Rogue Trader

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Rogue Trader

Post  Debesh on Sun Jan 15, 2012 5:21 am

Rogue Trader is a roleplaying game set in the WH40k universe. You play as a titular Rogue Trader and his closest minions, traveling the universe in search of the greatest profit you can possibly eke out.
There are also ponies.

Most of our discussion is on Mibbit, and the #NeonCaballusEvangelion channel. This might change in the future, but that's where we are for now.
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Re: Rogue Trader

Post  Dsarker on Sun Jan 15, 2012 5:22 am

Imperial Rose TURRET RATING 2
LUNAR Class Cruiser SHIELDS Repulsor Dual Void Shield
ARMOUR 20
SPEED 5 HULL INTEGRITY 70
MANOEUVRABILITY 10
DETECTION 15 SPACE AVAILABLE 75 POWER AVAILABLE: 75
SPACE Left Over 16 POWER USED 62
Skill Test Modifiers Weapon Capacity Prow, Port x2, Starboard x2
Tech-Use Repair Ship/Emergency Repairs 10, CMD/Hit&Run 20, CMD/Hit&Run (Def) 20, Crew Disposition: Fanatical
Crew Max 100% Crew Quality Competent (30)
Morale Max 100%
Normal Operations (Morale)

Achievement Bonuses
Achievement Bonuses: Trade + 100 Military + 25

Essential Components
Jovian Pattern Class 4 Drive , Custom Drive Name , Gellar Field, Emergency Field (Roll 1d10, on 3+ Geller Field Activates if vessel is drawn into the Warp), Combat Bridge (CL,C,CB,CG) , Vitae Pattern Life Sustainer , M-201b Auger Array , Voidsmans Quarters
Supplemental Components
Compartmentalized Cargo Hold, Munitorium (Explodes if Damaged, 2d5 HI loss and 1 Component on Fire), Teleportarium (Archeotech) (Can make H&R attacks without Piloting Test),

Complications / Past Histories
Stoic (Endeavour Profit Factor -1, If component DMG/unpowered roll 1d10, on >=7 ignore result), Wolf in Sheep's Clothing (3 components don't show on scans OR appear as different Component of same type)

Weapons
Titanforge Lance Battery [Strength: 2, Damage:1d10+4, Crit Rating: 3, Range: 6] Location:PROW
Mars Pattern Macrocannon Broadside [Strength: 6, Damage:1d10+3, Crit Rating: 5, Range: 6] Location:PORT
Mars Pattern Macrocannon Broadside [Strength: 6, Damage:1d10+3, Crit Rating: 5, Range: 6] Location:STARBOARD
Mezoa Macrocannons [Strength: 4, Damage:1d10+4, Crit Rating: 5, Range: 5] Location:PORT
Mezoa Macrocannons [Strength: 4, Damage:1d10+4, Crit Rating: 5, Range: 5] Location:STARBOARD


Last edited by Dsarker on Sun Jan 15, 2012 5:37 am; edited 1 time in total
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Re: Rogue Trader

Post  Slag on Sun Jan 15, 2012 5:32 am

Yuri "Smartass" Smirnov's Character Sheet.


Last edited by Slag on Sun Feb 19, 2012 12:41 am; edited 3 times in total

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Re: Rogue Trader

Post  Dsarker on Sun Jan 15, 2012 7:15 am

Pony.

WS: 20+2d10
BS: 10+2d10
S: 25+2d10
T: 25+2d10
Ag: 30+2d10
Int: 30+2d10
Per: 25+2d10
WP: 25+2d10
Fel: 35+2d10


Origins.

Race: Pick either Pegasus, Earthpony, or Unicorn. Pegasi can fly at double their AB and get a +5 bonus to agility. Earthponies gain the Sturdy trait and get a +5 bonus to toughness. Unicorns gain Invocation, Psy Rating 1, a number of minor psychic powers equal to their Willpower Bonus and a +5 bonus to willpower.

Cutie Mark: Pick a skill. You start with that skill trained, and a +3 bonus to the characteristic for that skill. You can purchase the second and third skill levels for 200 xp at ranks 3 and 5, respectively.


All ponies are xenos. They gain the Non-Imperial and Speak Not Unto The Alien traits.

Human drugs do not work upon ponies, although poisons and toxins have normal effects. Any medicae test by a pony upon a non-pony or a non-pony upon a pony are one degree harder in difficulty due to differing needs. Bionics have no effect upon ponies.

Ponies are unable to use weapons that have not been customised for ponies. For ranged weapons, this means a side mount. This mount combines Forearm Mount and Vox Operated adaptations, though is not restricted to pistols. All weapons with a side mount lose the Accurate quality and gain the Inaccurate quality if they do not have it already. Melee weapons lose the Balanced quality and gain the Unbalanced quality if they do not have it already. If they do have it already, they gain the unwieldy quality instead. All pony weapons are automatically a degree rarer.

