher-up. Failure means the command doesn't like what he sees. Gain 1 Insanity Point. A critical failure means the leader is very disappointed. Your next downtime has to be Patrol. On a success, lose 1 Insanity Point. On a high enough success or on a critical, gain +10 to your next logistic test as your leaders feel that your squad is squared away. (If R18, it may be possible to utilize your body to get a good result...)
4 | Logistics has made a clerical error! Roll a 1d2. On a 1, the next logistic roll gets a +10. On a 2, it gets a -10.
5 | An accident happens. This results in someone getting hurt or killed (GM determined, roll a dice if you like randomness). If you don't know the person, it barely matters to you. If you do, gain 5 Insanity Points if they got injured. If they were killed, gain 10 Insanity Points. If you wish to randomly determine this, the size of the base matters. If it's extremely small (a few squads or a single platoon), a roll of 1 on a 1d4 means you did know the person. If it's of decent size (at least 2 platoons), it's a roll of 1 on a 1d8. If it's decently big (around 4 platoons and support elements), it's a roll of 1 on a 1d20. Anything bigger, it's a roll of 1-5 on a 1d100.
6 | Alcohol is brewed or "procured". You're heavily encouraged to come, even if underaged. Lose 5 Sanity Points as you party without a care, but gain 1 Fatigue on the next mission as a hangover still lingers. (If r18, there's a heavy chance you get laid. If you wish, roll a 1d4: 1 means you actively sought it out, 2 means someone sought you out, 3 means someone pulled rank/dubious consent/non-consent, and on a 4 it became a gangbang.)
7 | An animal wanders onto base. Some people want to keep it as a pet or mascot, others might want to eat it or just shoo it away. GM determines general opinion, but you're the only one that acts! Can be usual animals (cat, dog, pigs, wolves, goats) or more specific to the planet animals (groxbeasts). (If r18, the animal might be in heat and there's only one thing that would calm it down...)
8 | Locals are brought onto base! This could be accepted by command or being kept a secret. With a Fellowship test of some sort, the locals might like you and aid you in some way. Otherwise, they are a bit uneasy, but you still lose 2 Insanity Points. (If r18, these could be prostitutes. Banging them can make you lose 5 Insanity Points. Alternatively, if you let them bang you they might be more willing to share secrets...)
9 | A soldier is breaking the law. Leadership has entrusted you with punishing them. You could give them a light slap on the wrist, to which they might start to like you or offer some stolen stuff to you. Otherwise, punishing them does give you 2 Insanity Points, but your leadership approves. (If r18, you could decide to punish them in another way... this could make you lose 2 Insanity Points, but might make them a bit mad.)
10 | A brawl starts between two rival elements, be they squads or companies. Roll Weapon Skill, on a success your leadership is disappointed that you participated, but positively remark on your loyalty and hand-to-hand combat. Lose 1 wound and 2 Insanity Points. On a failure, lose 2 wounds. (If r18, the loser may be forced to give pleasure towards the winner as the spoils...)
11 | A physical competition takes place! You can attempt to enter or not. If you do enter, you start with 1 Fatigue on next session. Utilize Athletics (Strength) or (Agility) depending on the competition. Both if you want to do a super hardcore one. A success of 1-2 means the character did pretty well, but wasn't a winner. Lose 2 Insanity points. On a success of 3-4, the character did pretty well, being somewhere in the top 10 or 5 depending on how many enter. Lose 4 Insanity Points and reduce a physical based skill's EXP cost by 50.. On a success of 5+, the character was in the very top of the competition and might have even won! Reduce a physical based skill or characteristic by 1 degree (as in, if you only have one aptitude, count as having 2.) If you already have 2 aptitudes in a physical-based skill or characteristic, reduce it by 100 EXP to a minimum of 50.
12 | A Tech-Priest with a focus on bionics comes around. It seems you've piqued this cyborg's interest and wants to replace something of yours with an alternative. Call heads or tails: if you are correct, gain a Scarce cybernetic of your choice. If you're wrong, the GM can give you any cybernetic they see fit.
13 | An idol comes onto the base! You become enthralled by her music even if you don't really care about that sort of stuff. Lose 5 Insanity Points. (If r18, a Fellowship test might allow you to meet the idol and engage in lewd behavior which reduces your Insanity Points by 10.)
14 | What's this...? Roll a 1d100 on the Random Issue Gear with a +15. This seems to have made its way towards you and your squad for whatever reason.
15 | A rumor is spreading on base! This could be in the form of a ghost, a soldier doing something queer, or a falsehood that people are sticking to. The GM is encouraged to come up with something unique on the situation, but a ghost haunting the area is more than acceptable. A Willpower test is needed to overcome such terrible things! On a success, the character loses 3 Insanity Points as they no such thing exists and chuckle at it. On a Failure, they're stuck believing such terrible rumors and gain 1 Insanity Point...! (If r18, a bout of possession on the failure could add some fun.)
16 | Media coverage! Some cameramen and reporters come to interview our brave troops. On a successful +10 Fellowship Test, the character leaves a good impression. On a failure, they might speak their mind a bit too much and gain the ire of their leaders. (If r18, it's possible the cameramen are interested in something else and the reporter encourages them to listen to their demands to raise morale...)
17 | Whacky weather! A freak snowstorm or regular storm suddenly wracks the base. This leads to general misery if you're just walking about the place, especially as puddles form. If you love this sort of weather, you could lose 1 Insanity Point. Otherwise, it's awful and reminds you that you wanna go home! Gain 2 Insanity Points.
18 | Prototype equipment! You're being forced to use it on the next mission. The GM is encouraged to make these prototype equipment a bit busted, but with terrible downsides such as armor with +1 AP everywhere, but spending more than 3 hours in the armor makes you roll a Toughness Test to deal with how hot it makes you. (If r18, you could get a bit more creative...)
19 | A recent shipment of servitors make it to the base. If the soldier wants, they can get a Servitor Comrade instead of a normal one. Naturally, a Servitor Comrade is way easier to get even if you have downsides that make it difficult!
20 | Gretchens somehow made it onto the base! They're not hard to put down. Roll Weapon or Ballistic Skill. As long as you get a success, you've driven them off. A DoS of 4+ or a critical success means you've done a great job and might even get a medal for your efforts. Failing means you take 1d3 Wounds. (In an r18 game, a failure could mean a gangbang by the goblin-like foe! This doesn't produce wounds, but gives you 5 Insanity Points.
Random Event on Patrol (1d120)
Result
1-6 | Nothing happens. A normal, boring patrol.
8-10 | Encounter human enemy forces! 1-3: Rebel/Terrorist forces, 4-8: Enemy Guardsmen, 9: Mercenary/Support Unit, 10: Enemy Vehicle(s).
11-13 | Civilians! They can either be friendly, neutral, or hostile. If hostile, they may try to protest or form a riot. They may also utilize IEDs and molotov cocktails if truly desperate or spiteful.
14-17 | Greenskins... Orks, Gretchins, perhaps even Snotlings grow into a large ball of death and head the patrol's way.
18-19 | Dark Eldar! They quickly attack the group, no doubt hoping to take prisoners for their sick pleasures.
20 | Friendly forces inbound! 1-5: Imperial Guardsmen, 6: Techpriests, 7: Abhhumans, 8: Sisters of Battle, 9: Inquisition, 10: Xenos!!
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Knight
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Re: Sector V-H

