Sunday, December 30, 2018

40k RPG Valkyrie/Vulture Stats

Valkyrie/Vulture Stats
Type: flyer
tactical speed: 20m/10AU
Malice Overhaul Tactical Speed: 40m
cruising speed: 1,100 kph
manoeuvrability: +10
structural integrity: 30
size: enormous
armour: front 30, side 30, rear 22
crew: pilot
Carrying Capacity: 12 men
Weapons: One chin-mounted pilot-operated Lascannon or Multi-laser, two door-mounted Heavy Bolters, 2 Hellstrike or Hellfury missiles.
The skimmer rule reflects the VTOL/hover capabilities, Environmentally Sealed; Valkyries deploy from low orbit.
Hellstrike
300m; S/ -/-; 3d10 + 7 Explosive; Pen 7; Blast (5)

Taken from here: https://community.fantasyflightgames.com/topic/80611-valkyrie-assault-carrier/
by user guest308838

Sunday, December 23, 2018

[Setting] Baroquia

Baroquia
Name: Baroquia
Segmentum: Ultima
Sector: Manifestum
System: Zaracus
Population: 21,710,000,000
Affiliation: Imperium
Class: Civilized World
Tithe Grade: Exactis Tertius

Civilized World Baroquia Alternate Bonus:
Princely Ostentatiousness
A Baroquian native may use their influence in place of one of their characteristics for Social Skill or Fellowship tests.

Baroquia is a civilized world found in the Segmentum Ultima. It is a planet of numerous multiple principalities unified by culture, language, religion, and by the needs of the adept organizations. Merchant plutocracies, hereditary monarchies, oligarchies, noble republics, and independent theocracies abound on its surface. They are often collectivized as the "princes" of Baroquia, but they are anything but united. They are at constant friction with each other. They speak the common language of the Imperium along with their ancient tongue of Baroquian based upon an old Terran tongue. They follow an orthodox form of the Imperial Creed that was first syncretized with their old beliefs then changed over time via the Missionaria Galaxia.

Baroquia is known for a highly extravagant and ornate style that is present in their architecture, art, music, fashion, and military. Many high-class Baroquians love to show off their wealth through their possessions, servants, and holdings. Much art, music, and literature have been funded by different princes for the purpose of gaining prestige by being the patrons of different artisans. It is a well-known among Baroquian princes that posturing that can be used cow-tow possible opposition to their side for a promise of gain.

One notable form of posturing is opera. The most powerful and wealthy have the most striking grand opera houses. Artisans have free control of what they create as long as it would be impressive and to the envy of other princes. Even small stories are built as extremely loud displays complete with massive orchestras, extravagant sets, ostentatious costumes, and large spectacles attended by thousands. Pict and sound recordings of Baroquian opera form a notable amount of exports.

Being a ruler in Baroquia is to be one among hundreds in a constantly changing political landscape. All forms of social and physical conflict are used here. Alliances, marriages, subterfuge, inciting propaganda, trade, sanctions, assassinations, and outright warring are fair game on Baroquia. It is said a giant world-wide war is only stopped by the threat of retribution by the adept organizations for wasting resources needed for the Tithe.

Included in the Tithe are the Baroquian Condottieri, the local regiment of heavily armed and armored shock troopers chosen from the multiple planetary defense forces which are either standing armies or mercenaries for the principalities. The Condottieri are known for their ostentatious colorful uniforms, brazen loud bravado, and fanciful hair.

Along with the Tithe, Baroquia also exports several luxury products intended for nobles and the wealthy of other Imperial holdings. This includes high-quality amasec, clothing, textiles, and art among other things.