Armour requires adaptation for ponies. This means they are one degree rarer.

Common Skills: Common Lore (Ponies) (Int), Charm (Fel), Speak Language (Pony) (Int).
Common Traits: Cute, Ghosty Giggling, Egalitarian Society, Naivety, Helpful Nature, Unnatural Carrying Capacity, Quadruped

Cute: Ponies gain the Unnatural Fellowship (x2) trait. All Willpower tests to prevent a Charm attempt by a pony are at Difficult (-10) for humans.

Ghosty Giggling: Ponies may make a Fellowship test instead of Willpower to resist Fear. If they succeed, they may also prevent a group up to their Fellowship bonus in number from falling victim to fear.

Egalitarian Society: Ponies have little experience with the Feudal system ubiquitious in the Imperium. Any attempts to Intimidate a pony using rank automatically fail. This does not apply to other ponies' Intimidation attempts.

Naivety: Seduction attempts on ponies are at Hard (-20). Ponies with more than 20 Corruption points lose this trait.

Helpful Nature: If an ally with the talent Double Team would gain its effects from a pony, he instead gains double, as if the pony also had Double Team.

Unnatural Carrying Capacity: When attempting to lift something beyond the pony's normal lift capacity, a pony can choose to make a Willpower test instead of a Strength test. If they pass, they are able to lift the object with no penalties. At 1-2x Lift capacity, they receive no modifiers. At 2-3x, they receive a -10. At 3-4x, they receive a -30. Beyond 4x, they are unable to lift the object.

New Skills:

Common Lore (Pony): Knowledge of Pony culture, caste system, laws, basic knowledge of major cities.
Literacy (Pony): Knowledge of Pony written language.

New Talents:

D'awww
Prerequisites: Pony, Cute.

The Pony is sufficiently experienced with non-ponies that he can act in a cute manner to more people. He gains a +10 modifier to Charm tests with non-ponies.

Ad'awwwable
Prerequisites: Pony, D'awww.

The Pony acts in a cute manner. For the next 5 rounds or next minute in narrative time, the pony can do nothing but act in an extremely silly and cute manner. All watching are compelled to watch it, though they receive Difficult (+0) Willpower checks to resist if clear and imminent danger would result.


Beyond Cute
Prerequisites: Pony, Ad'awwwable.

The Pony is cute enough that people who can see the pony can ignore the horrifying events around them. Characters who can see the pony may choose to spend a round or a minute of narrative time admiring the pony and ignore insanity and corruption points gained that turn up to a maximum of the pony's Fellowship bonus each.


Wanderer Characteristic Advances
Characteristic Simple Intermediate Trained Expert
Weapon Skill 250 500 750 1,000
Ballistic Skill 500 500 750 1,000
Strength 250 500 1,000 2,500
Toughness 250 500 750 1,000
Agility 250 500 750 1,000
Intelligence 100 250 500 750
Perception 500 750 1,000, 2500
Willpower 100 250 500 750
Fellowship 100 250 500 750



Rank 1 Wanderer Advances
Advance Cost Type Prerequisites
Awareness 100 Skill
Barter 100 Skill
Common Lore (Pony) 100 Skill
Charm 100 Skill
Dodge 100 Skill
Evaluate 100 Skill
Inquiry 100 Skill
Literacy (Pony) 100 Skill
Performer (Choose One) 100 Skilll
Security 100 Skill
Silent Move 100 Skill
Sound Constitution (x2) 200 Talent
Speak Language (Pony) 100 Skill
Speak Language (Low Gothic) 100 Skill
Basic Weapon Training (Universal) 500 Talent

Rank 2 Wanderer Advances
Advance Cost Type Prerequisites
Acrobatics 200 Skill
Barter +10 200 Skill Barter
Charm +10 200 Skill Charm
Climb 100 Skill
Common Lore (Administratum) 200 Skill
Common Lore (Koronus Expanse) 200 Skill
Common Lore (Pony) +10 200 Skill Common Lore (Pony)
Concealment 200 Skill
Deceive 100 Skill
Disguise 200 Skill
Forbidden Lore (Xenos) 200 Skill
Gamble 200 Skill
Scholastic Lore (Archaic) 200 Skill
Scholastic Lore (Bureaucracy) 200 Skill
Scholastic Lore (Legend) 200 Skill
Scrutiny 200 Skill
Shadowing 200 Skill
Sleight of Hand 200 Skill
Speak Language (High Gothic) 200 Skill
Trade (Archaeologist) 200 Skill
Melee Weapon Training (Primitive) 100 Talent
Heavy Weapon Training (Universal) 500 Talent
Polyglot 500 Talent Int 30, Fel 30

