Jaredthefox92
Jaredthefox92
Premise:
Yar har fiddle dee, being a pirate in the Warhammer 40,000 universe is actually quite rough to be honest. You travel into the deep void of space, now even more perilous with the Cicatrix Maledictum. You have to navigate through Warp Storms, Void Whales, and encounter all manner or rival or hostile xenos in the name of your species to bring the prospect of loot and glory to you and your crew.
Recently, your ship has made a startling discovery! You have fount a space hulk and you have particular knowledge of a certain relic treasure legend to reside within the massive vessel up for the taking! However, your crew may not be the only ones searching for the relic and there is bound to be many dangers and hidden threats aboard the derelict Fallen Crucifiable space hulk!
Setting:
The Warhammer 40,000 universe will of course be the setting. This will be a mixture of Space Hulk and Rouge Trader. Your pirate crew will dock with the hulk and search out the ship in order to find the relic. However, so will everyone else's crew as well as you encounter each other, or perhaps something even more frightening! Alliances will be made, battles will be fought, it is up to your crew and your captain to bring glory and fortune, but many horrors await you aboard the derelict Space Hulk!
Playable races and factions:
.Imperial Rouge Traders
.Imperial Navy Breachers
.Space Wolves Boarding party
.Eldar Corsairs
.Adeptus Mechanicus Exploration fleet.
.Ork Freebooterz (I'll be playing an Ork Kaptian named Dakkamasta Shootaluva).
.The Red Corsairs (Chaos Space Marines).
.Dark Eldar/ Drukhari.
.Tau The Lur'tae'mont Separatists
.Tau 4th Sphere Expeditionary Fleet Recon Team.
.Lost Necron Pirates.
.Genestealer Cult Pirates (In canon there's not much of these, but I'd be willing to give it a try.)
Non-playable races:
.Tyranids (I have something special in store for them.)
.Chaos Daemons (Also, they may show up as NPC's or baddies.)
Rules:
1.Because I sort of want your characters to survive the several fun plot twists and surprises I have in store for you. I am at the moment considering the roleplay to be more narrative style and not much stats and dice rules for the time being. (Unless the group wishes to vote for the roleplay to have stats and dice with me being the GM.)
2.Your characters are Warhammer pirates, privateers, and all manner of xeno in space. So bearing that in mind you can't be overpowered. I'm open to one or two psykers, but they have to be normal military grade or sort of like Navigators. Certain races I will allow to have more potent psykers, but please try to balance your psykers out. You're not going to have someone like Magnus the Red aboard your vessel.
3.Crew composition for each player should be around a Kill Team, you can't field an entire Astra Militarium regiment or a Ork WAAAGH! in the space hulk. You will have limited resources based on how much you brought aboard from your own ship.
4.You are allowed to play just one character or specialist, but do be warned that you maybe outnumbered or easily overwhelmed if you go that route. (You can however join in friendly racial crews in the story with other players. For instance Imperium players can unite.)
5.Your weapons will be limited to portable arms and you will have to worry about ammunition. Each crew will start with a small surplus cache they brought aboard the space hulk, but overtime you will have to concern your crew with conserving ammunition. (Melee is always an option, eh?)
6.I would rather named characters be referenced and not played, not looking for Huron Blackheart to randomly show up here.
7. Vehicles will be limited to scouting units and at a limit of one or two per player and crew, so use them wisely aboard the ship if you decide to bring them aboard the space hulk as there will be no manufactoriums around.
Yar har fiddle dee, being a pirate in the Warhammer 40,000 universe is actually quite rough to be honest. You travel into the deep void of space, now even more perilous with the Cicatrix Maledictum. You have to navigate through Warp Storms, Void Whales, and encounter all manner or rival or hostile xenos in the name of your species to bring the prospect of loot and glory to you and your crew.
Recently, your ship has made a startling discovery! You have fount a space hulk and you have particular knowledge of a certain relic treasure legend to reside within the massive vessel up for the taking! However, your crew may not be the only ones searching for the relic and there is bound to be many dangers and hidden threats aboard the derelict Fallen Crucifiable space hulk!
Setting:
The Warhammer 40,000 universe will of course be the setting. This will be a mixture of Space Hulk and Rouge Trader. Your pirate crew will dock with the hulk and search out the ship in order to find the relic. However, so will everyone else's crew as well as you encounter each other, or perhaps something even more frightening! Alliances will be made, battles will be fought, it is up to your crew and your captain to bring glory and fortune, but many horrors await you aboard the derelict Space Hulk!
Playable races and factions:
.Imperial Rouge Traders
.Imperial Navy Breachers
.Space Wolves Boarding party
.Eldar Corsairs
.Adeptus Mechanicus Exploration fleet.
.Ork Freebooterz (I'll be playing an Ork Kaptian named Dakkamasta Shootaluva).
.The Red Corsairs (Chaos Space Marines).
.Dark Eldar/ Drukhari.
.Tau The Lur'tae'mont Separatists
.Tau 4th Sphere Expeditionary Fleet Recon Team.
.Lost Necron Pirates.
.Genestealer Cult Pirates (In canon there's not much of these, but I'd be willing to give it a try.)
Non-playable races:
.Tyranids (I have something special in store for them.)
.Chaos Daemons (Also, they may show up as NPC's or baddies.)
Rules:
1.Because I sort of want your characters to survive the several fun plot twists and surprises I have in store for you. I am at the moment considering the roleplay to be more narrative style and not much stats and dice rules for the time being. (Unless the group wishes to vote for the roleplay to have stats and dice with me being the GM.)
2.Your characters are Warhammer pirates, privateers, and all manner of xeno in space. So bearing that in mind you can't be overpowered. I'm open to one or two psykers, but they have to be normal military grade or sort of like Navigators. Certain races I will allow to have more potent psykers, but please try to balance your psykers out. You're not going to have someone like Magnus the Red aboard your vessel.
3.Crew composition for each player should be around a Kill Team, you can't field an entire Astra Militarium regiment or a Ork WAAAGH! in the space hulk. You will have limited resources based on how much you brought aboard from your own ship.
4.You are allowed to play just one character or specialist, but do be warned that you maybe outnumbered or easily overwhelmed if you go that route. (You can however join in friendly racial crews in the story with other players. For instance Imperium players can unite.)
5.Your weapons will be limited to portable arms and you will have to worry about ammunition. Each crew will start with a small surplus cache they brought aboard the space hulk, but overtime you will have to concern your crew with conserving ammunition. (Melee is always an option, eh?)
6.I would rather named characters be referenced and not played, not looking for Huron Blackheart to randomly show up here.
7. Vehicles will be limited to scouting units and at a limit of one or two per player and crew, so use them wisely aboard the ship if you decide to bring them aboard the space hulk as there will be no manufactoriums around.
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