meta-commentary: it's space historical Italy but with modern tech.
Merchant Republics/Noble Republics/Kingdoms
Paisano (Troop)
Skills Trade (Pick One)
Gear Workers Clothes
Prideful Paisanos are a passionate group of the lower class with every principality on Baroquia instilling jingoism into their people for Emperor and Imperium along with the Prince and Principality. They also are prone to competitive shows of strength and toughness. When a character speaks in a way that could be taken to disparage either them, their principality, or their prince they must take a Willpower test. On a fail, they become angry and rally others including all paisanos in a ten meter radius to be antagonistic to the offending character in question. This is mainly a non-violent antagonism but depending on the actions of the offender it could break out in a swarming brawl.
Guardiano (Troop)
Skills Athletics, Awareness, Intimidation, Scrutiny.
Gear Enforcer uniform in Principality Colors, Manacles, Writing Kit, Officer's Cap, 2x Stub Automatic Magazines
You Know What I Mean? Guardianos are not paid well and tend to attract a greedy bullying sort who want power over their fellow men and don't mind being flattered with bribes. An Influence Test used to bribe a Guardiano gains a +30 bonus. When using currency, bribing 100 of Local Currency gains a +20 bonus on the next social test the character makes with them. 1000 gives +40, 10,000 gives +60. All payments can be used to give bonuses to tests that can a group of them (with one payment) do as the character wishes including leaving an area or arresting someone.
Pavisi (Troop)
Skills Athletics, Dodge, Parry
Talents Shield Wall
Gear Flak Helmet, Flak Cloak, 3x Drums of Heavy Stubber ammunition, 1 Guard Shield (6AP Heavy Cover when Deployed and covers all but head), Micro-Bead.
Bunker Down When two or more Pavisi are adjacent they may link their shields together when deployed. They face away from eachother at 45 Degree angles in a V-Shape blocking off 270 Degrees with cover for both of them. This gains them cover to their direct sides and front and also gives them a +20 Bonus on Willpower checks not of a supernatural nature.
Condottieri (Elite)
Skills Athletics +10, Awareness +10, Commerce +10, Command, Dodge +10, Intimidate, Medicae, Parry +10, Scrutiny.
Talents Combat Master, Counter Attack, Devastating Assault, Die Hard, Hard Target, Iron Jaw, One-on-One, Quick Draw, Resistance (Fear), Takedown, Technical Knock, Sprint, Step Aside, Swift Attack, Whirlwind of Death
Gear
Full Carapace Armour, Colorful Uniform, Coin Purse, Earring, Marque of Warrant, Shaving Kit, Waterskin.
Duel A Condottieri may be called out to partake in a duel when they are at full wounds. A Condottieri that wins his duel gives his fellow allies +20 to Willpower checks. If he falls or dies, they gain a -10 penalty to their next Willpower check.

Principe (Master)
IFL:35-45
Skills Awareness +10, Charm +20, Command +10, Commerce +30, Common Lore (Imperium, Chartist Captains), Common Lore (Baroquia) +30, Deceive +20, Dodge +10, Logic, Scrutiny +10, Scholastic Lore (Heraldry) +30, Scholastic Lore (Judgment, Numerology, Philosophy) +10
Talents Contact Network, Halo of Command, Peer (Imperial Nobility)
Gear Expensive and Flamboyant Clothing, Medallion of Rule, Regent ring, Good Quality Chrono, Jewelry.
Economic Warfare A prince may use his vast resources and influence to lower the IFL of a character by twice his influence bonus while staying on the planet through the Baroquian aristocratic way of spreading lies, slander, and using his connections to freeze local sources of influence.


Military Juntas/Martial Despot
Soldato (Troop)
Skills Athletics, Dodge
Talents Double Team
Gear Military Uniform, Cap, Flak Cloak, 2x Charge packs for the Lasgun, 1x Frag Grenade
Cult of Death A Soldato with half his wounds or lower may take a frag grenade and activate it on himself while in melee combat or with a charge reaction. This gives Gratnatieres his fellow Soldatos a +20 on Willpower checks for the rest of the encounter.
Granatiere (Troop)
Movement 3/6/9/18
Skills AwarenessAthletics, Dodge, Tech-Use
Talents Quick Draw
Gear 3 Frag Grenade Clips for Grenade Launcher, Flak Cloak, and Helmet
Throw Back A Grenatiere, when a grenade is thrown on them or within range of their half movement value, as a reaction may first roll Dodge to move to the grenade and then roll an Agility test to throw it away. 3DoS throws the grenade in the direction of the thrower up to 9 meters.

Maggiore (Elite)
Skills Awareness, Athletics, Command +20, Intimidate +10, Scholastic Lore (Tactica Imperialis) +10, Scrutiny
Talent Halo of Command, Quick Draw, Swift Attack
Gear Officer's Cap, Flak Cloak, Medals, 3x .54 Tranter magazines, Laud Hailer, Magnoculars, Vox Caster
Artillery Barrage A Maggiore may call in a salvo of far off artillery. He designated a spot that has a 10 meter radius that the shells will land in. The shells come in bursts of 9 over the course of 3 turns starting next round. These shells have the 2d10+6 X Pen 4 Blast (4). The GM rolls to see where in the 10 meter radius they will land each turn.

 Segreto (Elite)
Skills AcrobaticsAwareness +10, Command +10, Deceive +20, Dodge +10, Inquiry +20, Interrogation +20, Intimidate +20, Scrutiny +10, Security, Stealth, Survival, Tech-Use
Talents Clues from thee Crowds, Constant Vigilance, Coordinated Interrogation, Contact Network, Cover-Up, Disarm, Double Team, Iron Jaw, Keen Intuition, Nowhere to Hide, Swift Attack, Takedown.
Gear Auspex, Black Overcoat, Excruciator Kit, Lighter 3 Magazines for the Carnodon, Magnoculars, Microbead, Garrotte, Sunglasses, Suit, Vox Thief, Writing Kit
Punishing Interrogation A target of an interrogation by a Segreto has one of their legs rendered useless along with having the Crippled (4) effect on them for 1d5 days while in structured time and a -10 on Agility and Strength tests during narrative time.
Duce (Master)
Skills Awareness +20, Charm +10, Command +20, Commerce, Common Lore (Baroquia) +10, Common Lore (War) +20, Deceive +10, Dodge +10, Intimidate +20, Logic +10, Parry, Scholastic Lore (Heraldry, Tactica Imperialis) +20, Scrutiny +10
Talents Constant Vigilance, Devastating Assault, Die Hard, Halo of Command, Hardy, Iron Jaw.
Traits Touched by the Fates (2)
The Great Dictator When a Duce uses the Terrify special use of Command, they count as having Fear (3) for purposes of the opposed test. In addition, the Duce can use a Difficult (-10) Command test to force a group of up to five soldatos to use the Cult of Death ability immediately to start charging at the closest foes.