Rank 3 Wanderer Advances
Advance Cost Type Prerequisites
Literacy 100 Skill
Speak Language (High Gothic) 100 Skill
Awareness +10 200 Skill Awareness
Barter +20 200 Skill Barter +10
Blather 200 Skill
Carouse 200 Skill
Charm +20 200 Skill Charm +10
Common Lore (Adeptus Mechanicus) 200 Skill
Common Lore (Imperium) 200 Skill
Common Lore (Pony) +20 200 Skill Common Lore (Pony) +10
Contortionist 200 Skill
D'awww 200 Talent Pony, Cute
Forbidden Lore (Pirates) 200 Skill
Interrogation 200 Skill
Scholastic Lore (Astromancy) 200 Skill
Scholastic Lore (Heraldry) 200 Skill
Search 200 Skill
Secret Tongue (Underdeck) 200 Skill
Speak Language (Eldar) 200 Skill
Trade (Astrographer) 200 Skill
Sound Constitution (x2) 200 Talent

Rank 4 Wanderer Advances
Advance Cost Type Prerequisites
Ciphers (Rogue Trader) 200 Skill
Ciphers (Underworld) 200 Skill
Common Lore (Underworld) 200 Skill
Common Lore (War) 200 Skill
Deceive +10 200 Skill Deceive
Disguise +10 200 Skill Disguise
Dodge +10 200 Skill Dodge
Forbidden Lore (Heresy) 200 Skill
Logic 200 Skill
Scholastic Lore (Chymistry) 200 Skill
Trade (Linguist) 200 Skill
Decadence 200 Talent T 30
Takedown 200 Talent
Infused Knowledge 500 Talent Int 40
Melee Weapon Training (Universal) 500 Talent

Rank 5 Wanderer Advances
Advance Cost Type Prerequisites
Ciphers (Mercenary Cant) 200 Skill
Common Lore (Administratum) 200 Skill
Command 200 Skill
Concealment +10 200 Skill Concealment
Evaluate +10 200 Skill Evaluate
Forbidden Lore (The Inquisition) 200 Skill
Scholastic Lore (Beasts) 200 Skill
Scholastic Lore (Occult) 200 Skill
Security +10 200 Skill Security
Silent Move +10 200 Skill Silent Move
Trade (Rememberancer) 200 Skill
Rapid Reaction 200 Talent Ag 40
Rapid Reload 200 Talent
Sound Constitution (x2) 200 Talent
Talented (Barter) 200 Talent
Total Recall 200 Talent Int 30
Ad'awwwable 300 Talent Pony, D'awww
Hard Bargain 500 Talent

Rank 6 Wanderer Advances
Advance Cost Type Prerequisites
Common Lore (Adeptus Arbites) 200 Skill
Concealment +20 200 Skill Concealment +10
Deceive +20 200 Skill Deceive +10
Scholastic Lore (Judgement) 200 Skill
Security +20 200 Skill Security +10
Leap Up 200 Talent Ag 30
Light Sleeper 200 Talent Per 30
Jaded 200 Talent WP 30
Mimic 200 Talent
Assassin Strike 200 Talent Ag 40, Acrobatic
Nerves of Steel 200 Talent
Talented (Choose One) 200 Talent
Step Aside 500 Talent Ag 40, Dodge

Rank 7 Wanderer Advances
Advance Cost Type Prerequisites
Acrobatics +10 200 Skill Acrobatics
Blather +10 200 Skill Blather
Common Lore (Koronus Expanse) +10 200 Skill Common Lore (Koronus Expanse)
Forbidden Lore (Xenos) +10 200 Skill Forbidden Lore (Xenos)
Inquiry +10 200 Skill Inquiry
Logic +10 200 Skill Logic
Scrutiny +10 200 Skill Scrutiny
Search +10 200 Skill Search
Shadowing +10 200 Skill Shadowing
Silent Move +20 200 Skill Silent Move +10
Sleight of Hand +10 200 Skill Sleight of Hand
Wrangling 200 Skill
Double Team 200 Talent
Sound Constitution (x2) 200 Talent
Peer (Choose One) 200 Talent Fel 30
Talented (Choose One) 200 Talent
Mighty Shot 500 Talent BS 40
Whispers 500 Talent Int 40, Fel 30

Rank 8 Wanderer Advances
Advance Cost Type Prerequisites
Acrobatics +20 200 Skill Acrobatics +10
Awareness +20 200 Skill Awareness +10
Blather +20 200 Skill Blather +10
Common Lore (Koronus Expanse) +20 200 Skill Common Lore (Koronus Expanse) +10
Disguise +20 200 Skill Disguise +10
Evaluate +20 200 Skill Evaluate +10
Forbidden Lore (Xenos) +20 200 Skill Forbidden Lore (Xenos) +10
Inquiry +20 200 Skill Inquiry +10
Logic +20 200 Skill Logic +10
Scholastic Lore (Legend) +10 200 Skill Scholastic Lore (Legend)
Scrutiny +20 200 Skill Scrutiny +10
Search +20 200 Skill Search +10
Shadowing +20 200 Skill Shadowing +10
Talented (Choose One) 200 Talent
Flame Weapon Training (Universal) 500 Talent
Hip Shooting 500 Talent BS 40, Ag 40
Beyond Cute 600 Talent Pony, Ad'awwwable
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Re: Rogue Trader

