GM NPC Komuk

komukGeneral Knowledge

-Sewer war veteran from Necromunda.

-Has deep fear of intelligent mutated giant rats.

-Demolition expert, night goggles.

-Member of Red Redemption cult and has been creating underground army for the cult.

Earlier:

Nightmares from sewers of Necromunda

817.M41

-Get’s contract to supervise vermin catching at Bastion of Saint Drusus at Gravis Major.

818.M41

-Gains approval of Judge Mordechai for his underground HQ at sewers of Bastion of Saint Drusus.

-Becomes hidden agent of Judge Mordechai.

To come:

Final confrontation with mutated giant intelligent ptera-squirrel at nuclear dumps of temperate continent.

WS 40 BS 25 S 31 T 36 Ag 39 Int 25 Per 39 WP 3 Fel 29
Movement: 3/6/12/24 Wounds: 11 ArmorFate: 2 InsanityCorruption: Spent EXP:
Skills: Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface), Scholastic Lore (Tactica Imperialis)
Talents: Armour of Contempt, Disarm, Weapon Training (Las, Low-Tech)
Traits:
Gear: laspistol and sword, combat vest, Imperial Guard flak armour, grapnel and line,
12 lho sticks, magnoculars

  • Laspistol Pistol – Las Range 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Half; Reliable
  • Ceremonial Sword One-Handed Melee – 1d8+3 R; Pen 2; Balanced, Primitive 2

Aptitudes: 2 x Perception, Wounds, Fieldcraft, Fellowship, Intelligence, Social, Tech

Special:

  • Teeming Masses in Metal Mountains: A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests.
  • Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.
  • Nothing Escapes My Sight: In addition to the normal uses of Fate points (see page 293), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus.

Twist of Fate: A suspicious mind is a healthy mind.

  • Increase this character’s Perception characteristic by 2.
  • Additionally, he may re-roll Awareness tests to avoid being Surprised.

Career origin

Hive city

Hive world rules
A character from a hive world applies the following benefits during character creation:

Characteristic modifiers

  • + Agility, + Perception, – Willpower
  • Fate threshold 2 (Emperor’s Blessing 6+)
  • Home world bonus
    Teeming Masses in Metal Mountains: A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests.
  • Home world aptitude
    Perception
    Wounds
  • A hive world character starts with 8+1d5 wounds.
  • Recommended backgrounds
    Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast

Background

Imperial guard rules
A character with the Imperial Guard  background applies the following benefits:

Starting skills: Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface)
Starting talents: Weapon Training (Las, Low-Tech)
Starting equipment: Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour, grapnel and line,
12 lho sticks, magnoculars
Background bonus: Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.
Background aptitude: Fieldcraft
Recommended roles: Assassin, Desperado, Hierophant, Warrior

Role

seeker special rules
A Seeker character gains the following benefits:
role aptitudes
Fellowship, Intelligence, Perception, Social, Tech
role talent
Disarm
role bonus
Nothing Escapes My Sight: In addition to the normal uses of Fate points (see page 293), a Seeker character may spend
a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus.

Birthright

Fringe survivor: Survivalist

Survivalist 
There are those who, for whatever reason, move about from place to place, never staying in one spot for very long. Some are nomadic families and tribes who move about their world’s continents following herds or other resources. Some are miners or merchants who go about plying their trade or wares. There are others who not only move about across the land, but also go from system to system—and beyond!
Whatever background your family has, this is the life you were born into. Your life is that of a nomadic wanderer, with little permanence. But you do have skills and honed instincts that keep you alive in the most hostile of climates. You are alert for danger and know how to survive in the galaxy’s myriad wildernesses. However, you have also witnessed many horrors of this galaxy through you travels as there are places in this universe that man was not meant to go. The nightmares still haunt you to this day. Fringe Survivor
Cost: 300xp
Effect: Gain +3 Perception. Additionally, gain the Survival (Int) skill as a trained Basic skill. Also, gain 1 additional Fate Point and 1d5+1 Insanity points.