Bishopric/Theocracy
Faithful (Troop)
Skills Trade (Pick One), Common Lore (Imperial Creed)
Talent Double Team
Gear Peasant clothes, Religious Beads with Aquila
Witch Hunt As a full action, Faithful may take a Routine (+20) Fellowship test to exhort their fellows to attack infidels which causes five more faithful to appear in the encounter. The amount of times this test can be used in a single encounter is 3.

Zealot
Skills Athlettics +10, Awareness, Dodge +10, Interrogation, Intimidate
Talent Adamantium Faith, Battle Rage, Devastating Assault, Die Hard, Double Team, Frenzy, Iron Jaw, Jaded, Quick Draw, Resistance (Fear).
Gear Aquila Branding Iron, Flagellating whip, Mask of Saint. Padded Leather Shirt, Tattered robes
Worship Through Pain When a Zealot is damaged, they gain a +20 on their next Weapon Skill or Ballistic Skill test. Furthermore, they negate the effects of Pinning. When set on fire, they count as automatically passing the first test to be able to use actions automatically even though they will still suffer flame damage.
Sanguiniti
Skills Awareness, Athletics, Charm +20, Common Lore (Adepta Sororitas, Ecclesiarchy, Imperial Creed) +20, Dodge, Logic +10, Medicae, Parry, Scholastic Lore (Numerology, Philosophy) +10, Scrutiny +10.
Talents Keen Intuition, Swift Attack
Gear Aquila Prayer Beads, Chrono, Flak Cloak Monk Robes, Pocket Lectitio Divinatus, Sigil of the Society of Sanguinius, Writing Kit
Society of Sanguinius Sanguiniti may reroll Charm and Logic checks meant to persuade someone of something.

Nivarine Guard
Skills Athletics +20, Awareness +20, Command, Dodge +10, Intimidate +10, Parry +20, Scrutiny
Talents Adamantium Faith, Bodyguard, Constant Vigilance, Devastating Assault, Die Hard, Disarm, Double Team, Iron Jaw, Jaded, Quick Draw, Resistance (Fear), Swift Attack, Takedown, Whirlwind of Death
Gear Full Nivarine Carapace Armour, Seals of Purity
Holy Terror Targets of a flamer attack by a Nivarine guard must take a Willpower check or be pinned. 
Prelate
Skills Awareness +20, Charm +30, Command +10, Common Lore (Baroquia, Ecclesiarchy, Imperial Creed) +30, Dodge, Forbidden Lore (Heresy), Intimidate, Scholastic Lore (Occult) +10, Scrutiny +20
Talents Adamantium Faith, Devastating Assault, Halo of Command, Swift Attack
Gear Aquila Staff, Gold-leaf Lectitio Divinatus, Laud Hailer, Mesh Armour, Prayer Beads, Prelate Robes.
Holy Smoke As a Full Action, using a Challenging (+0) Charm check, a Prelate can cause all allies around him to gain the Hatred and Purity of Hatred talents to a target of his choosing with a righteously angry oratory.


Mercenaries
Sicario
Ifl cost: 3
LC Cost: 200 LC
Gain Squad of 4 for rest of mission.
Skills Acrobatics +20, Athletics +10, Deceive +20, Dodge +10, Stealth +20
Talents AmbidextrousAssassin Strike, Catfall, Face in a Crowd, Leap Up, Takedown, Two-Weapon Wielder, Swift Attack.
Gear Bodyglove, Caltrops, Grapnel and Line, Hooded-cloak,10x Knives, 2x Smoke Grenades, 1x Photon Flash Grenade, Trick Knife, 5 venom vials.
Quick Escape The Sicario may activate and drop certain items (Caltrops, Smoke Grenade, Photon Flash Grenade as a free action while using the Run action in combat or while in a Chase. 
Dulce
Ifl cost: 2
LC Cost: 150
Gain one Dulce follower for the rest of mission.
Skills Charm +20, Deceive +20, Dodge, Stealth, Trade (Chymist), Survival +10
Talents Face in a Crowd
Gear Disguise kit, Fanciful Suit/Dress, 3 Hidden Venom Vials, Lighter, Playing Cards, 5 Vials of Poison, 5 Vials of Sedative.
Silver-Tongued Manipulator When a character targets a Dulce with a social check, the Dulce can roll a secret Charm check by itself or before any opposed tests. For each DoS on the Charm roll, the Dulce gains a +5 on their next Social skill test for being able to twist the targeting character's words, intentions, or actions to their ends.
Baroquian Commando (Elite)
Ifl Cost: 3
LC cost: 500 LC
Gain Squad of 4 for rest of mission
Skills Acrobatics, Athletics +10, Awareness +10, Commerce,  Deceive +10, Security +10, Stealth +20, Survival +10, Tech-Use +20.
Talents Hard Target, Hip Shooting, Leap Up, Nowhere to Hide, Quick Draw, Rapid Reload, Sprint, Step Aside, Technical Knock, Unarmed Specialist
Gear BeretBlack skin-tight shirt, Camouflage Paint, Chrono, Flak Vest and Leggings, Knife, 3x Manstopper Magazines for Autogun Magnoculars, 3x Melta Bombs, Microbead, Stummer.
Strike from Shadow On a Surprise Round, a Commando's attacks count as having Vengeful (9).