Post  Slag on Thu Jan 19, 2012 10:46 pm

New Vehicles (These will probably be used against us more than by us, honestly):

Valkyrie Gunship:
Valkyrie Gunship

Type: Flyer
Tactical Speed: 24m / 12 AUs
Cruising Speed: 1,000 kph
Manoeuverability: +5
Structural Integrity: 30
Size: Massive
Armor: All 22
Crew: Pilot, Co-pilot, 2 Gunners
Carrying Capacity: 10 people or equivalent cargo plus one ton of cargo or can be refitted to carry one vehicle of enormous size or less.

Weapons:

1 Pilot-operated Nose-mounted Multilaser (Facing Front/Left/Right, Range 250m (3 AUs), Heavy, -/-/10, 3d10+3 E, Pen 4, Clip 200, Reload 3Full)
2 Gunner-operated Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m (2 AUs), Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 2Full)
2 Co-pilot operated Rocket Pods(Facing Front, Range 250m (3 AUs), Heavy, S/-/3, 3d10 X, Pen 10, Blast (1) OR 2d10 X, Pen 4, Blast (6), Clip 15, Reload N/A)
OR
6 Co-pilot operated Hunter-Killer Missiles (Facing Front, Range 350m (4 AUs), Heavy, S/-/-, 3d10+10 X, Pen 12, Blast (1), Clip 1, Reload N/A)

Special Rules:

Flyer:This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
Vector Thrust Engines: The Valkyrie Gunship may count as a Skimmer (and follow all the rules for a Skimmer) at any time, except it may fly at any altitude.
Availability: Very Rare
Vulture Gunship:
Vulture Gunship

Type: Flyer
Tactical Speed: 26m / 13 AUs
Cruising Speed: 1,500 kph
Manoeuverability: +10
Structural Integrity: 30
Size: Massive
Armor: All 22
Crew: Pilot, Co-pilot
Carrying Capacity: None

Weapons:
1 Pilot-operated Nose-mounted Heavy Bolter (Facing Front/Left/Right, Range 120m (2 AUs), Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 2Full)
2 Co-pilot operated Rocket Pods(Facing Front, Range 250m (3 AUs), Heavy, S/-/3, 3d10 X, Pen 10, Blast (1) OR 2d10 X, Pen 4, Blast (6), Clip 15, Reload N/A)
OR
6 Co-pilot operated Hunter-Killer Missiles (Facing Front, Range 350m (4 AUs), Heavy, S/-/-, 3d10+10 X, Pen 12, Blast (1), Clip 1, Reload N/A)
OR
2 Co-pilot operated Hellstrike Missiles (Facing Front, Range 500m (5 AUs), Ordinance, S/-/-, 5d10 X, Pen 15, Blast (1), Clip 1, Reload N/A)
OR
1 Co-pilot operated Twin-linked Autocannon (Facing Front, Range 300m (3 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 500, Reload N/A, Twin-linked)
OR
1 Co-pilot operated Twin-linked Lascannon (Facing Front, Range 500m (5 AUs), Heavy, S/–/–, 5d10+10 E, Pen 10, Clip 50, Reload N/A, Twin-linked)
OR
1 Co-pilot operated Twin-linked Punisher Cannon (Facing Front, Range 250m (3 AUs), Ordinance, -/-/50, 1d10+5 I, Pen 3, Clip 1000, Reload N/A, Sweep)

Special Rules:
Flyer:This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Sweep: Any gun with this quality can select any targets within 15m of each other at maximum and spreads its rounds amongst all of them. Each hit is delivered to every target, with each target hit counting as a single shot, until there are no more shots left. If there are any hits that do not have enough shots left to spread over every target, who is hit by the remaining shots can be selected by the firer.
Vector Thrust Engines: The Valkyrie Gunship may count as a Skimmer (and follow all the rules for a Skimmer) at any time, except it may fly at any altitude.
Availability: Extremely Rare
Thunderbolt Fighter:
Thunderbolt Fighter

Type: Flyer
Tactical Speed: 30m/15 AUs
Cruising Speed: 2,500 kph
Maneuverability: +10
Structural Integrity: 24
Size: Massive
Armor: Front 22, Side 22, Rear 20
Crew: Pilot
Carrying Capacity: None

Weapons:
2 Pilot-operated Twin-linked Long-barreled Autocannons (Facing Front, Range 450m (5 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 500, Reload 2Full, Twin-linked)
2 Pilot-operated Air-to-Air Missiles (Facing Front, Range 1km (10AUs), Heavy, S/-/-, 3d10+15 X, Pen 10, Clip 1, Reload N/A)

