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  • Deadzone Campaign Special characters

    Some special characters for Deadzone from my gaming groups campaign and some background to go with them:

    These are my groups home-made special characters that we threw together for the Starfall campaign. They are the characters and leaders of our strike teams. They all started normally and were then let evolve, grow and mutate, beyond the rules (with group agreement and consent) until, now, half-way through the campaign, they have all reached maximum rank/xp.

    They are by no means balanced or fair. Several break several rules, and others have entirely new rules (again, all done by group consent and agreement and done by spending extra xp/rp to allow new abilities, increased stats, new equipment, new traits and just things that would be characterful and fit their backgrounds). But these are the dramatis personae of our campaign.

    GCPS - Lieutenant General Clark – 50 points, 7vps
    Lieutenant-General Clark graduated top of his class at one of the most prestigious GCPS Military Academies in the core sectors, showing an intuitive flare for tactics, strategy, combined arms and leadership. He also rated highly in marksmanship, explosives, demolitions, artillery and air support, defence-in-depth, as well as an accomplished avionics and pilot flight officer. He could have had any post of his choosing and there was quite the Bidding war for him among several high-profile corporations. Somehow, Damrod Mining Corp won and put him into their Planetary Guard expeditionary forces. He is one of the youngest Officers in the GCPS. He was posted to Starfall answering directly to General Kleiner, and posted to the obscure, isolated frontier Command outpost NW29, sector Delta.
    S F Sv
    3+ 4+ 4+
    Speed: 1-2
    Armour: 2
    Size: 1
    specials: Tactician (4), Strategist, Tough, Expert Recon (rolls +2 recon dice at start of game)
    Equipment: Officers Sword, Improved Genling 340 “Frontiersman” (as standard but with AP1) with built-in holosight, Custom Sniper rifle (R8, Experimental, Sniper Scope), Twin-flame pistol with holosight (R2 One Use, It burns! May re-roll all dice for the it burns check), Commlink, Energy Shield (2).
    Weapon Options: None.
    Campaign Ability Options: None – Clark is maxed out
    Special: Drone Strike
    Recon: 4+

    GCPS – Ranger Captain Cole – 45 points, 3 vps
    Ranger Captain Cole is the most senior of the Rangers under Lt.General Clarks direct control, both in terms of rank, date of commission and combat experience. He started as a ranger, worked his way to Sergeant and was one of five Ranger Sergeants under Clarks direct command when the Veer-myn attacked. One of the other sergeants was killed in the initial skirmishes and another incapacitated. Cole took command of their faltering squads and welded them into a powerful counter-offensive tool against the Veer-myn, his heroic actions in hand to hand combat helping drive them back. In the Aftermath, Clark reorganised the Rangers into an independent fighting force and gave him a field promotion to Captain.
    S F Sv
    4+ 4+ 3+
    Speed: 1-2
    Armour: 1
    Size: 1
    specials: Tactician (1), Aerial Deployment, Frenzy (1), Scout, Agile
    Equipment: Improved Energy Gauntlet (AP1), Laser Carbine with unlimited AP ammo., Commlink.
    Weapon Options: None.
    Campaign Ability Options: None
    Special: Eye in the Sky
    Recon:5+

    GCPS – Sergeant Weaver – 28 points, 3 vps
    Sergeant Weaver is a career sergeant with over 20 years in Damrod Service. He has been deployed to several hotspots and trouble zones, but never to a Deadzone. He is well liked and well respected by his men. He is incredibly tough and has survived multiple injuries that would fell a lesser soldier several times over. If a job needs to get done, Clark usually sends in Weaver.
    S F Sv
    5+ 5+ 3+
    Speed: 1-2
    Armour: 1
    Size: 1
    specials: Tactician (2), Tough, Covering Fire.
    Equipment: Laser Carbine, Pistol, Energy Gauntlet, commlink.
    Weapon Options: None.
    Campaign Ability Options: None
    Special: Overwatch
    Recon: 5+

