WH WH40K: Rogue Trader OSRlike

Yes, logiskt. Där är det ju samma regel som i WH40K.

Känns som ett onödigt steg att räkna om.

Borde väl gå lika bra att vända för WS, BS, S och T: slå lika med eller under för att lyckas.

Extremt rudimentär Pendragon vid motsatta slag: Den som slår högst under sitt värde vinner. Oavgjort (vilket borde bli ganska vanligt) vinns av den med högst värde. Oavgjort igen är antingen oavgjort på riktigt, eller så får man singla slant.

Ja, snygg lösning!
 
Mycket coolt! Man blir ju väldigt spelsugen!
Fighting stats: WS, BS, S, T, I. On a scale from 0-10. Human average: 3. Roll equal or under on d6 to
check. Opposed rolls (including melee and to wound): highest under the value wins. If tied, then
highest value win. If still tied, it’s a stalemate or flip a coin. Use I for dexterity.
Hur rullar man om värdet är över 6?

Jag förstår inte riktigt vad som menas med opposed rolls to wound, är det själva skadeslaget som avses och hur funkar det mer specifikt i så fall?
 
Mycket coolt! Man blir ju väldigt spelsugen!
Kul :)

Hur rullar man om värdet är över 6?

Det kan sänkas genom modifikationer. Om det är opposed vinner den med högst värde vid lika slag. Ev kör man med exploderande 6or, så att man ändå kan misslykas?
Jag förstår inte riktigt vad som menas med opposed rolls to wound, är det själva skadeslaget som avses och hur funkar det mer specifikt i så fall?
Enl WH40K slår man attackens (varelsens eller vapnets) S mot offrets T. Om S lyckas tar offret ett wound. I WH40K Rogue Trader ser man vad man skall slå under på en motståndstabell. Jag kör pendragon istället
 
DOOM

Givetvis går planeten under. Lite Mörk Borg är det en domedagstimer (inte klocka ;) ) delvis kopplad till de olika Heresy-utfallen

Kaos: Rollpersonernas kaos-kult öppnar en portal till immateriet, och planeten blir en demonvärld.
Exploatering: (Mörka) Mekanikum får höra talas om fyndigheter genom lokala techkulter, och kommer med sina skövelskepp och skördar sönder planeten på jakt efter mineraler.
Stackflottan: Gentjuvkulten öppnar en yngelpsykbåk som får tyrannidernas stora stackskepp att landa och börja skörda planetens biomassa.
Exterminatus: Efter rollpersonernas upptåg spränger/virusbombar planeten från rymden. Det är enda sättet att vara säker.
Waaagh!: Om RP inte lyckas utplåna planeten genom sina egna handlingar så kommer rymdorkerna och gör det åt dem. För i den avlägsna framtidens grymma mörker finns bara krig.
 
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Inbördes krig: Inbördes krig utbryter och de olika sidorna använda massförstörelsevapen för att vinna men istället blir bara ruiner och obrukbart ödeland kvar.

Necrons: världen är en Necron värld eller utpost och de har vaknat, följt av utlånade av allt biologiskt liv.

Zombie virus: snabbspridande zombie virus förvandlar alla till odöda.
 
Inbördes krig: Inbördes krig utbryter och de olika sidorna använda massförstörelsevapen för att vinna men istället blir bara ruiner och obrukbart ödeland kvar.

Necrons: världen är en Necron värld eller utpost och de har vaknat, följt av utlånade av allt biologiskt liv.

Zombie virus: snabbspridande zombie virus förvandlar alla till odöda.

Inbördeskriget tänker jag att det är RP själva som ordnar ;)

Funderade på att byta ut ett av kätterierna till just en dödskult kopplat till Necrons och/eller Zombievirus
 
Dödskult kan ju vara både Necron, Nurgle och Kejsaren. Lika odds på alla tre
 
Dödskult: en dödskult blev planetens huvudreligion, efter att ha dödat alla otrogna har de därefter gemensamt begått massjälvmord.
 
Det blev en kampanjstruktur av det här:

Heresy, objectives and threat

Each players character is always pursuing an Objective set by its Heresy. If a PC does not have an Objective at the start of the session, provide one. Objectives should be concrete, visible and affect the life of the hive. It could be to blow up a power generator, incite a revolt or kill a judge. Objectives can be shared by several heresies - this is why the PCs are working together. Or one mission can fulfill different objectives for different heresies.

