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Only War Beta
Lead the charge against the enemies of mankind
Moderator: FFG Andy FischerFFGMark Topics: 107 | Posts: 1645
Rogue Trader careers as Only War specializations (PEACH)
Published on 02 September 2012 - 19:24:15
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Left to do:


Astropath Transcendent
Explorator
Missionary
Navigator
Seneschal
Void-Master/Void-Mistress
Ork Weirdboy

 

Rogue Trader [Plushy Mix]

Characteristic Modifier:
Starting Aptitudes: Fellowship, Intelligence, Weapon Skill, Perception, Leadership, Social
Starting Skills: Charm, Command, Commerce, Common Lore (Imperium), Common Lore (Koronus Expanse)
Starting Talents: Air of Authority, Peer (choose one), Weapon Training (Las or Solid Projectile, Bolt, Power, Low-tech)
Starting Gear: Best-craftsmanship Laspistol or Good-craftsmanship Hand Cannon or Common-craftsmanship Bolt Pistol, Best-craftsmanship mono-sword or Common-craftsmanship power sword, Best-craftsmanship Light Carapace Armour, micro-bead

Arch-Militant [Plushy Mix]

Characteristic Modifier:
Starting Aptitudes: Weapon Skill, Ballistic Skill, Agility, Toughness, Finesse or Offence, Defence
Starting Skills: Common Lore (War), Dodge, Intimidate, Scholastic Lore (Tactica Imperialis), Linguistics (Low Gothic), Parry
Starting Talents: Hatred (Choose one), Weapon Training (Las or Solid Projectile, Heavy Low-tech), Weapon Training (Bolt or Flame or Plasma or Melta),
Starting Gear: One ranged weapon of Very Rare availability or lower, one melee weapon of Very Rare availability or lower, 2 Frag grenades, 2 Krak grenades Light Carapace Armour, micro-bead

Dark Eldar Kabalite Warrior specialization (5000xp)

Characteristic Modifiers:
Weapon Skill, Ballistic Skill, Strength, Intelligence, Willpower: +5
Agility, Perception: +10
Toughness, Fellowship: +0
Starting Aptitudes: Weapon Skill, Ballistic Skill, Perception, Agility, Finesse, Fieldcraft
Starting Skills: Acrobatics, Awareness, Common Lore (War), Dodge, Intimidate, Speak Language (Eldar, Dark Eldar), Stealth
Starting Talents: Disturbing Voice, Hard Target, Weapon Training (Splinter, Darklight, Power, Low-tech), Resistence (Poisons) Heightened Senses (Sight, Hearing), Paranoia, Catfall, Sprint
Starting Traits: Unnatural Agility (+2), Dark Sight, Non-Imperial, Power Through Pain, Speak Not Unto the Alien
Staring Gear: Good-craftsmanship Splinter Rifle or Best-craftsmanship Splinter Pistol or Common-craftsmanship Shardcarbine, 2 magazines of Splinter ammunition, Best- craftsmanship mono-sword or Common-craftsmanship Power Sword, Kabalite armour, micro-bead, translator, 2 doses of any one poison or 3 doses of any one combat drug
Wounds: 8+1d5

Ork Freeboota (5000xp)

Characteristic Modifers:
Strength, Toughness: +10
Weapon Skill: +5
Intelligence, Fellowship: -5
Ballistic Skill: -10
Starting Aptitudes: Strength, Toughness, Defence, Offence, Fieldcraft, Weapon Skill
Starting Skills: Awareness, Common Lore (Orks, War), Intimidate, Speak Language (Ork, Low Gothic)
Starting Talents: Iron Jaw, True Grit, Furious Assault, Weapon Training (Ork, Solid Projectile, Low-tech),
Starting Traits: Unnatural Toughness (+2), Sturdy, ‘Ard, Make It Work, Might Makes Right, Mob Rule, Non-Imperial, Speak Not unto The Alien
Starting Equipment: Good-craftsmanship Slugga or Common-craftsmanship Shoota, 3 magazines of ammo, Good-craftsmanship Chopa or Common-craftsmanship Big Choppa, Squig-hide Armour (2 AP all)
Starting Wounds: 25+1d5