Baroquian Pesante
Ifl Cost: 4
LC Price: 300
Gain 2 Pesante Followers for rest of mission.
Skills Athletics +20, Awareness, Commerce, Dodge +10, Intimidate +10
Talents Bulging Biceps, Hardy, Iron Jaw, Nowhere to Hide, Swift Attack, True Grit
Gear 3 Bandoliers of Heavy Stubber Ammunition, Carapace Chest Piece, Gauntlets, Greaves, Helmet.
Heavy Advancing Fire A Pesante may use a full turn to move and give suppressing fire in one turn in exchange for gaining one fatigue.
Dottore
Ifl Cost: 3
LC Cost: 100
Gain 1 Dottore Follower for rest of mission
Skills Awareness +10, Commerce +10, Medicae +20, Scrutiny +10, Tech-Use, Trade (Chymist) +20
Talents Superior Chirurgeon
Gear Black leather gloves, Leather clothes, Good Quality Medikit (+20), 5 Vials of Sedative, Vulture mask.
He's Gone A Dottore may use a Challenging (+0) Medicae test to kill a stunned, helpless, prone, or otherwise indisposed character in a way that it looks like either from unseen previous damage or through being too far gone before receiving treatment. Furthermore, they may do this to dead bodies Use of this special ability gives acolytes a 1d5 increase to their subtlety


Tuesday, December 18, 2018

[Setting] Wylde


Wylde
"My world is one of contrasts. In the heart of the world lies the Kingdom of Wylde ruled by Gavraine the VIII. In the dark forests lies the deadly and cunning beastmen. In the wastes on our frontiers, the savage ork tribes. Every man, woman, and child is taught to fight and are expected to hold a spear in a formation by the time they have survived twelve winters. Then there are the nobles, like my mother, and the knights, like my father, who are trained and given the best armour and equipment and taught to ride on horseback. We war on Wylde and then during the Choosing, a momentous occasion for the planet, the best of us go on to serve the Emperor in his far away wars." -Anais Adeline, Inquisitorial Acolyte.

Name: Wylde
Segmentum: Ultima
Sector: Manifestum
System:Wyldian
Population: 2,344,000,000
Affiliation: Imperium
Class: Feudal World
Tithe Grade: Decuma Particular
Planetary Governor: Gavraine Raluyet VIII

Wylde's Place in the Imperium


  • Wylde is a feudal world found in the Segmentum Ultima. It is loyal to the Imperium. Wyld is found at the end of less well-navigated warp routes thus is visited periodically per decade to obtain a tithe of rough riders. Due to its somewhat isolated nature, it does not receive many blessings of the Omnissiah, leading it to have a technological level similar to the 1300s of ancient Terra.

Wylde as a Planet
  • It is a land of grand castles, stone cities, wooden villages, and of knights that fight against the constant enemy of the feral greenskins and the vile beastmen. Great fields, rolling hills, tall snow-capped mountains, grand dangerous forests, badlands, and several great lakes (not large enough to be considered oceans) lie on its surface.
Wylde's Society


  • Wylde's feudal society is somewhat different from ancient Terra's. While the bonds between liege and subject remain in a feudalistic social contract, it has differences in culture and inheritance from those kingdoms of old. The feudal system begins with the high-regent. They give land and people for aristocrats to rule over in return for loyalty and defense of the kingdom's lands. Underneath the aristocrats are the knights, professional warriors sworn to their liege lords that are to serve as strong, well-equipped, and well-trained defenders of the people. All citizens are required to fight and be given at least minimal arms and armor. This includes men and women, and even lower peasants are trained to fight. This is necessary due to the constant threat of beastmen and greenskins rising from their forests and badlands to wreak havoc upon the Wyldian kingdom. All citizens work the fields, fight wars, and pursue different crafts. The population needs to be ready to war and to rebuild once the fiends are driven back. The general population serves as the anvil and the knights serve as the hammer.