Each time a heresy sees an objective fulfilled, its Threat increased by one. Effects trigger a set tressholds.

Each player's threat meter is hidden.

If the players fail in reaching an objective, they are given a new one.

The GM also has a threat meter. It increases every time an objective fails. It can also increase when the PCs screw up or do something noisy.

Tresshold:
5 - Heightened activity. Agents of the Heresy are more visible, creating tension but also more likely to help the PCs. For the GM: regular Arbites patrols.
9 - Final frenzy. Worshipers openly take to the street. Violent uprising. For the GM: Violent repression and wholescale bombardment.
10 - THE END (appropriate DOOM for PCs, EXTERMINATUS for GM)

Waagh!
A mighty Ork fleet is heading for the planet. Everybody knows this. It will arrive in X sessions. Count down on a dX each session. Everyone can see the dX. Everyone can see the Ork hulks plotting through space. It is THE END coming

Kanske skall varje Objective ha en Threat level det SÄNKER också....
 
Waagh!
A mighty Ork fleet is heading for the planet. Everybody knows this. It will arrive in X sessions. Count down on a dX each session. Everyone can see the dX. Everyone can see the Ork hulks plotting through space. It is THE END coming
Eller början på nästa kampanj då man kämpar för att genomföra samma slutmål som tidigare men samtidigt som planeten är en krigszon.
 
Några kaos resultat från min WH Tabell för att slumpa fram en stackstad till Wh40k o liknande-tråd:

135. There is an elite-cadre of transhuman fighters in the hive that use sonic weapons and are heavy modified to use them at best capability and without danger themselves. Many of them have banshee-speakers augments and/or their sonic-blasters weapon-arms. They are [ a free order with their own tower that function as their concerto-surgery where others come to petition the sonic warriors for their service | made up by the children of house Tyrrand and Torung | the hive-governor’s creation, made from hens mind cleansed enemies | secretly a Tzeentch cult ].

150. There is a slave caste of oppressed abhuman brutes (ogryn, beastmen, or similar) in the [ hive | midhive | underhive | outlands ] that are used for any heavy- and/or deadly labour work, and possibly as draft animals. The are not content with their loot [ but are loyal to the God-Emperor and believe they are atoning for their birth sins by their hard work | and while loyal to the God-Emperor are they just a spark away from open rebellion against their harsh taskmasters | and working many a-secret underground railway to get as many as possible out into the outlands where they believe they can live free | have turned to Chaos instead of an cruel and uncaring emperor and are planning a grand revolution ].

293. A returning problem of rage-zombie-virus outbreaks. If it goes on for too long is it not unusual that the main carrier and/or rageer get possessed by a lesser [ Khorne | Nurgle ] daemon and reshaped into something a bit more sturdy and lethal.

342. The Rochians is a group in the [ upperhive | midhive | underhive | nobility ] that expose themselves to sickness in a belief that by becoming sick and surviving they become stronger. A Nurgle cult have sprung up among them.

343. Order of the Ram is a sex-club among the [ nobility | upper class | decadent midhivers | spaceporters ] where the members take pride in all the STD:s they have collected. A Nurgle cult have sprung up among them. - Vill här föreslå namnet "Bockens hus" som svensk översättning på "Order of the Ram"

490. Among the reclaimator-tribes in the lower hive and near outlands have Nurgle-worship begun to blossom, focusing on his aspect of the new coming from the destruction, reforming, and/or repurposing of the old.

491. Lots of narco-cults where the wannabe rebellious and decadent gather. A Nurgle cult have grown among the most obliviation seeking of the druggie.

530. Among the Mekanikums secret societies of heretekial experimentors and scienteers have Chaos cults bloomed, giving offerings to Vashtorr or Tzeentch and the different cult patrons guid their followers to make war on the other’s cult, thereby making the cultist creating new means of attack or defence.

563. A mystery-order within the hive’s bounty hunters is worshiping the spirit of the Great Bloodhound, Lord of the Trackers and Hunters. This spirit is in reality daemon Karanak, the greatest of Khorne’s Flesh Hounds.

