Monday, June 13, 2016

Kill Team NPCs : Servitors


Servitors are used as shock troops starship battles. The servitors are teleported or shot over to an enemy ship using a boarding torpedo. Then they wreak havoc on the hapless crew. The Adeptus Mechanicus also use servitors as guards for secure facilities and prisons. There are a few different versions of combat servitors. The Lathe Worlds book has some that are quite powerful, the adventure Broken Chains has a different version, and the Dark Heresy 2E book has the combat servitor.  Just for fun I'll do all 3.


Combat Servitor (Dark Heresy 2E pg 396)
Weapon Style:45
Dodge:25
Endurance:60
Willpower:30
Dex:12
Wounds:16
Armor:10
Weapon:
Heavy Stubber RoF -/-/8 Dam:1d10+4 Pen:3
Chainaxe Dam: 1d10+10 (Tearing)  (Or 1d10+4+1d6) Pen 2

Talents/Traits:
Crushing Blow (Deals extra melee damage, already figured it)
Auto-stabilised - Counts as braced
Dark-sight - Sees in the dark.
 Machine (4)- Is a machine, Adds extra armor
 Mind Lock - Pass WP test or be stunned if actions fall outside it's programming
Unnatural Strength (2) - Stronger Figured in above.
Unnatural Toughness (2) - Tougher, figured in to armor.



Murder Servitor (Black Crusade - Broken Chains Adventure)
Weapon Style:50
Dodge:30
Endurance:40
Willpower:30
Dex:13
Wounds:10
Armor:10
Weapon:
Murder Blades 1d10+5 Pen 4
Talents/Traits:
Razor Weapons : If an 8 or higher is rolled on damage then double Pen to 8.
Mind Lock - Pass WP test or be stunned if actions fall outside it's programming

Sheol-Pattern Murder Servitor (Lathe Worlds Pg 119)
Weapon Style:60 (Includes Two-Weapon fighting)
Dodge:45
Endurance:60
Willpower:45
Dex:14 (18)
Wounds:14
Armor:13
Weapons: 
Murder Blades 1d10+10 Pen 2
Viscertor 1d10+14 Pen 2 (Tearing)
Bio-Solvent Jet  S/-/- 1d10+4 Pen 2 Shot:8 (Flamer, Toxic)
Talents/Traits:
Ambidextrous/Two-Weapon Fighting (included in Weapon style)
Crippling Strike - Called shot to disable a limb.
Crushing Blow - Included above
Frenzy  - +10 to Hit but cannot dodge or parry.
Lightning reflexes - Counts Dex as 18 for initiative
Step Aside - Can dodge twice per round
Swift Attack - Attack Twice (Under half = two hits)






Sunday, May 29, 2016

Post Apocalytpic Cyber-Sorcerer Name Generator


Crowd-sourced from the awesome folks at the G+ DCC community. I give you D30 names for your post-apocalyptic cyber-sorcerers! Roll twice to give them a title. 

1- Fillipidus SanReidus
2- Rynostrodaemus
3- Elkar The Ravaged
4- Rothec Zurc
5- Mechanthropos Rel
6- Recyclo Wastemerr
7-Drexxus Morlah
8-Vulturis
9-Robokulus
10-Lord Hideous
11-Yorok
12-Slurvos
13-Glitterjag
14-Eroom'nayr.
15-Dr. TECHNORADD
16- Fuckubis
17-Cerebruos The (roll 1d5)
     1) Harvestor
     2) Majestic
     3) Groovamancer
     4) Lonely
     5) Purplemancer
18 -  Igore the Transferetor
19 - Bytor Greyforth
20 -  Xor the Decremented
21 -  Helter Skeletor
22 -  Warroz
23-  Gremnar Voidrath the Mutanecromancroid
24 -  Brainjar Dickiliptikus
25 -  Warrdorr
26 - Eldrath the Silver Marmite
27 -  Mutorg
28 - Hawkorous
29 - Caroz
30 -  Tracinious


Sunday, May 15, 2016

Converting Kill Team NPCs Part One: The Cultist

I'm getting ready to run my first Kill Team game this week, so I need to convert a few NPCs This is  easy given how similar the game systems are. For combat NPC a full conversion isn't needed, only the combat stats. For a full fledged NPC I wouldn't worry about converting them and work up the stats from the ground up, using the original stats as a guide.

For the first conversion, I'll convert a cultist (strain initiate DH 2E pg 406) the ork of the 40k universe. I'm using Dark Heresy 2E, but these guidelines will work with any of the 40k RPGs. The stats needed for combat are weapon style, dodge, endurance, willpower, wounds, armor, weapons, and talents.
To convert Weapon style, assume it covers all the NPC's weapons plus primitive melee. Take the higher of the WS and BS stat and add 10-20 points to it, depending on how good you want the NPC to be. The cultist has WS of 30 and a BS of 33, so I'll give him a weapon style of 43.

 Dodge converts directly, use the NPCs AG stat plus their dodge skill if they have it. The cultist has an AG of 37 so that is his dodge. On tougher NPCs you can add 10-20 points to this. In my experience, NPCs with a high dodge makes combat last longer that I want. Also I forget to have them dodge anyway. Use the toughness stat for endurance and willpower for willpower. Again add 10 - 20 points to these for more experienced NPCs. I'll add 10 to both of these for the cultist.

Wounds and weapon stats convert directly, so use those as written. The cultist has 11 wounds and uses a Stub Revolver.  For armor, add the toughness bonus and armor together and consider it armor. I've been using this rule in my 40k RPG games for a while as it speeds up combat. Our poor cultist only has a toughness bonus of 3 and a single point of armor.

Talents are a little more difficult and have to be converted on a case by case basis. Many of them won't have any bearing on combat.

UPDATE: I forgot Dex. Dex equals AGI/10 (round up) + 10.

Here's a quick guide:
Weapon Style =  Higher of WS or BS + 10-20 points
Dodge = Agility plus Dodge skill + 10 - 20 points
Endurance = Toughness + 10 - 20 points
Willpower = Willpower + 10- 20 points
Dex = Agility/10 (round up) +10
Wounds = Wounds
Armor = Toughness Bonus + Armor
Weapon stats = same

Cultist
Weapon Style:43
Dodge:37
Endurence:44
Willpower:39
Dex:13
Wounds:11
Armor:4
Weapon: Stub Revolver  1d10+3 Ammo:6
The cultist doesn't have any talents.

In the next entry I'll convert a more complicated NPC, the murder servitor!