Wyldian Inheritance, Class, and Marriage
  • Wyldian society works upon a matrilineal inheritance. The social strata of the mother will be the social strata her children occupy. Wealth and lands are passed from mother to their heirs. Social advancement is rare and difficult. A partner in a personal union of a lower class is to be submissive to the partner of a higher class. They are not to take the name of the higher class partner but combine theirs. For example, in the case grand dame and lady Maria Adeline and her husband, the knight Lansrick Chaucer, Sir Chaucer may present his name as Sir Chaucer or Sir Adeline-Chaucer but not as Sir Adeline. A partner may raise their heirs to their class if that partner higher-born. Wyldian society does not discriminate upon sex or gender. High queens and high kings have occupied the Wyldian throne in the past and the houses that rule the lands are about equal in lords and ladies as rulers. Same-sex unions also are not frowned upon, and many an orphaned child either of local wars on Wyld or drawn into the Imperial guard has been fostered by these unions. Along with many braves knights and warriors. All are needed to fight. All are needed to build.
    Chivalry
  • Wyldian society strongly believes in the ideal of chivalry. The principles of this ideal have been taught since a time forgotten. Courage, honor, courtesy, justice, and a readiness to help the weak. Rather than being purely a Knightly ideal, those ideas and a culture of militant vigilance and defense affects every part of Wyldian society. Wyldian peasants are to hold the line until help arrives in defense of their homes. They are to show utmost respect to their betters. Knights are to be a rallying and inspiring force that comes to the aid of their lessers. Nobility are to put away petty rivalries and greed to rule and protect the kingdom. They are to treat the knights and peasants beneath them with consideration as thy are showed in kind. Bolstered by the teachings of the local Imperial cult, this culture raises steadfast armies and fervent believers instilled with a sense of duty to their masters and the Emperor of Man.

    The Threats Without and the Blessing of Assumption
  • Discipline and fervor are both needed for the flare-ups of the beastmen and greenskins that plague the forests and badlands of Wyld's surface. The knights and warriors of Wylde are able to hone their skills on the battlefield against truly barbaric and insidious foes. This makes them prime candidates for use in the Imperial Guard. With coming of the munitorum ships to Wyld comes great relief. For when the ships come, they bring the Omnissiah's terrible swift fire to blast back the hordes. To the Wyldians, they see this as a manifestation of the Emperor's power. This bolsters their loyalty to Emperor and Imperium.
    • As a side note, there is a general prohibition of modern tech on Wyld for most but the High Regent and their guards. The fear is that the feral orks or beastmen will capture these weapons and be able to overwhelm the Wyldian kingdom, thus the local tech of the Wyldian kingdom is much preferred. The other issue being that there is a dearth of techpriests to maintain said tech. Similarly, the forests and badlands are not scarred through continuous pounding by the munitorum due to fear of destroying the beautiful fertile land of Wyld. Also to keep a steady supply of trained rough riders for the Guard. Thus the wars continue.

Tales of Heroes and Saints

  • Wyld gives rise to skalds, troubadours, and other performers and storytellers through the lands. Poetry, prose, music, and plays can be found in many places. Wyld is a land that gives almost grave respect to its stories and heroes. From the oratory of parish priests and bishops to the bawdy songs of taverns to the playhouses of the cities there is an appreciation for performance and storytelling.
Mythologies


  • Mythologies have been passed down in tome and in word and tavern song in Wylde. Some new, some centuries old, and some that have been filtered down through history that came with the first settlers of the planet. Tales of deviles, faeries, elfs, dwarfs, mermaids, and the like. Those tales possibly from those ancient settlers escaping planets consumed by a psyker's outburst and destruction during the Age of Strife, running from eldar enslavement during the height of the Aeldari Empire, meeting with squats, pelagors, and other abhumans whose true designations were lost with time.
The Sisters


  • A tiny convent of the Adepta Sororitas lies on the planet. They live in a convent called St. Valyana's Hope named after a patron saint of Feudal Worlds a few kilometers outside of castle Grechteburg where house Adeline has ruled for centuries.
The Tithe


  • Wylde's tithe to the Imperium is the Wyldian Sentinels rough rider regiment. They use the knightly tactics of their homeworld in grand charges augmented in imperial guard training. On foot, they work as bunker raiders, trench clearers, and shock troopers. They are taught how to cooperate with other regiments they supplement. They mainly take to the field on strong Wyldian equine stock but are known to take to mechanical equine beasts or other mounts unorthodox to them when their preferred vehicles are not available.
Artillery
  • Wyldians have more strength than strong hearts and barded mounts. They also employ ballistae, catapults, scorpions, and more dangerous simple machine spirits. With the blessing of flame given to them by tiny glimpses of the Omnissiah's omniscient wisdom, Wyldians have built simple cannons they use upon the hordes of savage orks and braying beastmen that beset their kingdom. They fire balls that smash and bounce through the masses of mutants and xenos breaking bone and disrupting groups. These iron beasts use gunpowder mined from the High-Regent's own exclusive mines that are prohibited to be entered by anyone but his trusted subjects. Indeed, the capital of Wylde contains an artillery academy that is controlled by the High-Regent exclusively. Any noble that would have need of cannon or trebuchet has to entreat the king for such things. As such, their use is of great omen as they are only put into place for the greater hordes and monsters the enemies of Wylde can muster.