620. The hive have many sanguinary death cults that see their murderous art as an essential part of religious life, reinforcing their faith to the Emperor with each kill. Each cult see the other cults as deluded fools that have not grasped the truth as they have as best and as heretics that need to die as worst. Among the cults are some whose worship have been corrupted into blood not for the emperor but for the Blood God, those whose uses of complicated plans and scheming are now more the reason and the killing the justification have unknowingly turned to Tzeentch, and those who’s quest for perfection in their slaying have turned them to Slaanesh.

727. There are many clubs for artisans and artificer within the hive, most focusing on one artform (like painting, sculpting, silversmithing, etc.) even if some are open to artisans of more than one kind of art. In the clubs the members can relax with other that gets it, make friendships and contacts, and get secrets about their craft not open to outsiders. There are more then one secret Slaanesh cult hidden as an inner circle among the clubs, open for those artisans that are willing to go beyond the normal to perfect their art.

728. Among the [ nobility | gendarmes & PDF:s | midhivers | underhivers ] there exist a martial order that represent themselves as pillars of virtue dedicated to upholding the ideals of honour, courage, skill, strength at arms, and other notions. Though outwardly positive and virtuous, such things are easily perverted into excuses for violence and conflict for its own sake, and while the bulk of the members of the order have no idea what the group truly represents is its inner core a Khorne cult.

780. The [ underhive “natives” | outlanders | outlaw narco-tribes | House of Iron] may give honours to the God-Emperor and his saints when outsiders are among them. But when alone do they also honour other gods and spirits. Among them is the Red God who grant strength, ferocity and killing-instinct to those that gives offerings before battle and pledge all their coming kills to the Red God. Those that give insufficient amounts of kills, or show cowardice after having made offering to the Red God are known to suffer his wreath in the form of twistings, madness, or the god’s deathmark on them (making them hunted by all that fears the Red God’s illwill). Those that truly pleases the Red God get to keep his blessings even after battle and maybe even get more heaped on them. This don’t always end well for the blessed as they may become unable to function outside of battle, attack everybody – even their own kin, or turn into a Chaos Spawn.

789. The mutant outcasts in the [ underhive | outlands | upperhive’s hidden spaces | manufactory domes ] makes offerings and prayers to Slaanesh to be gifted with more pleasing and/or less painful forms.

791. A Slaanesh cult exist among the Corpse Guild/similar, looking for ways to create the most excellent corps stach. For this purpose they kidnap people of different body types, ages, eating history, and/or such to use in their experimentation. They also kidnap people and keep them on different diets before slaughtering them to use in their food making.

792. There is a daemon-engine lose in the underhive, it is being worshiped by a cult. The daemon-engine [ is the cult’s inhuman leader | have seemingly no understanding of the cult and attack them just as easily as anybody else that comes to close | is trapped and the cult gives it the offerings it needs but have jet been unable to free it or give it a large enough offering for it to be able to free itself | follow strange patterns and reasonings only the warp-touched could understand. It’s unknown if its sudden killing sprees are it’s murderous nature taking over or part of the “plan” ].

798. Weaker slaaneshian warp-entities possess the bodies of those who have died, or become brain dead, to over indulgency or pleasure, (like drug overdoses, over eating, alcohol poison, hearth attack during sex, etcetera). The possessed try to gain as much pleasure as possible from their existence in real-space and some even have enough of intellect and self-control to become tempters and dark mentors to the influenceable around them. The possessed usually quickly turn into a chaos-spawn or explode in flesh and warp-energy as the body can’t keep the warp-entity inside. Even if some warp-entities somehow are able to masquerade as human for a long time.

805. Among the adhuman beastmen tribes that populate the outlands have Chaos worship been spreading. The tribes still worshiping the God-Emperor have sent emissaries to the hives to tell about the growing heresy. They have all been ignored, their warnings unheard and in the worst cases those emissaries have been made sport of by uncaring hivers.

806. The nomads eking out a living in the outland deserts give respect and offerings to Rotigus Rainfather for rain and that oasis will spring up from the mounds of corpses and cadavers they have gattered.

834. Whilst the [ System High Admiral | Blood Circle | main family of house al-Azrad | Soylent Veridian Guild ] worship Chaos secretly, they project the image of serene nobility, whilst inserting spies and thralls into the neighbouring cities and beyond. Many lesser members are mind-leashed to their superiors through [ warp-magic | techno-arcana | drugs and wyrd-powers | hypnoindoctrination ] and can be sent into battle as little more than puppets.