Lure of the great Imperium: Crusade

A character may select Crusade instead of the Criminal or Renegade entries on the standard Origin Path table. The Imperium is in a near-total state of war, and the need for those willing to fight in the Emperor’s name is great. In these times, great armies are raised, a Warmaster is named, and crusades head out in massive campaigns to smash the enemy into oblivion. As great as the Imperial war machine is, there are thousands of smaller units and PDFs that struggle
to hold out until reinforcements arrive. Many citizens answer the clarion call to march in the name of the Golden Throne.
There are some who have been charged with eliminating the enemy from their territory, and just as they are about to complete the herculean task set before them, the cowardly enemy flees across the expanse. It’s only fit and right for these soldiers of the Imperium to pursue such cowards and eliminate them with extreme prejudice as an affront to the God-Emperor of Man. Others excel at martial combat, trained by the Imperiumt until their skills are razor-sharp. These men and women comprise the elite forces that are aimed at the enemies of the Imperium, striving to become ever better by seeking out other warriors on the field of battle and test their
mettle in single combat—either learning new techniques in the process, or becoming another casualty of war.

Call to War
The Imperium called on you to help fight its wars. You have trained with and fought beside the best, and you have the scars to prove it. You spent a long time training to be the Emperor’s Hammer and learned a number of useful skills and tactics. Perhaps you faced off against Eldar corsairs, or maybe you hunted down the greenskin Orks, perhaps you even battled against some other foe. Whoever the enemy was, you not only fought against them, but learned a number of their weaknesses as well. Though you may have a different life now, you have not forgotten the basics that you have learned as you head out into the unknown of the void.
Cost: 150xp
Effect: Gain +5 Ballistic Skill. Additionally, gain the Talents Peer (Military) and Hatred (select from the following list: Eldar, Orks, Kroot, Chaos, or other as approved by the GM).
In addition, gain +1d10 Insanity points to represent the horrors of war.

Trials and Travails: Darkness, Dark Secret

The galaxy is a dark and unforgiving place; anyone who says otherwise is a fool! As happens in the universe, some are selected by things dark and terrible. Their exposure to such things has left its mark upon their souls. Some study forbidden tomes and texts in the hopes of learning some
arcane or esoteric lore. Others have been victim to a warpincursion, a tear in the barrier between the material universe and the Realm of Chaos. A rare few have been touched by something wicked, even possessed by it, and now carry the burden of that encounter—seeking to rid themselves of the affliction before they either succumb to it or are found out by their peers or the authorities.

Dark Secret
There’s a secret you carry with you that, if known by others, could destroy you. Perhaps you were the unfortunate victim of a possession, and even though you fought the entity off its mark is forever upon you. Or maybe you carry within you some xenos artefact, such as a Yu’vath device, and you seek a way to rid yourself of it. Whatever the secret is, you’re sure it will devastate you and your friends if found out. There are no lengths you would not go to prevent that discovery.
Cost: 200xp
Effect: The character carries within him the mark of his past. Something terrible happened to him, but it gave him a great advantage as well. Add +6 to any one Characteristic. However, the character also harbours a dark secret he struggles to be rid of. Gain +1d5 Insanity Points and work with the GM to determine what this is and what circumstances are required to remove it. It should be something difficult, rare, esoteric, and very dangerous for the Explorer (such as getting blasted with gamma rays from a certain pulsar at a certain time).

Motivation: Exhilaration; Thrill of war

What joy is there in the mundane? What pleasure can be found in experiences already oft-tasted? To your mind, there is little if any excitement left in civilised realms. For you, the unexplored is a source of endless amusement, the rush of battle a sensation to be relished anew each time.
New horizons and thrills are your aim and your goal, and everything else is simply a means to that end. But you grow worried, in the quiet moments, for what will you do once you’ve had it all? What joys remain for one who has seen and done everything?