Special Rules:
Flyer: This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
Pilot Operated Linked Weaponry: All weapons classified as “Pilot-operated” may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Very Rare
Lightning Interceptor/Lightning Strike Ground Attack:
Lightning/Lightning Strike

Type: Flyer
Tactical Speed: 30m/15 AUs
Cruising Speed: 2,500 kph
Maneuverability: +10
Structural Integrity: 24
Size: Massive
Armor: Front 22, Side 22, Rear 20
Crew: Pilot
Carrying Capacity: None

Weapons:
1 Pilot-operated Twin-linked Long-barrelled Lascannon (Facing Front, Range 600m (6 AUs), Heavy, S/–/–, 5d10+10 E, Pen 10, Clip 200, Reload N/A, Twin-linked)
1 Pilot-operated Twin-linked Long-barrelled Autocannon (Facing Front, Range 450m (5 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 500, Reload N/A)
OR
2 Pilot-operated Hellstrike Missiles (Facing Front, Range 500m (5 AUs), Ordinance, S/-/-, 5d10 X, Pen 15, Blast (1), Clip 1, Reload N/A)
2 Pilot-operated Air-to-Air Missiles (Facing Front, Range 1km (10AUs), Heavy, S/-/-, 3d10+15 X, Pen 10, Clip 1, Reload N/A)
OR
4 Pilot-operated Hellstrike Missiles (Facing Front, Range 500m (5 AUs), Ordinance, S/-/-, 5d10 X, Pen 15, Blast (1), Clip 1, Reload N/A)

Special Rules:
Flyer: This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
Pilot Operated Linked Weaponry: All weapons classified as “Pilot-operated” may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Very Rare
Tauros Buggy:
Tauros Buggy

Type: Ground Vehicle
Tactical Speed: 30m
Cruising Speed: 250 kph
Manoeuverability: +5
Structural Integrity: 20
Size: Enormous
Armor: All 20
Crew: Driver, Gunner
Carrying Capacity: 1 passenger

Weapons:
1 Gunner-operated Heavy Flamer (Facing Front/Left/Right, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 55, Reload 3Full, Flame)
OR
1 Gunner-operated Auxiliary Grenade Launcher (Facing Front/Left/Right, Range 80m, Heavy, S/2/3, 2d10 X, Pen 0, Clip 20, Reload 2Full, Blast (4))
OR
Any other weapon weighing under 40 kgs, which must be installed using a challenging (+0) Tech-Use roll.

Special:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Open-topped: Enemies may target the crew and passengers of the vehicle.
Availability: Very Rare.
Leman Russ Battle Tank:
Leman Russ Tank

Type: Ground Vehicle
Tactical Speed: 15m
Cruising Speed: 70kph
Manoeuverability: +0
Structural Integrity: 32
Size: Massive
Armor: Front 40, Side 32, Rear 22
Crew: Driver, Cannoneer, Commander, 3 Gunners
Carrying Capacity: None

Weapons:
1 Cannoneer-operated Battle Cannon (Facing All, Range 450m, Ordinance, S/-/-, 4d10+10 X, Pen 5, Blast (10), Clip 1, Reload 3Full)
1 Gunner-operated Hull-mounted Heavy Bolter (Facing Front, Range 120m, Heavy, -/-/10, 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
1 Gunner-operated Hull-mounted Heavy Flamer (Facing Front, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
1 Gunner-operated Hull-mounted Lascannon (Facing Front, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
2 Gunner-operated Sponson-mounted Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
2 Gunner-operated Sponson-mounted Heavy Flamers (Facing Front/Left/Back or Front/Right/Back, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Lascannons (Facing Front/Left/Back or Front/Right/Back, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Plasma Cannons (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, S/-/-, 2d10+10 E, Pen 8, Blast (1), Clip 32, Reload 3Full, Overheats)
1 Commander-operated Pintle-mounted Storm Bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

Special Rules:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
Targeter Array: The crew of this vehicle gains the Auto-stabilized Trait for firing this vehicle’s weapons.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Very Rare.
Leman Russ Vanquisher Tank:
Leman Russ Vanquisher

Type: Ground Vehicle
Tactical Speed: 15m
Cruising Speed: 70kph
Manoeuverability: +0
Structural Integrity: 32
Size: Enormous
Armor: Front 40, Side 32, Rear 22
Crew: Driver, Cannoneer, Commander, 3 Gunners
Carrying Capacity: None

Weapons:
1 Cannoneer-operated Vanquisher Cannon (Facing All, Range 600m, Ordinance, S/-/-, 5d10+20 X, Pen 25, Clip 1, Reload 3Full)
1 Gunner-operated Hull-mounted Heavy Bolter (Facing Front, Range 120m, Heavy, -/-/10, 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
1 Gunner-operated Hull-mounted Heavy Flamer (Facing Front, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
1 Gunner-operated Hull-mounted Lascannon (Facing Front, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
2 Gunner-operated Sponson-mounted Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
2 Gunner-operated Sponson-mounted Heavy Flamers (Facing Front/Left/Back or Front/Right/Back, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Lascannons (Facing Front/Left/Back or Front/Right/Back, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Plasma Cannons (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, S/-/-, 2d10+10 E, Pen 8, Blast (1), Clip 32, Reload 3Full, Overheats)
1 Commander-operated Pintle-mounted Storm Bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