851. The patron god of most of the secret heretical Chaos cults in the hive is the Eightfold Watcher, a shadow-dwelling, arachnoid presence. They believe it is this bloated horror that binds all life together in strands of turmoil. Through deliberate, analytical and utterly compassionless means, they pursue their obsession of uplifting mortalkind. The form they would 'uplift' themselves mirrors that of a spider – for, as the cult sages preaches, the eight limbs and eyes of the spider are reflected in the number of points on the sacred star of Chaos. Using the blood of tainted arachnids together with other transmutative ingredients, warp-rituals, cybernetics and/or heretechial gene-splicing technology they try to rewrite the laws of flesh to uplift themselves and those they have decided to give their blessings to. While the different cults to the Eightfold Watcher fight each other over doctrinal differences do they usually band together to fight the deluded worshiper of the supposed “Great Gods of Chaos”, even if many of the cults have also allied themselves with those heretics to use them as sacrificial pawns. If available are technology like webbers, arachno-rigs, and similar equipment that can be seen as having a spider-theme very popular among them.

86. One of the hive’s high-nobility (maybe even the planetary-governor family) is actually a creation of Fabious Bile, put there as part of one of his mad experiments and as guardians over one of his hidden laboratories and reserve clone-bodies. They are [ inciting duelling and the use of violence as solution among their fellow nobles, and are egging on the young nobility to go into the lower hives as brats gangs and spyerers, all to weed out the weak and increase the space they (as superior new men) easily will fill in | mutating, with the ones to mentally or physically gone experimented on and/or sent down into the underhive to be studied in hostile environment | following their “benefactor’s” footsteps by experimenting on themselves, humans, and animals. Sometimes to gain data or see what’s possible, other times to create monsters for their own use, to let lose int the hive, or just to see if they can | have turned to Chaos worship and mad sorcery-science ].

908. Artefacts from the planet’s forbidden [ heretekial | xeno | unknown | heathen] past sometime surface. Smugglers here take enormous risks, the least of which being the implications should the enforcers catch them. Of far greater danger is the threat to their souls, for Chaos almost universally befouls the artefacts.
 
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Några kaos resultat från min WH Tabell för att slumpa fram en stackstad till Wh40k o liknande-tråd:

135. There is an elite-cadre of transhuman fighters in the hive that use sonic weapons and are heavy modified to use them at best capability and without danger themselves. Many of them have banshee-speakers augments and/or their sonic-blasters weapon-arms. They are [ a free order with their own tower that function as their concerto-surgery where others come to petition the sonic warriors for their service | made up by the children of house Tyrrand and Torung | the hive-governor’s creation, made from hens mind cleansed enemies | secretly a Tzeentch cult ].

150. There is a slave caste of oppressed abhuman brutes (ogryn, beastmen, or similar) in the [ hive | midhive | underhive | outlands ] that are used for any heavy- and/or deadly labour work, and possibly as draft animals. The are not content with their loot [ but are loyal to the God-Emperor and believe they are atoning for their birth sins by their hard work | and while loyal to the God-Emperor are they just a spark away from open rebellion against their harsh taskmasters | and working many a-secret underground railway to get as many as possible out into the outlands where they believe they can live free | have turned to Chaos instead of an cruel and uncaring emperor and are planning a grand revolution ].

293. A returning problem of rage-zombie-virus outbreaks. If it goes on for too long is it not unusual that the main carrier and/or rageer get possessed by a lesser [ Khorne | Nurgle ] daemon and reshaped into something a bit more sturdy and lethal.

342. The Rochians is a group in the [ upperhive | midhive | underhive | nobility ] that expose themselves to sickness in a belief that by becoming sick and surviving they become stronger. A Nurgle cult have sprung up among them.

343. Order of the Ram is a sex-club among the [ nobility | upper class | decadent midhivers | spaceporters ] where the members take pride in all the STD:s they have collected. A Nurgle cult have sprung up among them. - Vill här föreslå namnet "Bockens hus" som svensk översättning på "Order of the Ram"

491. Lots of narco-cults where the wannabe rebellious and decadent gather. A Nurgle cult have grown among the most obliviation seeking of the druggie.

530. Among the Mekanikums secret societies of heretekial experimentors and scienteers have Chaos cults bloomed, giving offerings to Vashtorr or Tzeentch and the different cult patrons guid their followers to make war on the other’s cult, thereby making the cultist creating new means of attack or defence.