Post by Knight »

=][=
CONFIDENTIAL INFORMATION FOR THE INQUISITON ONLY
=][=
PRAISE BE THE GOD-EMPEROR
Spoiler
Xenomorphous Oddity
The beings from the Dark Sector have been said to grant boons and even energy to those who attempt to contain and study them. It is believed that their emotions become so high from being worked on that they generate a small burst of psychic energy which can then be harvested by machines within their containment and made into power. Although it is implied to be strictly forbidden to do so, the Planetary Governor of Anelos has chosen to anyway. No doubt, the Inquisition and Rogue Traders are interested in these XOs. However, the war may cause them to release said beings onto the invading force.

XOs are divided into two categories: Living and Item.

Living XOs may have two states: its Passive form and Active form. In its Passive form, the XO will be generally docile and take on a more friendly form. In this form, the XO can be worked on. Although issues may arise from constantly working on the XO or working on them in the incorrectly. Most living XOs can escape containment.

Protivogaz
Spoiler
WS: 45 BS: 20 S: (6)42 T: (7)55 AG: 30 INT: 30 PER: 38 WP: 50 FEL: --
Movement: 3/6/9/18
Wounds: 45 | Total TB: 7
Armor: Soviet CBRN Gear (2 Head, 3 Rest)
Talents: Frenzy, Takedown
Traits: Unnatural Strength (2), Unnatural Toughness (2), Undying Abno, Radioactive Zone
Weapons: Taken Rebar (Melee; 1d10+8, Pen 3), Radioactive Spike (Melee; 1d10+7, Pen 2, Corrosive)

Radioactive Zone: Those within a 20 meter of the XO must make a Toughness Test with a -10 penalty every other round. If they fail, they take 1 Chemical Damage that ignores armor and Toughness Bonus. If they are within 10 meters, the Toughness Test is -20 and the Chemical Damage increases to 3.

Skills: Athletics (S), Awareness (Per) +10
Gear: Old Gas Mask, Barbed Wire Uniform, Piece of Stolen Rebar, USSR Doseimeter Sharpened
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