Special:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
Targeter Array: The driver of this vehicle gains the Auto-stabilized Trait for firing this vehicle’s weapons.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality
does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Extremely Rare.
Leman Russ Exterminator Tank:
Leman Russ Exterminator

Type: Ground Vehicle
Tactical Speed: 15m
Cruising Speed: 70kph
Manoeuverability: +0
Structural Integrity: 32
Size: Massive
Armor: Front 40, Side 32, Rear 22
Crew: Driver, Cannoneer, Commander, 3 Gunners
Carrying Capacity: None

Weapons:
1 Cannoneer-operated Exterminator Cannon (Facing All, Range 300m, Heavy, -/-/10, 4d10+5 I, Pen 4, Clip 500, Reload 2Full, Twin-linked)
1 Gunner-operated Hull-mounted Heavy Bolter (Facing Front, Range 120m, Heavy, -/-/10, 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
1 Gunner-operated Hull-mounted Heavy Flamer (Facing Front, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
1 Gunner-operated Hull-mounted Lascannon (Facing Front, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
2 Gunner-operated Sponson-mounted Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
2 Gunner-operated Sponson-mounted Heavy Flamers (Facing Front/Left/Back or Front/Right/Back, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Lascannons (Facing Front/Left/Back or Front/Right/Back, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Plasma Cannons (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, S/-/-, 2d10+10 E, Pen 8, Blast (1), Clip 32, Reload 3Full, Overheats)
1 Commander-operated Pintle-mounted Storm Bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

Special Rules:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
Targeter Array: The crew of this vehicle gains the Auto-stabilized Trait for firing this vehicle’s weapons.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Extremely Rare.
Leman Russ Punisher Tank:
Leman Russ Punisher

Type: Ground Vehicle
Tactical Speed: 15m
Cruising Speed: 70kph
Manoeuverability: +0
Structural Integrity: 32
Size: Massive
Armor: Front 40, Side 32, Rear 26
Crew: Driver, Cannoneer, Commander, 3 Gunners
Carrying Capacity: None

Weapons:
1 Cannoneer-operated Punisher Cannon (Facing All, Range 250m, Ordinance, -/-/50, 1d10+5 I, Pen 3, Clip 1000, Reload 4Full, Sweep)
1 Gunner-operated Hull-mounted Heavy Bolter (Facing Front, Range 120m, Heavy, -/-/10, 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
1 Gunner-operated Hull-mounted Heavy Flamer (Facing Front, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
1 Gunner-operated Hull-mounted Lascannon (Facing Front, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
2 Gunner-operated Sponson-mounted Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
2 Gunner-operated Sponson-mounted Heavy Flamers (Facing Front/Left/Back or Front/Right/Back, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Lascannons (Facing Front/Left/Back or Front/Right/Back, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Plasma Cannons (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, S/-/-, 2d10+10 E, Pen 8, Blast (1), Clip 32, Reload 3Full, Overheats)
1 Commander-operated Pintle-mounted Storm Bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

Special Rules:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +10 bonus.
Spray: Any gun with this quality can fire at multiple targets with double the normal distance (up to 20m apart). Also, the sheer volume of fire the gun puts out means that more rounds will hit than normal. Every Degree of Success counts as two hits as in Storm and the gun has a 20% bonus to hit on top of all other bonuses.
Targeter Array: The crew of this vehicle gains the Auto-stabilized Trait for firing this vehicle’s weapons.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality
does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Extremely Rare.
Leman Russ Executioner Tank:
Leman Russ Executioner

Type: Ground Vehicle
Tactical Speed: 15m
Cruising Speed: 70kph
Manoeuverability: +0
Structural Integrity: 32
Size: Enormous
Armor: Front 40, Side 32, Rear 26
Crew: Driver, Cannoneer, Commander, 3 Gunners
Carrying Capacity: None