563. A mystery-order within the hive’s bounty hunters is worshiping the spirit of the Great Bloodhound, Lord of the Trackers and Hunters. This spirit is in reality daemon Karanak, the greatest of Khorne’s Flesh Hounds.

620. The hive have many sanguinary death cults that see their murderous art as an essential part of religious life, reinforcing their faith to the Emperor with each kill. Each cult see the other cults as deluded fools that have not grasped the truth as they have as best and as heretics that need to die as worst. Among the cults are some whose worship have been corrupted into blood not for the emperor but for the Blood God, those whose uses of complicated plans and scheming are now more the reason and the killing the justification have unknowingly turned to Tzeentch, and those who’s quest for perfection in their slaying have turned them to Slaanesh.

727. There are many clubs for artisans and artificer within the hive, most focusing on one artform (like painting, sculpting, silversmithing, etc.) even if some are open to artisans of more than one kind of art. In the clubs the members can relax with other that gets it, make friendships and contacts, and get secrets about their craft not open to outsiders. There are more then one secret Slaanesh cult hidden as an inner circle among the clubs, open for those artisans that are willing to go beyond the normal to perfect their art.

728. Among the [ nobility | gendarmes & PDF:s | midhivers | underhivers ] there exist a martial order that represent themselves as pillars of virtue dedicated to upholding the ideals of honour, courage, skill, strength at arms, and other notions. Though outwardly positive and virtuous, such things are easily perverted into excuses for violence and conflict for its own sake, and while the bulk of the members of the order have no idea what the group truly represents is its inner core a Khorne cult.

780. The [ underhive “natives” | outlanders | outlaw narco-tribes | House of Iron] may give honours to the God-Emperor and his saints when outsiders are among them. But when alone do they also honour other gods and spirits. Among them is the Red God who grant strength, ferocity and killing-instinct to those that gives offerings before battle and pledge all their coming kills to the Red God. Those that give insufficient amounts of kills, or show cowardice after having made offering to the Red God are known to suffer his wreath in the form of twistings, madness, or the god’s deathmark on them (making them hunted by all that fears the Red God’s illwill). Those that truly pleases the Red God get to keep his blessings even after battle and maybe even get more heaped on them. This don’t always end well for the blessed as they may become unable to function outside of battle, attack everybody – even their own kin, or turn into a Chaos Spawn.

789. The mutant outcasts in the [ underhive | outlands | upperhive’s hidden spaces | manufactory domes ] makes offerings and prayers to Slaanesh to be gifted with more pleasing and/or less painful forms.

791. A Slaanesh cult exist among the Corpse Guild/similar, looking for ways to create the most excellent corps stach. For this purpose they kidnap people of different body types, ages, eating history, and/or such to use in their experimentation. They also kidnap people and keep them on different diets before slaughtering them to use in their food making.

792. There is a daemon-engine lose in the underhive, it is being worshiped by a cult. The daemon-engine [ is the cult’s inhuman leader | have seemingly no understanding of the cult and attack them just as easily as anybody else that comes to close | is trapped and the cult gives it the offerings it needs but have jet been unable to free it or give it a large enough offering for it to be able to free itself | follow strange patterns and reasonings only the warp-touched could understand. It’s unknown if its sudden killing sprees are it’s murderous nature taking over or part of the “plan” ].

798. Weaker slaaneshian warp-entities possess the bodies of those who have died, or become brain dead, to over indulgency or pleasure, (like drug overdoses, over eating, alcohol poison, hearth attack during sex, etcetera). The possessed try to gain as much pleasure as possible from their existence in real-space and some even have enough of intellect and self-control to become tempters and dark mentors to the influenceable around them. The possessed usually quickly turn into a chaos-spawn or explode in flesh and warp-energy as the body can’t keep the warp-entity inside. Even if some warp-entities somehow are able to masquerade as human for a long time.

805. Among the adhuman beastmen tribes that populate the outlands have Chaos worship been spreading. The tribes still worshiping the God-Emperor have sent emissaries to the hives to tell about the growing heresy. They have all been ignored, their warnings unheard and in the worst cases those emissaries have been made sport of by uncaring hivers.

806. The nomads eking out a living in the outland deserts give respect and offerings to Rotigus Rainfather for rain and that oasis will spring up from the mounds of corpses and cadavers they have gattered.