Kroot Carnivore

Characteristic Bonus:
Weapon Skill, Agility: +10
Ballistic Skill, Strength, Toughness, Perception, Willpower: +5
Intelligence, Fellowship: +0
Starting Aptitudes: Perception, Offence, Weapon Skill, Agility, Strength, Fieldcraft
Starting Skills: Awareness, Dodge, Speak Language (Kroot, low Gothic), Stealth
Starting Talents: Weapon Training (Las, Solid Projectile, Pulse, Kroot, Low-tech), Heightened Senses (Sight, Hearing), Mercenary
Starting Traits: Eaters of the Dead, Natural Hunter, Kroot Beak, Kroot Physiology, Unnatural Strength (+2), Unnatural Perception (+2)
Starting Equipment: Kroot Rifle, mono-knife, Kroot leathers (2 AP all), micro-bead
Starting Wounds: 11+1d5
 

 

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Page 1 of 1 (11 messages) 1
Reply #1 | Published on 02 September 2012 - 15:31:38

 Dark Eldar Unnatural Agility should be +3 correct?

Without Signature
Reply #2 | Published on 02 September 2012 - 15:59:17
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Unholy_Ravager said:

 Dark Eldar Unnatural Agility should be +3 correct?

 

Yes, that's right. I must've made a mistake, haha!

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #3 | Published on 02 September 2012 - 20:52:32

 Looking forward to seeing the rest! RT has always been my favorite of the settings!

The Emperor protects! (The GM does not!)

Reply #4 | Published on 03 September 2012 - 01:56:05
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 Astropath Transcendent [Plushy Mix]

Characteristic Modifier: +5 WP
Starting Aptitudes: Willpower, Intelligence, Perception, Agility, Psyker, Knowledge
Starting Skills: Awareness, Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Linguistics (High Gothic), Linguistics (Low Gothic)
Starting Talents: Heightened Senses (Hearing), Weapon Training (Las, Solid Projectile, Low-tech)
Starting Traits: Psy Rating 3 (Bound), has 500xp of Telepathic or Divination powers.
Starting Gear: Best-craftsmanship laspistol or Best-craftsmanship stub automatic, Best-craftsmanship staff, Psy Focus, Guard Flak armour, charm
Soul-Bound: +20 to all tests to resist Possession.
See Without Eyes: The psyker lacks eyes, but can see through the power of the Warp. Mechanically, he has regular vision (obscured by walls and whatnot as always) but ignores the obscuring effects of things like clouds of smoke. However, he cannot perceive an Untouchable.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #5 | Published on 03 September 2012 - 15:28:08
Reply #6 | Published on 03 September 2012 - 20:36:01

Manyfist said:

 Explorator would just be a better equipped Tech-Priest. 

With the Benefits of the 5000 xp worth of stuff from the Origin tree!

The Emperor protects! (The GM does not!)

Reply #7 | Published on 03 September 2012 - 20:38:33

PLUSHY: Are you useing the Origin tree and the RT Stat rolling conventions? Just wonderin'

The Emperor protects! (The GM does not!)

Reply #8 | Published on 03 September 2012 - 23:06:03
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Radwraith said:

PLUSHY: Are you useing the Origin tree and the RT Stat rolling conventions? Just wonderin'

 

I have not been so far; however, I will probably find some way to port it over.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #9 | Published on 04 September 2012 - 17:30:34

Plushy said:

Radwraith said:

 

PLUSHY: Are you useing the Origin tree and the RT Stat rolling conventions? Just wonderin'

 

 

 

I have not been so far; however, I will probably find some way to port it over.

 

I'm thinking it ports directly! The various points serve to give skills and background to characters as well as approximately 3600xp in stat increases for a total of 5000xp. Aliens do not use it because their natural traits and abilities replace it.

The Emperor protects! (The GM does not!)

Reply #10 | Published on 07 September 2012 - 14:41:02

 I think the origin paths might needs slight adjustments as the skill and talent list have changed since rogue trader.

Without Signature
Reply #11 | Published on 07 September 2012 - 19:24:15

 Have you looked at the new online extra stuff for the Dark Eldar? They have playable Wyches now.!

Page 1 of 1 (11 messages) 1

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