The Beastmen of the Fell Woods
  • Within the reaches of the Kingdom lie giant forests of colossal trees. There are multiple forests within the bounds of the kingdom including the Ebonwood, the Salted Grove, the Whispering Dark, and the Clawing Reach among others. Brave loggers and scouts ply the outsides of these woods and fell the giant things that hold enough lumber to create hundreds of tools, bows, spear shafts, arrows, and edifices. However, living in these communities comes the knowledge of great peril should those faithful to the Emperor venture too far into the shadow of the trees. Cunning and brutal hordes of beastmen, not those abhumans of the Dark Age of Technology but humans of the earliest histories of Wylde that succumbed to unspeakable powers within the woods. These mutants breed hatred and spite for the human kingdom seeing it as blasphemy to their masters. They take the visage of many animals, some xenos, many of the ancient beasts of Terra. There are half-goatmen with brutal human trunks but beastly heads and feet that break upon the defenders of the kingdom. Those of snake and rat visages that skulk about and kill silently. Gigantic mutants fed their own kind and the bodies of humans changed by sorceries. Then there are the sorcerers, those that hold terrible power and are blessed by a being known as Kharaduhr. These serve as the ringleaders of the hordes and amass the fell beasts in great hordes to break upon blasphemous man. Kharaduhr seem to be a many-faced god by the few investigations in the matter. It sometimes takes shape of a snake, a crow, a hound, or an eagle. These forms seen tend to affect the manner that the beastmen act in becoming either more blatant and taunting or more pestilent and mutated or more aggressive and destructive or more guiled and sneaky. Whatever form, those of Wylde have the armour of hate fastened about them for these abominations.


Wylde Mechanics
      Fellow blog author Tanta Formidda revealed to me that Wylde can technically count as three different types of worlds in terms of Dark Heresy. The first is a Feudal World due to its low technology and use of literal feudalism. The second is Cohort World from the expanded background options (https://darkheresychainsofmalice.blogspot.com/2019/06/dark-heresy-2e-extended-homeworld.html) due to the fact that its main purpose to the Imperium is to raise a rough rider regiment to use in its wars. The third and final is a Fortress World since its inhabitants are universally trained since birth to defend their home against continuous and vicious enemies in the form of beastmen and feral orks. So, when you choose a homeworld, you may choose of the three options for Wylde.

-Feudal World
-Cohort World
-Fortress World

Faith, Armour, and Chivalry
A Wyldian native gains a +30 bonus to the next action taken when inspired by an Inspiration test in place of the original bonus.

Dark Heresy 2E Feudal World Medieval Units
Wyldian Peasant
Skills Trade (Agri)
Submissive Wyldian peasants are taught their place in society from birth and would have it no other way. Those that present statuses of Wyldian or Imperial authority including priests of the Imperial Creed gain a +30 to Charm tests when interacting with Wyldian peasants.
Wyldian Archer
Skills Trade (Agri), Awareness
Talents Rapid Reload
Mass Fire Wyldian Archers are the first line militia of Wylde and are trained to work together to hold off threats for the levies and retinues of the lords to arrive. When at least five Wyldian archers are within 2 meters of each other forming a straight line, their weapons take on the Inaccurate quality.  Up to three archers choose each target available and then loose at the same time if they give up their turns to do so to fire on the turn of the last archer in the turn order. If there is not more than one target then they loose at the same one. The individual archers have to not be engaged or the special ability will be lost.

Wyldian Serjeant

Skills Command, Parry, Trade (Agri)
Talents Double Team
Gear Chainmail Armour, Chainmail Coif, Waterskin, Dark Colored Gambeson
Rally the Defenders Serjeants are the veterans and semi-professional warriors of Wylde that are also farmers and men of the land. They are trained to gather every able-bodied man, woman, and child into formation against the threats of the kingdom. With a Challenging (+0) Command test, the Serjeants can organize 2x2 blocks containing Serjeants and/or Peasants on the battlefield as a half action which causes four units to take adjacent positions to each other as one block of a spear wall. The individual units may immediately form up with their half move rate on a successful test to form the block. They gain +15 to Parry tests along with the member's turn orders becoming delayed to drop to the lowest member's turn order in order to act as a cohesive unit one after the other. A Serjeant can use Routine (+20) Command tests to have the block focus on one or two targets with the back of the blockable to thrust past the front.

