lundi 6 juin 2016

Spacehulk: Old Leviathan

(illustration: Chad R@2016)

Void Eaters 
These strange aliens suck and compress energy from ships and from equipment. They can survive in the vacuum of space and have a limited warp teleportation ability. They invade ships when they jump back from warp space and target their life support and energy systems. They make weird wailing sounds.

M:3 WS:3 BS:3 S:3 T:4 W:1 I:3 A:1 WP:9 
Saves: 6+ vs projectiles weapons, saves 4+ vs energy weapons (they suck in the energy) 
Special attacks: 
  • Life force draining: like laspistol but ignore non energetic armor saves. Special characters can save against this attack with a WP test made at -1. 
  • Energy drain: like graviton gun, but depower the equipment of one unit by hit. This have no effect on stub guns and other primitive weapons. When attacking vehicles, roll on the vehicle random hit table to determine what part of the vehicle is depowered. 
  • Massive energy projection: after draining a piece of equipment or sucking a energy weapon hit, a void eater can make a massive energy projection attack equivalent of a meltagun attack. 
  • Vacuum: like graviton gun but instead pull the target toward the void eater. The target must make a cool test to avoid loosing it next turn of action.  
  • Melee attack: on a sucessful hit the void eater can swallow a medium sized target. A swallowed target take 1 automatic hit by turn (test S vs T), armor saves still applies. The swallowed target can attack from the inside with close combat weapons but suffer a penalty of -2 to it WS. The swallowed target take a automatic hit when someone shoot and kill the void eater that have swallowed it (but they receive a bonus of +1 to their armor save). Close combat attacks dont hit swallowed victims. 
  • Matter projection: after eating a victim in hant-to-hand combat a void eater can make a projectile attack equivalent of a boltgun attack. They can also take a turn to suck-in room equipment to convert it into boltgun projectiles. 

jeudi 21 avril 2016

Working on: a space hulk generator

I am slowly working on a space hulk generator inspired from How to Host a Dungeon.
In the meantime, I doodled a spaceships-comets amalgam.

mercredi 13 avril 2016

The Star Agony

Something in warp space peeled the outer hull of this space hulk.

mardi 12 avril 2016


Your homeworld is a backwater world that have been isolated and forgotten by the Imperium for centuries. Your only hope of getting out of there is to scavenge or board spacehulks that drift or jump into your planetary system. The group can come from the same homeworld (recommended) or from different ones (linked together by warp gates).

Your homeworld is a (d10):
  1. Feral world
  2. Death world
  3. Medieval world
  4. Civilized world
  5. Hive world
  6. Industrial world
  7. Research world
  8. Paradise world
  9. Agricultural world
  10. Penal world  
that is (d10)*:
  1. becoming a feral world
  2. becoming a death world
  3. becoming a medieval world
  4. becoming a civilized world
  5. becoming a hive world
  6. also a industrial world
  7. also a research world
  8. also a paradise world
  9. also a agricultural world
  10. also a penal world
*If you roll the same type of world twice, your world is simply of that type.

Your homeworld have 1d3 special features (d20):
  1. Orbital stations (1d3)  
  2. Orbital defenses (1d4)
  3. Have colonies in this system (1d3)  
  4. Moons (1d6) 
  5. Multiple suns (1d3+1) 
  6. Surrounded by a asteroids field (or rings) 
  7. Surrounded by a space debris field (or rings) 
  8. is also a ice or arid or tropical world (or in the process of becoming one)
  9. is also a volcanic world (or in the process of becoming one)
  10. is also a water world (or in the process of becoming one)
  11. have climatic controllers (often damaged or in ruins)  
  12. have a important underground network of tunnels 
  13. A second world in this planetary system is inhabited (relations may not be good...)
  14. Alien or heretic ruins 
  15. Radioactive vehicles graveyards or battlefields (or minefields) 
  16. Ruins of dark age cities 
  17. Subhuman population or a local sentient specie 
  18. Damaged but still sentient machine spirits 
  19. Strange natural features, events or cycles  
  20. have maintained rare contacts with the Imperium (like every 100 years)

