Tuesday, January 5, 2016

Kill Team Campaign part 5 Kroot and Orks

Here are the two Xenos races that are available to play. Kroot and Orks are often found as members of Kill Teams. Both are warrior races that seek out the deadly life of a mercenary.  I also considered Tau and Dark Eldar characters.  Those races are both problematic though and would require a lot more work.  If one of the players REALLY wants to be one of those two races I may work something up.


Str: 3d6
Con: 3d6
Siz:  3d6
Dex: 2d6+6
Int: 2d6+6
Pow: 3d6
Cha: 3d6

Common Skills: Athletics, Brawn, Endurance, Perception, Stealth, Track, Survival, Lore(Kroot), Lore(Tau), Language(Low Gothic,Kroot), Navigate(Surface)
Weapon Style: Kroot (Primitive Melee, Kroot Weapons, Tau Weapons)
Talents: Heightened Senses (Sight/Hearing)
Fate Points:3
Special: Eaters of the Dead - Kroot may consume the flesh of the dead to gain 3 temporary wounds.
Careers: Mercenary, Gunslinger, Pirate, Recidivist, Assassin.
Kroot start the game with a Kroot rifle in addition to any gear provided by their career.

Siz: 2d6+6
Dex: 3d6
Int: 3d6
Pow: 3d6
Cha: 3d6

Common Skills: Athletics, Brawn, Endurance, Intimidate, Perception, Tech-Use, Lore(Ork). Language(Low Gothic,Ork)
Weapon Style: Ork (Primitive Melee, Ork Weapons)
Talents: Iron Jaw, Hardy, Brutal Charge
Fate Points:2
Special: Ork Technology is not Unreliable when used by an Ork. Orks add 1d6 to their starting wounds.
Careers: Freebooter, Kommando, MekBoy, Mercenary, Gunslinger, Pirate.
Orks start the game with either a shoota or a slugga in addition to any gear provided by their career.
Note: Orks are never psykers. Human Psykers sense all orks as psychic. The only true ork psyker is a WeirdBoy and no one wants one of those around.

Ork Careers

Freebooters are the Ork equivalent of a Rogue Trader. They gather together small warbands, steal a ship, and go off in search of loot. They fit right in with Kill Teams. Freebooterz are more cosmopolitan than most of the 'boyz and often interact with other races. Their Low Gothic is surprisingly good.
Skills:Commerce, Charm, Command, Pilot (Void), Gunnery, Lore(War), Language(Low Gothic)
Weapon Style: Ork (Primitive Melee, Ork Weapons), Freebooter(SP, Power, Bolt), Two Weapon
Talents: Peer (Ork Warbands)
Career Ability: +10 to profit factor rolls when seeking out mercenaries or weapons.
Gear:Choppa or Big Choppa, Bolt Pistol, Ork Voidsuit, 'Eavy Armor (5 pts all locations but head), Nifty Pirate Hat (1 AP), Pet Squig

Mekboys are gifted with the genetic knowledge of building and repairing technology. Being smarter than the average ork they often leave their warband and seek out adventure in the void.

Skills:Commerce, Demolitions, Logic, Lore(Xenos),Tech-Use,Trade(Armorer,Shipwright,Technomat)
Weapon Style: Ork (Primitive Melee, Ork Weapons), Mekboy(Las,Plasma,Power,Chain), Two Weapon, Heavy Weapons
Talents: Peer (Ork Warbands,Hereteks)
Career Ability: Wonky Bitz:  A Mekboy can temporarily "improve" any piece of tech. Roll Tech-Use. If successful the technology is improved until the end of the current encounter at which point it breaks and must be repaired. Weapons: +10 to hit, +2 to damage, Armor: +2 AP, other tech as appropriate. (Vehicles go faster, Tech works slightly better, etc.)

Gear:Plasma Pistol and Chain Axe, or a Deffgun, or a Burna. Orky Armor (4 pts all locations), Meks Tools.