Wyldian Artillery Crew Member

Skills Athletics +10, Awareness +10, Operate (Surface)
Gear Leather Jerkin, 20 Cannon Balls OR 20 Trebuchet Stones, Knife
Bounce The Cannonball that the Culverin fires hits not only the target of the attack but also 1d5 meters behind the target hitting every target behind the target in a straight line. On a fail, the Cannonball uses the Scatter Diagram and rolls 1d10 to see where it scatters and 1d5 meters to see how far it spreads.
The Cannon is Enormous (+20) and has an Integrity of 20
The Trebuchet is Massive (+30) and has and Integrity of 30
Alternate Weapons
Catapult 2d10+3 Impact Blast (1), Inaccurate, Platform Modification Range 100m Enormous (+20) Integrity of 20
Ballista 2d10+9 Impact Platform Modification Range 125m Enormous (+20) Integrity of 15
Scorpion 1d10+9 Rending Platform Modification Range 180m Hulking (+10) Integrity of 10


Wyldian Squire

Skills Athletics, Parry, Survival
Talents Mounted Warrior (1)
Gear Chain Armour, Tabard, House-Design Decorated Shield, Waterskin
Proving Moment A squire in the sight of a Foot Knight, Noble, or Sentinel gains +10 on all their stats which ends with the death of the witness. They also must take Willpower tests to resist doing "brave" suicidal acts such as charging a target on overwatch or taking a tough opponent on in a one-on-one fight.
Wyldian Foot Knight
Skills Athletics, Dodge, Parry +10, Survival +10
Talents Iron Jaw, Ambidextrous, Die Hard, Shield Wall, Swift Attack, Mounted Warrior (2)
Gear Feudal World Plate Armour, Colorful Tabard, House-Design Decorated Shield, Waterskin
Warden A footknight counts as having the Bodyguard talent for squires and nobles.

Warhorse




Veteran Wyldian Sentinel

Skills Athletics +10, Command +10, Dodge +10, Parry +20, Survival +20
Talents Ambidextrous, Counter-Attack, Die Hard, Devastating Assault, Iron Jaw, Iron Resolve, Mounted Warrior (3), Shield Wall, Swift Attack.
Gear Feudal World Plate Armour, Colorful Tabard, House-Design Decorated Shield, Waterskin
Lancer While mounted, a Sentinel acts as if they have the Crushing Blow and Hammer Blow talents.  

Wyldian Noble

Skills Athletics, Awareness +10, Charm +10, Command +20, Dodge, Linguistics (High Gothic) +10, Parry, Scrutiny +10, Survival +10, Scholastic Lore (Heraldry) +20, Common Lore (Wylde) +30,
Talents Keen Intuition, Halo of Command, Peer (Imperial Nobility)
Gear Jewelry, Fancy Furs, Patterned Doublet, Chain Armour
Masters of Battle and Oratory The Wyldian Noble gains the abilities to use a Challenging (+0) Command test to use the special abilities of the Serjeant and Archer, Mass Fire and Rally the Defenders, for units other than themselves along with gaining a +10 to the test to use the Inspire special use of the Command skill.

Wyldian Mutant Beastman

Skills Athletics, Acrobatics, Dodge, Intimidate, Stealth, Survival
Talents Die Hard, Frenzy
Traits Unnatural Agility (1) Unnatural Strength (2), Unnatural Toughness (2)
Gear Ragged Leathers, Ramshackle Armor, Trophies
Corruption 50
Blood Vengeance When a Mutant Beastman loses half its wounds, they gain the Hatred and Purity of Hatred talents against the character that did them the most damage for the rest of the encounter.

Wyldian Mutant Skulker
Skills Acrobatics, Dodge, Stealth +10, Survival
Talents Ambidextrous, Quick Draw, Swift Attack, Takedown, Two Weapon-Wielder
Traits Dark Sight
Gear 3 Poison Vials, Concealing Cloak, 10x Knives,
Mutations Death Sight
AlternatesRatman - A ratman's attacks gain the Vengeful (9) quality during Surprise Rounds and allow a Ratman to re-roll damage rolls that cause critical damage. The re-roll has to be committed to if chosen. The reroll does not apply to Righteous Fury rolls. Along with this, they count as Weedy in size.
Snakeman - The Snakeman gains a bite attack doing 1d10+5 R Damage and has the Toxic (2) quality. They have the ability to spread venom on weapons giving them the Toxic (1) quality. A snakeman needs an hour in between uses to use this ability on weapons.



Wyldian Beastman Sorcerer
Skills Acrobatics, Command +20, Dodge, Intimidate +20, Psyniscience +20, Stealth +10, Survival +10
Talents Jaded, Iron Jaw, Strong Minded, Step Aside, Warp Sense
Traits PR (5), Psyker, Unnatural Toughness (2), Fear (1)
Gear Psy Focus Totem Staff, Ragged Robes, Trophies, Rune-Inscribed Fetishes
Mutations Deathsight, Warp Gaze, Warp Regeneration
Corruption 70
Psyker Powers Dominate, Enfeeble, Foreboding, Inferno, Scrier's Gaze, Smite, Telekine Shield, Terrify.
Eye of Karaduhr Once per Session, at a sacrifice of 1d10 wounds and the loss of Pysker powers for 1d10 turns along with the lowering of Psychic Rating by 3 for double the amount of turns, the Sorcerer may redirect a result of Psychic Phenomena or Perils of the Warp to be centered upon a target of their choice.