After centuries of isolation the Imperial cult have (d10): 
  1. been tainted with occult concepts and imageries 
  2. been tainted with xeno concepts and imageries 
  3. been tainted with errors and heretic ideas (the Emperor is a Empress, everyone can become a Space Marine, mutants are the children of the Emperor, etc...)   
  4. drifted toward venerating other elements of the imperium (Legion Astartes, Astropath, Inquisitors, Heroes, etc)
  5. merged with a local cult or religion 
  6. been forgotten and replaced by a local cult or religion (but traces remains) 
  7. become a corrupted and dangerous political faction
  8. become casual and optional 
  9. become very orthodox and very oppressive (more than in the Imperium...)  
  10. remained true and faithful
Mutants are (d10):
  1. feared like powerful or supernatural monsters  
  2. coldly purged, imprisoned or quarantined 
  3. enslaved and dehumanized 
  4. outcasts that form their own society 
  5. drafted into service (but they still have some basic rights)  
  6. tolerated as poor second class citizens
  7. ignored (their existence is officially denied)
  8. a accepted caste with special rules that everyone most follow  
  9. loyal, faithful and penitent (often martyrs) 
  10. admired (openly or secretly) 
The technological black market (d10):
  1. secretly control and run everything 
  2. is in the hands of two powerful warring factions
  3. is a religious cult 
  4. is a uncontrolled open market  
  5. is legal and regulated by a official guild or faction 
  6. is under the scrutiny of a special police force
  7. is a cooperative initiative that help people 
  8. is totally ruthless and competitive 
  9. is declared heretic (technology is generally feared) 
  10. is infiltrated by occult or xeno agents 
What happened the last time a spacehulk jumped into this planetary system? (d10)
  1. it was a time of hope, people united together to deflect the hulk to avoid a devastating impact.
  2. the world was struck with riots, fear, mistrust and superstition. The hulk was destroyed or drifted away.
  3. the spacehulk was worshiped as a god or was believed to be a holy omen and was integrated into the religious texts. People made pilgrimages to the hulk and became martyrs (but some returned).  
  4. it was a time of economic and political turmoils, alliances changed and the world political map was redraw. Some parts of the hulk crashed on the world before the hulk drifted away. 
  5. a single faction rapidly raised to power with the technology stolen from the hulk. 
  6. it created a orbital gold rush as everyone tried to loot the hulk. 
  7. it attracted space scavengers that occupied orbital space for some years. 
  8. something contaminated or invaded the world until the hulk randomly jumped away into the warp. 
  9. the massive spacehulk gravity and warp field messed up with the natural cycles of the planet (or it moons). People were send on suicide quests or missions to activate the hulk warp drive. 
  10. the hulk was destroyed during it entry into the atmosphere and caused a cataclysme. Some people were able to gain technological artifacts from the space debris. 
Note: spacehulks have brought space faring technological artifacts to primitive worlds so that every type of world can be the homeworld of space faring scavengers. 

lundi 11 avril 2016

Starting spaceship

The group start with a random spaceship

Scavenger Spaceship
Profile:Max speed Min speedAcc/decTRRCpTDSvEqWp
Cargo: 4d6+40
Data bank:2d6+20
Fuel: 4d6+10

  • TRR: turn ratio 
  • Cp: crew capacity 
  • T: toughness 
  • D: damage points
  • Sv: armor save 
  • Eq: equipment points (small equipment take 1Eq, large take 2Eq, very large take 3Eq) 
  • Wp: weapon points (basic weapons take 1Wp, heavy 2Wp, very heavy 6Wp, defense lasers 10Wp) 
  • Cargo: maximum hard loot points you can carry 
  • Data bank: maximum data loot points you can carry
  • Fuel: maximum fuel you can carry
The group have 20 build points to equip and upgrade their spaceship, this include ship equipment and weaponry. The location and fire arc of each weapons must be draw on a ship diagram. 

