Karnak Zhul
Karnak is a rouge psyker and a mutant. He is both a telepath and telekinetic. In addition his psy-powers, Karnak has the ability to sense the ebb and flow of the warp, similar to a navigator. He was responsible for hacking the stasis pods that imprisoned the kill team. This lead to the evntual capture of the the prison ship, Chains of Judgement. Karnak's sheet is here.
First Mate Biff Carco

Dex 13
HP: 18
Armor: 5
power blade, bolt pistol, shotgun.
Skills:50%
Pilot Voidship, Navigate Voidship, Gunnery, Command, Tech-Use, Willpower, Dodge, Endurance, Lore (VoidShips), Lore(Pirates), Lore (Void).
Pirate combat style: (Primitive, Power, Chain, SP Las, Bolt)
All Other Skills are 30%
Mek-Boy RekWakka

Dex: 15
HP:25
Armor:7
Shoota, Power Claw.
Skills:50%
Athletics, Brawn, Endurance, Intimidate, Perception, Tech-Use, Lore(Ork), Language(Low Gothic,Ork), Demolitions, Trade(Armorer,Shipwright,Technomat)
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.)
The rest of the Crew
The Kill team recruited a number of criminals and space pirates who were held in the ship's prisons. Eleven of them survived their liberation.
Dex 13
Hp:16
LasGun or Shotgun
30% in these skills: Tech-Use, Dodge, Willpower, Endurance, Athletics, and their weapons.
Five of the crew are bullet stoppers and have the basic skills.
Six of the crew have voidship skills in addition to the crew skills above. (Voidship Pilot, Gunnery, Tech-use, Navigation.)
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