Wyldian Beastman Gargantuan

Skills Athletics +30, Dodge, Intimidate +30
Talents Adamantium Faith, Devastating Assault, Swift Attack, Iron Resolve
Traits Dark-Sight, Fear (1), Sturdy, Unnatural Toughness (4), Massive (+20)
Horrid Grasp A Gargantuan that succeeds on an attack when engaged with a single target will cause an Opposed test to take place. A Gargantuan uses Strength opposed with the target using Agility. If the Gargantuan wins, the target is in its grasp and is Snared but does not have the Helpless condition. The target moves with the Gargantuan.
  • The Gargantuan as a free action may use a Strength test to crush the target in its grasp once every turn which is the equivalent of Damage Opponent on PG 221. 
  • A Gargantuan may take actions normally while holding a target. 
  • The target may use a Challenging (+0) Acrobatics, Agility, or Strength test to escape its grasp.
  • When the target dies, the Gargantuan may fling them using the Scatter Diagram on 230. If the body hits something in its path it takes 2d10 damage.




The Gach Clique and the Underworld War

Sirgev Gach was a well-known captain in the most powerful cartel on planet Desoleum, the Insurrati. He was five foot ten with dark close-shaved hair and in his late thirties with an aquiline nose. He was cool-headed and pragmatic. Ruthless without being stupid. Player. High-roller. High fashion. High dreamer. The ultimate gangster. He was not held in high regard with his peers. They found him to be too ambitious for his own good. A wild-card when it came to cooperating with the Insurrati higher-ups including the older Hezekiah Steiner ("Hesh"), one of the high bosses. They started to keep him out of their meetings and deals while some other rising stars in the underworld captured their attention. Drusus Hohlstein was one of these. Drusus puts on a charming cool-headed persona in public but he is a psycho in private. There have been numerous times the things Drusus has done had to be swept underneath the rug, sometimes literally. Gach's discontent grew out of feeling he was not getting the respect he deserved. He wanted to show up the rest of the old cranks in the Insurrati and show them a future with him as king of Desoleum's underworld. Then a stranger gave him an offer.

Gach created the Gach Clique out of loyal Insurrati soldiers and lieutenants along with a coalition of different gangs and underworld factions. Gach uses the resources given to him by his new friend, including his new "thing", to win or subjugate the other gangs to his rule. He wars against the Insurrati and their allies for a bid to control the underworld. Most of the criminal underworld above the underhive had to take a side. Others kept to themselves or are far below the matters of crime in the mainhive. Gach takes satisfaction in being a nightmare for the people that slighted him.

Gach seems to be untouchable due to his "thing". The thing was a gift by the stranger and is an item that links to Gach's mind to construct items and shapes out of shadow seemingly. What Gach imagines, Gach creates. This includes body molding and covering armor, great razor sharp tendrils, more mundane items like guns and other weapons, domes of pure shadow, and more.

The stranger is a friend and mentor to him. The stranger also has greater plans than simply the proxy dominion of the underworld.

Sirgev Gach, a Desoleum kingpin that is in league with one of the heads of the Tarot with a dangerous relic that gives him the power to use shadow to summon whatever he can imagine for the price of slow corruption of his mind and soul. He has been quickly upending Desoleum’s underworld from control of the Insuratti, one of the most powerful domestic cartels, with his own Gach Clique. The Clique is built from those who left with him from the Insuratti along with a slew of vassalized gangs and cults found in Desoleum’s underworld either won with succor or force. It is Gach’s dream to be the ultimate kingpin of Desoleum and receive the respect he always thought he deserved. With his victory in sight and with the only true opposition being miscellaneous gangs and heretics along with a burgeoning coalition known as the “Illuminati” led by the enigmatic “Big Smile” Siggy, he feels secure.

Meta-commentary: The Insurrati of Malice's lore act oddly when compared to other more barbaric and brutal gangers. This comes about due to their nature in the core rulebook making it sound like they are more integrated into Desoleum's society rather than the 2000AD or Mad Max inspired bandits gangers are. My explanation is that centuries in the past, a hoard of ancient Terran holovid tapes found its way to Askellon. This was picked up by the Adeptus Mechanicus, but after viewing what the tapes were they essentially threw them out for someone to find and auction off. In these tapes were ancient actors such as James Cagney, Robert De Niro, Al Pacino, James Dean, Humphrey Bogart, and others starring in old gangster films. Thus, similar to the Kings of Fallout: New Vegas, they chose to emulate their talk and dress. Thus I get to have mafiosos in a 40k setting.

Also obviously Gach's thing (which has a proper name) is similar to the Darkness from The Darkness comics but is not sapient. It holds its own type of intelligence, but a Venom-style relationship is not present.

Dark Heresy 2E. the FFG 40k RPG system, and the future of this blog

I do not like this system anymore. I will probably be switching content to GURPS when I'm not just using DND content. I might convert ol...