Kommandos break the ork stereotype of being loud, bestial berserkers. They prefer to sneak up on their enemies and eliminate them silently, or stick bombs on them, cause it's really funny.

Skills: Stealth, Deceit, Demolitions, Lore(Xenos), Security, Survival
Weapon Style: Ork (Primitive Melee, Ork Weapons), Kommando(SP, Bolt,Power,Chain), Two Weapon
Career Ability: Ded Sneaky:  A enemy attacked in melee by an hidden commando must make a Willpower test or be unable to act for one round.
Gear: Silenced Slugga, Mono-Sword, Night Vision goggles, 4 Ork Stikk Bombs. Sneaky Armor (3 points all locations)

Wednesday, December 30, 2015

Kill Team Campaign Part 4 Space Marine Characters

I want Space Marine characters in my Kill Team game. The hard part is that your average Space Marines are like unto gods compared to normal characters. In Death Watch, everyone is a Space Marine, so the power level doesn't matter. In Black Crusade, Space Marine and non-Space Marines work together (sorta), but the Chaos marines are not quite as god-like as their Death Watch counter parts.
In Kill Team, there are two Space Marine characters,the Renegade and the Forsaken. A Renegade is a Space Marine who has turned their back on the Imperium. A Forsaken is a Chaos Marine, who has turned away from the Chaos Gods. Without access to the enhanced technology of a chapter or the magic of the sorcerers, Renegades and Forsaken have lost most of their god-like abilities. Their combat prowess makes them highly valued members of Kill Teams. True Adeptus Astartes don't see a difference between Renegades, Forsaken, and a blood soaked Chaos Marines. All will be purged.

Str:  4d6
Con: 4d6
Siz:  4d6
Dex: 3d6+3
Int:   2d6+6
Pow: 3d6
Cha:  3d6

Space Marine characters do not have separate backgrounds and careers. For a Space Marine Character select one of the background/careers below.

Skills: Athletics, Brawn, Command, Endurance, First Aid, Perception, Survival, Lore(Imperium), Lore(Adeptus Astartes,War) Language(Low Gothic,High Gothic), Navigate(Surface), Stealth, Tracking, Tech-Use, Dodge, Intimidation, 
Weapon Style: Space Marine(Bolt, Plasma, Melta, Chain,Power, Primitive,Thrown,Unarmed); Two Weapon; Heavy Weapons.
Talents:True Grit, Heightened Senses(sight/hearing), Resistance(Poison, Asphyxiation,Cold,Heat), Unarmed Specialist.
Special: 2 AP implanted armor, stacks with all worn armor. Can go very long periods without sleep.  Never suffers any penalty for wearing power armor.
Fate Points:2
Career Ability: Renegades retain their inspiring presence from their time as the Emperor's chosen. As long as the Renegade is present, Kill Team members can add +10 to any Command, Interrogation, Intimidation, Willpower, or Inquiry tests.
Gear:  Astartes Bolt Pistol, Chain sword, Carapace Armor, 4 Frag Grenades

Skills:  Athletics, Brawn, Endurance, First Aid, Perception, Survival, Lore(Adeptus Astartes,War, Screaming Vortex, The Long War), Language(Low Gothic), Navigate(Surface), Stealth,  Dodge, Pilot(Surface), Intimidation
Weapon Styles: Legionnaire (Bolt, Plasma, Melta, Chain, Power, Primitive,Thrown,Unarmed); Two Weapon; Heavy Weapons.
Talents: Jaded, Heightened Senses(sight/hearing), Resistance(Poison, Asphyxiation,Cold,Heat), Hatred(Adeptus Astartes)
Special: 2 AP implanted armor, stacks with all worn armor. Can go very long periods without sleep.  Never suffers any penalty for wearing power armor.  Roll 3 times on the mutations chart and choose one. (Page 292 DH 2E)  
Fate Points:2
Career Ability: Forsaken are highly skilled at scrounging up new gear. They receive a +10 bonus to profit factor when locating equipment for themselves of Rare or lower.
Gear:  Legion Chainsword, 4 Legion Frag Grenades, Legion Shotgun, remaining pieces of an ancient suit of power Armour.  (Head:0, Chest/Abdomen:8, Arms/Legs:4, no other power armor bonuses)