834. Whilst the [ System High Admiral | Blood Circle | main family of house al-Azrad | Soylent Veridian Guild ] worship Chaos secretly, they project the image of serene nobility, whilst inserting spies and thralls into the neighbouring cities and beyond. Many lesser members are mind-leashed to their superiors through [ warp-magic | techno-arcana | drugs and wyrd-powers | hypnoindoctrination ] and can be sent into battle as little more than puppets.

851. The patron god of most of the secret heretical Chaos cults in the hive is the Eightfold Watcher, a shadow-dwelling, arachnoid presence. They believe it is this bloated horror that binds all life together in strands of turmoil. Through deliberate, analytical and utterly compassionless means, they pursue their obsession of uplifting mortalkind. The form they would 'uplift' themselves mirrors that of a spider – for, as the cult sages preaches, the eight limbs and eyes of the spider are reflected in the number of points on the sacred star of Chaos. Using the blood of tainted arachnids together with other transmutative ingredients, warp-rituals, cybernetics and/or heretechial gene-splicing technology they try to rewrite the laws of flesh to uplift themselves and those they have decided to give their blessings to. While the different cults to the Eightfold Watcher fight each other over doctrinal differences do they usually band together to fight the deluded worshiper of the supposed “Great Gods of Chaos”, even if many of the cults have also allied themselves with those heretics to use them as sacrificial pawns. If available are technology like webbers, arachno-rigs, and similar equipment that can be seen as having a spider-theme very popular among them.

86. One of the hive’s high-nobility (maybe even the planetary-governor family) is actually a creation of Fabious Bile, put there as part of one of his mad experiments and as guardians over one of his hidden laboratories and reserve clone-bodies. They are [ inciting duelling and the use of violence as solution among their fellow nobles, and are egging on the young nobility to go into the lower hives as brats gangs and spyerers, all to weed out the weak and increase the space they (as superior new men) easily will fill in | mutating, with the ones to mentally or physically gone experimented on and/or sent down into the underhive to be studied in hostile environment | following their “benefactor’s” footsteps by experimenting on themselves, humans, and animals. Sometimes to gain data or see what’s possible, other times to create monsters for their own use, to let lose int the hive, or just to see if they can | have turned to Chaos worship and mad sorcery-science ].

908. Artefacts from the planet’s forbidden [ heretekial | xeno | unknown | heathen] past sometime surface. Smugglers here take enormous risks, the least of which being the implications should the enforcers catch them. Of far greater danger is the threat to their souls, for Chaos almost universally befouls the artefacts.
Herregud vilken skatt!
 
Några dödskult resultat från min WH Tabell för att slumpa fram en stackstad till Wh40k o liknande-tråd:

166. Murder-servitors, of ancient and arcane produce, hibernation in the hive. While the hive-rulers can activate them have no one the ability to control them anymore. They can only be shot in the right direction before being activated, where they will vent their fury on everything coming their way. After a set period of time their hibernation protocols will activate and they will return to their storage chutes. When they are activated the tech-priest doing the activation are often killed, also when hibernating they will randomly activate, only for a fraction of a second, but that is more than long enough for them to kill anyone within reach. This usually occurs once or twice a month. Their caretakers are mostly members of a semi-suicidal mechanicus death cult that see their death or injuries by the murder-servitors as something blessed.

489. A death cult of the sanguinary subtype exist in the hive, taking the form of bondage blade-masters that see their bloodletting as offerings to the Emperor. They hunt those they see as sinners, and protect those they see as holy. Can possibly hired buy people that are not too sinful or holy if the target is sinful enough and the hirer is generous enough toward good causes.

492. A Death Cult of the necrophage subtype exist in the hive, taking the form of the members patronising ecclesiarchical organisations, and people showing themselves living without (or at least minimal) sin, then taking care of their bodies when they die and eating them to get their holiness, they also send expeditions to take remains of martyrs and saints.

507. A Death Cult of the Resurrectionist subtype exist in the hive, taking the form of ritualistic killing and reviving of the members in preparation of the true resurrection.

508. A death cult of the sanguinary subtype exist in the hive, taking the form of random killings for the fun of it, the victims chosen by esoteric numerology-machines. Is possibly corrupt and the victim chosen by numerology-machines can be rigged to be somebody a briber want killed.

