The Goblin Brigade: Wild and filthy space pirates. A loose conglomeration of mostly human criminal crews, banded together through a shared love of substance abuse and the destruction of order. It is very common for groups and gangs within the brigade to fight, bicker, and kill one another - each crew always having some mad scheme to screw over another.
This spacefaring human conglomeration of space pirates has their key outpost in an abandoned Imperial Outworld Security space station known as "Auntie".
4HD, AC14 (Makeshift medium armour), Bull Rifle: d8, Cybernetic claws: d6 x 2, Special Ability: All Goblin Brigade members have a variety of narcotics on their person, d6 doses of the following: Wrack (red vial): Increase To Hit and damage by d4 for d6 rounds, Ruin (grey pill): Ignore damage for d6 rounds (still take damage but won’t be affected by HP dropping to 0 or below till after the drug wears off), Hype (green vial): Attack twice a round for d6 rounds, collapse in exhaustion when the drug wears off.
Goblin Brigade Key Goal: See the Grand Empire of Order burn, while as high as possible.
Goblin Brigade Spacecraft: Old, rotted and clunky. Often reinforced and repaired with chunks of scavenged scrap. Onboard, crude murals, venerating dead crew members or gang iconography are sprayed across bare metal panels. Special Ability: Goblin Brigade technicians are able to easily hack into the comlogs of other spacecraft, listening in on conversations or pilfering systems for valuable data (Computing Skill: 6). Changes to generic spacecraft class statistics: -d4 to all statistics.
Kontroll 2 by Chenthooran: https://www.deviantart.com/chenthooran/art/Kontroll2-481653351 |
D10 Goblin Brigade Sub Crews:
- Siphons: Wear black heavy armour (AC17) and heavy makeup (surprisingly clean). Drink the blood of defeated foes.
- Elementals: Forgo armour, and are always barefoot (sometimes naked) (AC12). Have an abundance of fire grenades (d8 damage to target and all Nearby).
- Witches: All-female crew (apart from males kept in storage for breeding). Excellent in the field Technicians, can use computing skill (6) to shut down enemy weapons.
- Beasts: Extremely heavy set from an over indulgence in cybernetics (are actually all androids). Prefer the use of melee weapons (+2 To Hit and Damage).
- Fathoms: Wear ragged multicoloured robes (and constantly ingest psychedelic narcotics). Are Khybe sensitive, d8 Khybe points and can conduct Level 1 and 2 Khybe Casting.
- Heretics: Wear scavenged and semi-destroyed Imperial security heavy armour (AC17) and secretly romanticise the law and order the Empire brings.
- Fiends: All member eyes replaced with red cybernetic globes that grant +2 To Hit and Damage. These are accompanied with a brain implanted commlink infested with an A.I that has control of the whole crew.
- Fungals: Attire and armour crudely painted white, gauze covers face beneath helmet (beneath garb, bloody and aggravated colonies of space fungus sprout from skin).
- Bugs: All equipped with cybernetically implanted jetpacks (very cheaply - malfunctions or misfires often cause the space pirate to explode). Prefer communicating via Dataplane.
- Spiders: Legs replaced with grasping cybernetic simian limbs, designed for combat and operations in low/zero gravity environments. Thin, frail and gaunt from lack of gravity.
This kind of thing is totally my jam. Excellent work. Love it!
ReplyDeleteNo, thank you for writing and sharing this stuff.
DeleteBest space pirates EVAH!
Neat
ReplyDeleteCheers!
DeleteThanks Bill.
ReplyDelete