The Thrill of War
You live for excitement, and no greater excitement can be found than that of battle. You yearn for the din and mayhem of conflict, the tests of skill, wits and courage, and eagerly seek out fights wherever they can be found. Others may condemn you as a warmonger or find your belligerent ways off-putting, but your heart craves the rush of battle and such a thing should not be denied. Even in times of peace, you prepare for war, duelling for sport and honour, honing your skills and musing through countless theoretical strategies in anticipation of wars to come.
Cost: 250xp
Effects: Gain Scholastic Lore (Tactica Imperialis) as a trained Skill. Additionally gain the Nerves of Steel and Quick Draw Talents. Finally, gain +3 Weapon Skill or Ballistic Skill, but suffer –3 Fellowship.
No Joy Unexplored: Whatever the pleasure, you have indulged in it. Your hedonism defines you, your reputation is dark and sordid, and you are not sated yet. Amongst the unknown must be sights and sounds and experiences as yet undreamt of by mankind, and you cannot stop until you have found and sampled them! The world around you grows dull and grey as you begin to exhaust the possibilities of pleasure, and even the strictest taboos of your culture are becoming increasingly tempting in your desperate search for something new to satisfy you. Whatever you find, you may not escape it unscathed —or unchanged.
Cost: 200xp
Effects: Gain the Decadence Talent, Carouse as a trained Skill, and gain +3 Toughness or Fellowship. However, diverse and possibly ill-advised experiences have left their mark, tainting the character and making him incautious of further risks. Gain 1d5 Corruption Points and reduce suffer –3 Willpower.

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Komuk’s underground HQ at Bastion of Saint Drusus

Habitat Type: Underground habitat
Machine Spirit: Unknown
Past histories: Ancient Foundations, +10 bonus for acquisition of an archeotech
Power output: 25 – Consumption: 13 = +12 Reserve
Space used: 13
Crew rating: 35 Population: 100 Morale: 105 Creed: High

Officers

  • 1 (+15 division to skills)
  • 2 (+15 division to skills)
  • 3 (+15 division to skills)

Notable characters

  • Komuk the Vermin Catcher

Essential components

  • Ancient Plasma Core Network Pow: +25 Space: External
  • Military HQ Pow: 3 Space: 2, +5% Command, +5% Ballistic Skill Tests to fire Weapons to the orbit; On Critical Hit 3+ on 1d10 becomes unpowered. Commanded by Sanitation Specialist Komuk
  • Imperial Standard Crew Quarters Pow: 2 Space: 2
  • Life sustainer: None
  • Augury: None

Suplemental components

  • Armor Plating (local variant) Pow: 0 Space:
  • Fortified Rally-point Pow: 1 Space: 1, makes habitat easier to defend, +10 to defensive boarding actions.
  • Hexagrammic Cell Pow: 2 Space: 1, allows separate (safe?) storage of psychic persons or material
  • Barracks Pow: 2 Space: 4, Extra Stuff whilst doing Military Objectives (x2), Can station 10.000 Troops, +20% Command for Boarding/Hit & Run Actions if Troops are allocated.
  • Best quality Shrine of the Red Redemption Cult Pow: 1 Space: 1, Increase Morale Permanently by 5; Extra Stuff whilst doing Creed Objectives (x2), Sanctified habitat
  • Munitorium Pow: 2 Space: 3, Extra Stuff whilst doing Military Objectives (x0.5); +1 Damage to Macrobatteries; If Component Damaged, Explodes (2d5 Hull Integrity, Another Component on Fire)

Weapons

  • Dorsal plarform: None installed

Special:

  • Undergound: Augury check to reveal habitat components with Focused Augury action requires 1 extra DoS. ‘
  • Sanctified: Daemons manifesting at the habitat require 1 extra DoS to pass Instability Checks.

Space combat actions: Rogue Trader corebook page 217->

Expanded Boarding rules

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Resources of Komuk

Profit Factor Total: 12

Income:

  • +3 Imperial Warrant for vermin catching
  • +2 Precinct-fortress of Imperial Friendship Bridge for psyker containment and transport
  • +2 Hidden funding by Judge Mordechai
  • +1 Tithes from the shrine of Red Redemption cult.
  • +3 From mayor Usindra for conducting surveillance on important visitors at Bastion of Saint Drusus
  • +1 Surplus gear from techno-mat Blunt

Expenses

Burned