531. A death cult of the sanguinary subtype exist in the hive, taking the form of assassinations through [ poisoners | snipers | suicide bombers | acrobatic blade-masters ] that go after people they see as holy so they may join the Emperor’s side in His war against the dark powers before they may lose their path.

532. A death cult of the sanguinary subtype exist in the hive, they hunt (what they see as) sinners using spyrer hunting rigs.

533. A Death Cult of the necrophage subtype exist in the hive. They eat (what they see as) sinners so the meal’s sins will be taken in by the nobles instead of the dark powers thereby denying the laters from ever gaining them since the cultists believe they will naturally go to the Emperor’s side.

534. A Death Cult of the necrophage subtype exist in the hive, they (or their hirings) capture dangerous individuals down and then eat them to gain their strength.

544. A Death Cult of the Resurrectionist subtype exist in the hive, taking the form of patronaging the [ Magoses | hereteks ] that knows the secrets of the Rite of Setesh, Cybernetic Resurrection and/or similar, and have created founds to be used to help the worthy and needy to be able to afford the processes.

545. A death cult of the Resurrectionist subtype exist in the hive, taking the form of heretical studies of Anima Mori technology and methods.

546. A death cult of the Resurrectionist subtype exist in the hive, taking the form of esoteric studies into alchemical resurrection and staving of death, one of their creation are alchem-resurrected assassins to bring final death to their enemies. They also offer their service to the deserving and/or well-paying.

620. The hive have many sanguinary death cults that see their murderous art as an essential part of religious life, reinforcing their faith to the Emperor with each kill. Each cult see the other cults as deluded fools that have not grasped the truth as they have as best and as heretics that need to die as worst. Among the cults are some whose worship have been corrupted into blood not for the emperor but for the Blood God, those whose uses of complicated plans and scheming are now more the reason and the killing the justification have unknowingly turned to Tzeentch, and those who’s quest for perfection in their slaying have turned them to Slaanesh.
 
Med tanke på första resultatet i "Roll your HERESY (1d6)"-tabellen, här är några tek-klan/gäng resultat:
1039. The tech-gangs that dwell in the underhive are entranced with technology and worship the machine in a bastarded version of the Martian-faith. Most members have crude but powerful bionics and other mechanical augmentations, often poorly-made and poorly-installed but the amount of augments a ganger has show his status. Those gangs with an exiled tech-priest among them can feature truly imaginative and shocking bionics. Their worship of technology often takes the form of each gang focusing on a special kind of technology – guns, wheeled vehicle, water purifiers, etc. – and working on taking care of kind of technology and gaining more of it. The gangs’ idea of caring for technology often mean doing heretical modifications to them, something that often lead to explosions thanks to the tech-gangs’ lack of full understanding regarding what they are doing.

1040. The midhive techs (with their tech-gang protectors) are believers in numerology and each tech-clan have an esoteric numerology-machine that supposedly help their tallytechs crunch the numbers. Those numerology-machines are [ also shrines of the clans, surrounded by prayer scrolls, offerings of incense and xxx | actually unsentient (but still heretical by most standards) AI:rs | in actuality ancient slot-machines with an extra math game feature | xxx ].

1041. The tech-gangers worship guns (often literally), especially energy weapons of any kind; rivals have gone to war just to capture a single plasma pistol. In combat they often have greater firepower but often not enough skill to use it properly.

1042. A kind of memetic mind-root have been spreading among the tech-clans, making them focus on style over substance, form over function. In effect do they build and modify things more to look right (after their criteria) than being able to function and/or being maintainable in a right way. The hardcore aesthetes among the techs have created their own clan-bridging societies where they swap knowledge and experience how to make things look the coolest, more than one of those societies have a Slaanesh cult as their core.

1043. The tech-clans use lots of servitors. The clans that lack the technology to vatgrov their own bioware use captured enemies (who don’t have a bounty on them) and brought slaves as base for their servitors.

1044. Most of the hive’s tech-gangers go for techno-barbarian splendour of chainmail, leather, jewellery made out of cogs, bullets, wire, bones and glass.

1045. The tech-clans believe in a bastarded version of the Martian-creed, more based on a copying of rituals, appearances and misunderstand superstitions than any real theological understanding. Their gang-warrior elites try to mimic the skitarii, but more often this is in appearance more than in ability.