Monday, December 14, 2015

40k Kill Team Part 3 Human Stats and Backgrounds

I finally got around to adding more to my Kill Team campaign. Here are the stats and backgrounds for humans. I decided to go with standard RQ stats rather than the D100 based stats that Cthulhu 7th Edition uses. Up next is the stats and backgrounds for Xenos and Space Marines.

Str: 3d6
Con: 3d6
Siz: 2d6+6

Death World
Stats: +1 Str, +1 Con, -1 Pow, -1 Cha
Common Skills: Athletics, Brawn, Endurance, First Aid, Perception, Stealth, Track, Survival, Lore(Imperium), Lore(Death Worlds), Language(Low Gothic,) Navigate(Surface)
Weapon Style: Death Worlder (Primitive Melee, All SP)
Talents: Choose Jaded or Resist(Posions)
Fate Points:3

Void Born
Stats: -1 Str, +1 Pow
Skills:Athletics, Deception, Dodge, Navigate(Void,) Pilot(Void,) Lore(Void Ships,) Lore(Void,) Language(Ship Dialect,Low Gothic, High Gothic), Tech-Use
Weapon Style: Void Born (Las:Basic, Pistol; SP: Basic,Pistol)
Special: +10 Luck
Fate Points:3
Forge World
Stats: +1 Int, +1 to any one stat
Skills: Charm, Inquiry, Medicae, Language (High Gothic,) Lore(Tech, Machine Cult, Adeptus Mechanicus,Forge Worlds), Pilot(Surface) Tech Use, Willpower
Weapon Style: Forge World (Las:Basic, Pistol; Melee:Chain)
Talents: Tech Knock
Fate Points:3

Hive World
Stats: +1 Con, +1 Cha
Skills: Dodge, Deception, Intimidate, Commerce, Endurance, Lang(Low Gothic, High Gothic, Hive), Lore( Imperium,) Perception, Stealth, Tech-Use
Weapon Style: Hive World (Las:Basic, Pistol; SP:Basic, Pistol, Unarmed)
Fate Points:4

Imperial Colony
Stats: +1 Pow
Skills: Dodge, Endurance, First Aid, Lang(Low Gothic, High Gothic,) Lore( Imperium,War,) Navigate (Surface), Perception, Pilot(Surface), Trade(Choose One)
Weapon Style: Imperial (Las:Basic, Pistol; SP:Basic, Pistol, Melee:Primitive)
Fate Points:4

Stats: -1 Pow, +1 Cha
Skills: Commerce, Deceit, Charm, Command, Lang(Low Gothic, High Gothic,) Lore( Imperium,War, Nobility,) Willpower
Talents: Peer(Nobility,) Peer (Choose one)
Weapon Style: Imperial (Las:Basic, Pistol; Plasma:Basic, Pistol; Melee:Primitive,Power)
Special: A noble adds +3 to the starting profit factor of their Kill Team.
Fate Points:3

Vortex World
Stats: +1 Pow, +1 Con
Skills: Deceit, Dodge, Endurance,  Lang(Low Gothic,) Lore( Imperium,War, Occult, Chaos Cults,  The Vortex,) Perception, Stealth
Talents: The Quick and the Dead (+2 Initiative)
Weapon Style: Vortex (Las:Basic, Pistol; Bolt:Basic, Pistol; Melee:Primitive)
Fate Points:3

Warrant-less Rogue Trader, Pirate, Unsanctioned Psyker, HereTek, Mercenary, Fallen Astropath, Rogue Navigator, Chaos Cultist, Recidivist, Bounty Hunter, Disavowed Adept, Assassin, Gunslinger