Weapons:
1 Cannoneer-operated Executioner Cannon (Facing All, Range 250m, Ordinance, -/3/-, 2d10+10 X, Pen 8, Blast (2), Clip 60, Reload 4Full)
1 Gunner-operated Hull-mounted Heavy Bolter (Facing Front, Range 120m, Heavy, -/-/10, 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
1 Gunner-operated Hull-mounted Heavy Flamer (Facing Front, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
1 Gunner-operated Hull-mounted Lascannon (Facing Front, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
2 Gunner-operated Sponson-mounted Heavy Bolters (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, -/-/10. 2d10 X, Pen 5, Clip 200, Reload 3Full, Tearing)
OR
2 Gunner-operated Sponson-mounted Heavy Flamers (Facing Front/Left/Back or Front/Right/Back, Range 30m, Heavy, S/-/-, 2d10+4 E, Pen 4, Clip 20, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Lascannons (Facing Front/Left/Back or Front/Right/Back, Range 500m, Heavy, S/-/-, 5d10+10 E, Pen 10, Clip 10, Reload 3Full)
OR
2 Gunner-operated Sponson-mounted Plasma Cannons (Facing Front/Left/Back or Front/Right/Back, Range 120m, Heavy, S/-/-, 2d10+10 E, Pen 8, Blast (1), Clip 32, Reload 3Full, Overheats)
1 Commander-operated Pintle-mounted Storm Bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)

Special:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Ordinance: Ordinance guns are large and very heavy. They can only be used when mounted on a platform or vehicle.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
Targeter Array: The driver of this vehicle gains the Auto-stabilized Trait for firing this vehicle’s weapons.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Availability: Extremely Rare.
Basilisk Self-Propelled Artillery:
Basilisk

Type: Ground Vehicle
Tactical Speed: 12 m
Cruising Speed: 50 kph
Manoeuvrability: +0
Structural Integrity: 16
Size: Massive
Armour: Front 20, Side 20, Rear 18
Crew: Driver, Cannoneer
Carrying Capacity: None

Weapons:
Cannoneer-operated Earthshaker Cannon (Facing All, Range 1250m, Ordinance, S/-/-, 4d10+4 X, Pen 4, Blast (10), Clip 1, Reload 4Full, Indirect)

Special Rules:
Ground Vehicle: This vehicle follows all rules for ground vehicles.
Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack.
Indirect: The Earthshaker cannon may be fired without Line of Sight, but gains the Inaccurate quality while firing in this way and takes the disadvantages of Indirect Fire and a minimum range of 250m, but doubles its range.
Availability: Very Rare
Upgrades:
Vehicle Upgrades

Cheap Additional Armor Plating
Average
Adds 1 AP to all sides or 2 to one side.
This upgrade can be acquired twice, but the second upgrade decreases the vehicle's tactical and cruising speeds by 10%.
Not compatible with Additional Armor Plating.

Additional Armor Plating
Rare
Adds 2 AP to all sides or 4 to one side.
This upgrade can be acquired twice, but the second upgrade decreases the vehicle's tactical and cruising speeds by 10%.
Not compatible with Cheap Additional Armor Plating.

Improved Engine
Very Rare
Increases the vehicle's tactical and cruising speeds by 20%.

Flare/Chaff Pods
Scarce
Can cause a single ballistic attack against a vehicle to suffer a 50% penalty to hit the vehicle.

Ejection Seat/Escape Hatch
Rare
The crew of a vehicle may roll an unmodified Agility test to escape the vehicle at any time, avoiding any threat if the vehicle is being destroyed. The ejected crew scatter as a grenade missed by one degree.

Extra Guns
Use availability of gun with one greater degree of difficulty
Add another gun to the vehicle.


Last edited by Slag on Fri Feb 10, 2012 3:49 am; edited 41 times in total

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Re: Rogue Trader

Post  Dsarker on Fri Jan 20, 2012 9:52 pm

Ponies and Corruption.

Although Ponies are not invulnerable to the Warp, they are sufficiently attuned to their own frequency that the Chaos powers are unable to claim their souls. Thus, while ponies do gain Corruption points, a pony is not removed from play upon reaching 100 Corruption points. Instead, they become a Nightmare, and lose all traits depending on Cute. These may be regained should they choose to burn a fate point. If they do so, and with the help of another character (to be determined by the GM and the pony's player), they may lose all their corruption points as well as all penalties for such things.

Ponies and Insanity.

Ponies are, however, quite able to go insane. However, while they gain Insanity points as normal and upon reaching 100 they are removed from the game, they can choose to burn a fate point. If they do so, and with the help of another character (to be determined by the GM and the pony's player), they may lose all their insanity points. They retain minor disorders, however, as the strain continues to build. If they have three total minor disorders, they have lost their ability to do this, and when they next reach 100 Insanity points, they are removed from the game as normal.
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Re: Rogue Trader

Post  Impending Doom on Fri Jan 27, 2012 8:39 am

Explorator Levi Jerran's Character sheet:

Characteristics:

WS: 28
BS: 42
S: 30
T: 41
Ag: 41
Int: 44
Per: 40
WP: 39
Fel: 31

Wounds: 11
Corruption: 0
Insanity: 3
Fate: 2

Skills:

Awareness
Common Lore (Tech, Machine cult, Koronus Expanse)
Drive (Ground Vehicle)
Forbidden Lore (Archeotech, Adeptus Mechanicus)
Intimidate
Literacy
Logic
Pilot (Flyer)
Speak Language (Explorator Binary, Low Gothic, Techna-Lingua)
Trade (Explorator, Technomat, Armourer)

Talents:

Technical Knock
Quick Draw
Enemy (Ecclesiarchy)
Mechanicus Implants
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Implant

Equipment:

Boltgun (Common)
Power Axe (Good)
Enforcer light carapace
multikey
void suit
injector
sacred unguents
micro-bead
combi-tool
dataslate
Servo-skull w/ hellpistol (Cicero)

Vehicles: Sentinel w/ autocannon (Good)

Special:

Stranger to the Creed: -10 on all tests involving knowledge of the Imperial Creed. -5 on Fellowship tests to interact with members of the Ecclesiarchy in formal settings.