1046. The tech-clans believe in the weakness of the flesh and you can see a clan’s power and ability based on how little humanity their leaders have left.

1047. The underhives reclaimator-techs are master scavengers, and what they cannot obtain by salvaging, they obtain by raiding other tribes and communities. What technology they find they repair or use for parts for other creations, most which would be considered as heretical constructs by orthodox tech-priests. They are exceptionally adept at war and taking by force, and only trade with other tech-clans and the most powerful of other underhive gangs, alienating them from other underhivers.

1048. Many of the tech-clans have the ability to created simple psy-focuses and psy-binding tech, and use that to make the most of the rogue psykers and wyrds that exist in disturbingly high amount among the tech-clans.

1049. Among the lesser tech-clans have a culture of scavenging and reclamation developed. While they maintain the technology they have and create new equipment, do they use lots of jury-rigged or cobbled together, if functional (usually) technology, and they take any chance they can to get more stuff to work with.

1050. Among the tech-clans have a death fixation developed, mostly taking the shape of the members keeping lots of memento moria:s on themselves and strapping them on their equipment, often taking the form of bones and burned-out circuits hanging from their clothes and technology.

1051. Many fallen tech-priest makes their living in the [ underhive | outlands | both ] where they hide from their heretek hunting former brethren. Around them they create courts of competing tech- and reclamation-gangers who give them offerings of materials and found tech in exchange for scraps of knowledge and technology superior to anything they themselves can make.

1052. The hive’s Machine Cult is corroded, just as the manufactories and spires it once diligently maintained. It has fallen into mind-rust – a mix of disarrayed beliefs and damage to neuroaugmetics that would horrify better tech-adept. They have become ineffectual and strange, largely confined to their verdigris-stained temples and delusional contemplation of past glories. In their absence has risen [ a minor cult | many a-strange cults ] of tech-heresy and a society of tinkers who aspire to its/their ranks.

1053. Artefacts of xeno-technology, from [ the planets pre-imperial xeno-masters | the Great Xeno-invasion War ] can be found in the hives hidden crannies and the outlands. Heretekial tech-gangs know how to not just use those xeno-items but how to fuse them with human technology for easier use or as chimerical repairs.
 
Med tanke på första resultatet i "Roll your HERESY (1d6)"-tabellen,
här är några nyskapade tekkätteri resultat:
* The tech-cunning folks of the underhive and shanty sprawls are the simpler kind of hereteks, the greatest of them can perform the lesser labours of tech-adepts, whilst others are wishful mystics with little knowledge. All ply a living by placing mumbled blessings or curses upon devices, casting auguries from smashed components, and guiessing the functions of tech-scraps scavenged from deserted ruins.

* In the areas abounded by the Martian priesthood and the tech-clans have has risen a minor cult of tech-heresy and a society of tinkers who aspire to its ranks. Their tech-knowledge is a mix of rote practicality and mysticism, either tortured from Mechanicus adepts or gleaned from trails and errors.

*While malevolent data-djinns known as schismaticals – capable of incorporating data–patterns by which other machine spirits can be rapidly corrupted into echoes of itself. In practise possessing loyal machinery and turning it against their user, or whoever else comes – hunts the memory banks, closed off cogitator networks and xxx of the underhive.
Ideas:
- a schismatical have kept it’s hatred for humans in check and have created a cult of scavvies and tech-worshipers around it, to help it with taking care of its forms and to get new tech to it in which it can duplicate.
- techsorcist trained tech-priest go down into underhive, together with armed protection, to hunt the schismaticals protection. They do not always return, and the ones that do sometime have had their machine-parts possessed by the data-djinns they were to exorcist.
- a fragmentary schismatical has driven a handful of age-maddened tech-adepts and damaged servitors in a toil of centuries to build a [ mighty warp-machine to open a gate to the Empyrean | bomb powerful enough to destroy large parts of the hive | a device that will make the hive’s heatsink overload and destroy the hive with it ].
 
Så jäkla mäktigt. Tack för detta. Skall nog uppdatera min T6-tabell, och köra T20-undertabeller för varje utfall. Kan jag låna av ovan?

Tweakar utfallen - huruvida en given cult faktiskt är kaos kommer då in på undertabellerna-

Roll your HERESY (1d6)
1- Tech sect
2- Cannibal cult
3- Debauched club
4- Death cult
5- Brood cult
6- Weird coven
 
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