Weapon mounts:
  • Fixed mount: -1pt
  • 45% turret: +0pt
  • 90% turret: +1pt
  • 180% turret: +2pt
  • 380% turret: +3pt
  • Twin link: +1pt
Profile upgrades:
  • Max speed: 1pt per 1"
  • Min speed: 1pt per -1"
  • Acc/dec: 1/2pt per 1"
  • TRR: 2pt per -1/2
  • Cp: 2pt per rating point 
  • T: 3pt per rating point 
  • D: 5pt per rating point  
  • Sv: 10pt per armor save step
  • Eq: 1pt per rating point 
  • Wp: 2pt per rating point 
  • Cargo: 1pt per rating point
  • Data bank: 1pt per rating point
  • Fuel: 1pt per rating point
  • Shuttle or garage bay: 10pt per bay (max 2)
During the game, installing a new upgrade take a INT or Engineering test.
If you roll a:
  • natural 12: you get a points refund of 25% and +1 for your next upgrade test. 
  • success: the upgrade is installed 
  • fail: the upgrade cost +50% 
  • natural 2: the upgrade cost +100% 

Fuel uses:
  • Fuel burning maneuvers burn d6 fuel points (but add as much to the ship Acc/dec or give +1 to a piloting test) 
  • Going into orbit cost 2d6 fuel points (half with a successful piloting test) 
  • Reentry cost d6 fuel points (half with a successful piloting test) 
  • Landing and taking off cost 1 fuel point.
  • Long distance planet side travel take 1 fuel point.  
  • Space travel take d6 fuel points per astronomical unit.   
Warp drive:
The ship have a unstable salvaged warp drive (warp drive level -3) 
Upgrading the warp drive cost 20 build points per level.
A better warp drive mean less random warp encounters or events and more accurate jumps. 
Warp jumping without warp coordinates, a navigator and a astropath is pretty crazy.
I will post random tables for this. 

dimanche 10 avril 2016

Space scavengers crew: The Restful Meadows Travel Club

Benjamin B rolled a crew of space scavengers: The Restful Meadows Travel Club.

"A group of retirees from a boring agricultural world who've taken up space hulking in their golden years so they can go out with at least one grand adventure under their belts. 

The Colonel isn't and has never been a Colonel, but played the famous Imperial Guard Colonel Matheus Hawke so memorably in The Restful Meadows Players's production of With Blood, With Honor that the nickname stuck.  He's the Travel Club's nominal leader. 

Old Charlie served in the Guard in his youth, and has his old lasgun in working order again.  He doesn't remember much, except for the necessity to keep everything shiny and in ship shape.  He looks like he's wearing a bigger man's armor, but it was his own when he was a bigger man. 

Young Charlie is young only by the standards of Restful Meadows.  He did something with agricultural chemicals in his youth, and possibly some extra-legal applications of such chemicals.  He carries a relic of his own younger days in the form of gas grenades that induce psychotic fear (also the reason the whole team wears filter masks)

Granny Sweetums is the oldest member of the squad.  They bolted armor plates onto her mobility exoskeleton, and gave her an antique chainsword which the Players had been using as a prop.  She's like Estelle Getty in powered armor.  She kicks in the door, if there's a door to be kicked in. " 

The Colonel
Mesh armor (1)
Filter Mask (1/2)
Eye shield Visor (1/2)
Graviton Gun (2)
total - 4

Granny Sweetums
Power Armor (6)
Filter Mask (1/2)
Eye shield Visor (1/2)
Chainsword (1 1/2)
total - 8,5

Old Charlie
Mesh (1)
Filter Mask (1/2)
Eye shield Visor (1/2)
Lasgun (1 1/2)
total - 3.5

Young Charlie
Mesh (1)
Filter Mask (1/2)
Eye shield Visor (1/2)
Shotgun (1)
Scaregas Grenades (1)
total - 4