Jealous Freedom: Reacts violently to the prospect of imprisonment or loss of freedom. Can take a Willpower test to avoid this.
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Re: Rogue Trader

Post  Debesh on Mon Jan 30, 2012 1:40 am

Is Mibbit down for anyone else right now?

EDIT:
Just me being daft q;
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Re: Rogue Trader

Post  JaxtalMK2 on Wed Feb 01, 2012 9:45 pm

Stitches' char sheet

Race: Pony, Pegasus.
Cutie mark: Medicae

Characteristics:

WS: 33
BS: 30
S: 40
T: 40
Ag: 53
Int: 61
Per: 44
WP: 44
Fel: 60

Wounds: 13
Corruption: 0
Insanity: 0
Fate: 2

Skills:

Literacy
Medicae
Charm
Common Lore (Pony)
Speak Language(Equesrtrian)
Speak Language(Low Gothic)
Inquire
Dodge
Awareness
Performer (Singer)
Silent Move
Security
Evaluate


Talents:

Basic Weapon Training (Universal)

Traits:
Cute
Ghosty Giggling
Egalitarian Society
Naivety
Helpful nature
Unnatural carrying capacity
Flying

Equipment:
Power armour
Boltgun (Common, Twin-linked, motion predictors)
Medikit
Auspex
Commbead



Last edited by JaxtalMK2 on Tue Feb 07, 2012 9:00 pm; edited 3 times in total
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Re: Rogue Trader

Post  Khenal on Thu Feb 02, 2012 12:07 am

It'z Mekstuf!!


WS:28
BS:31
S:39
T:46
Ag:32
Int:31
Per:36
Wil:28
Fel:23

Woundz: 11
Insanity:0
Fate: 2

Skillz

Awareness
Blather
Carouse
Common Lore (war)
Concealment
Intimidate (+10 from Iron Gob)
Speak Language (Low Gothic)
Tech Use (+10 from Kombi-tool)
Trade (Armorer)

Traitz an' Stuff

Unnatural Toughness (x2)
Sturdy (+20 to grapple or resist movement)
Iron Jaw (Tougness to avoid stun)
True Grit (take 1/2 crit damage round up)
+20 to medicae tests to be treated
Furious Assault (if hit on all out, spend reaction to hit again)
Ork weapon training
Might Makes Right (Intimidate instead of command)
Mob Rule (+10 to resist fear and pin for each ork in 10)
Basic Weapon Training Primitive, SP)
Melee Weapon Training (Universal)
Peer (Blood Axe)
Pistol Weapon Training (Basic, SP, Plasma)


Stuff!


Good Slugga (+5BS, Inaccurate, range:20, Klip:18, s/3/-, 1d10+4, pen 0, reload:full)
Good Blasta (+5BS, Inacurate, range:70, Klip:20, s/2/-, 1d10+6, pen 6, reload: 2 full. Red Lite, Bigga Klip, Kustom Job, Bigga Barrel.)
Best Choppa (+5 WS, Unbalanced, 1d10+5, pen 2, shocking. Sparky knobz)

Squighide Coat and Leggin's (+3 armor everywhere except head)
'ard 'at an' Iron Gob (+4 armor for head)

Void Suit
Nekron Skull
3 Teef
Grapnel
Kombi-Tool
Micro-bead
Vox Caster
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Re: Rogue Trader

Post  Debesh on Tue Feb 07, 2012 9:42 pm

Roit, I need a bit of help here.
Whenever I try to get onto Mibbit's IRC, I get redirected to this page. I have no idea what this means, and my interwebs are otherwise working perfectly. Anyone have any idea what the problem is?
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Re: Rogue Trader

Post  Slag on Tue Feb 07, 2012 10:07 pm

Seems, at least from the URL, that something is blocking you from getting on mibbit. You might have to get a client.

You could try Chatzilla, it's a simple and free addon for Firefox. You'd have to '/attach' to irc.mibbit.net before you can join the channel, but it should work.

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Re: Rogue Trader

Post  drilltooth on Wed Feb 08, 2012 9:54 am

well, got my char finished up, Argos's charsheet
now, to work out how I get into this situation...

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Re: Rogue Trader

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