    Nameless - Leah “Overmind” Stein – 50 points, 6 vps
    An unknown mutation among the Nameless, the creature only known as “the Overmind” looks like a giant head, with small wings that should not allow it to fly, but somehow do and a writhing mass of tentacles beneath it. It shows prestigious psychic power and regenerative abilities. Its body is extremely well armoured by sub-dermal plating, making it more into a floating tank than anything else. It seems to act as a focal nexus and command point for the Nameless under its command, often sending them forward in suicidal swarms.
    S F Sv
    4+ 4+ 3+
    Speed: 1-2
    Armour: 4
    Size: 2
    specials: Life-Support, Tactician (1), Tough, Psychic
    Equipment: Psychic Barrage (R8, Psychic, Stun, Suppression), Mind Rend (R1 AP4, Psychic), Mind Storm (R3 Blast, psychic. May re-roll one dice for the blast), Jump pack
    Weapon Options: NONE
    Campaign Ability Options: NONE
    Special: Spend an Army Activation dice to allow all friendly Support models to immediately make a sprint move without activating.
    Recon: 8+

    Nameless – The Ripper – 39 points, 4 vps
    The creature known as “The Ripper” is another abberant mutation among the Nameless. A perfect fusion of biological and mechanical, its built-in phase blaster spits highly energised death, capable of melting through the toughest armour, at a prestigious rate. Fast and well armoured, it’s multitude of rending claws, scything talons and razor spines make it a formidable combatant. Fortunately, it’s leadership skills are lacking and swarms under its command are often seen to be crazed and confused.
    S F Sv
    7+ 5+ 3+
    Speed: 2-3
    Armour: 2
    Size: 2
    specials: Logistics, Tactician (1), Tough
    Equipment: Customer phase blaster (R5, AP3, Rapid fire, weight of fire (1). )
    Weapon Options: NONE
    Campaign Ability Options: NONE
    Special: Spend an army special result to make an attack on a cube anywhere on the board and target all enemy models within a cube, rolling a 3 dice Shooting (2) test. If successful, cause all enemies in the cube to immediately be marked as activated.
    Recon: 7+

    Asterian - Ash’lei Overseer of the Windswords – 42 points, 4 vps
    One of a pair of Twins born into a Kalyshi clan, Ash’lei showed promise at a young age for organisation, order and logistics. After a split in the clan over the balance led to the creation of two new clans, she was separated from her sister and found herself in a position of leadership among the Windswords clan. She prefers and favours traditional methods and tactics and tends to prefer not to strike until everything is just right and balanced. Careful planning and preparation are the hallmarks of her attacks, and few can stand before her well prepared assaults.
    S F Sv
    5+ 4+ 4+
    Speed: 1-2
    Armour: 1
    Size: 1
    specials: Tactician (3), Logistics, Deadeye
    Equipment: Staff of Command, Charge Glove, Energy Pulse, Stun grenade
    Weapon Options: None
    Campaign Ability Options: None
    Special: Wheels within Wheels
    Recon: 4+

    Asterian – Del’avon, Overseer of the Windwalkers – 45 points, 5 vps
    Del’avon, twin sister to Ash’lei found her aggressive, warlike polices, lack of patience and explosive temper quickly propelling her into a position of authority, if not respect, among the more militant and aggressive of her Clans Kalyshi. She is an awesome combatant, a whirling dervish of bloodshed in close combat. In melee is where she feels most alive, seeing the splatter and spurt of her foes arterial life blood as artistic. When the clans split, she was unanimously voted leader of the Windwalkers, who favour quick, lightning strikes before the foe can prepare themselves or even know they are under attack by hordes of murderous, frenzied Kalyshi.
    S F Sv
    5+ 2+ 4+
    Speed: 1-2
    Armour: 1
    Size: 1
    specials: Tactician (2), Frenzy (1)
    Equipment: Glaive, Energy Bow, Ap Ammo, Energy Shield (3)
    Weapon Options: None
    Campaign Ability Options: None
    Special: Charge! – Spend an army special result to allow any model, even one that has previously activated to make a Sprint move. If this brings them into an enemy square, they may initiate a melee for free. This does not count as an activation.
    Recon: 4+
    Attached Files

  • #2
    Forge Fathers – Forgefather Sidford – 50 points, 6 vps
    ForgeFather Sidford is the majordomo of the Ceaserian Brotherhood, a minor mercantile and mercenary band of the Forge Fathers. He is also their war leader, recognised for his keen mind and centuries of warfare experience. He has led their small but powerful forces to victory after victory. He is the armoured and mailed right hand to the clans leader, the mastermind behind all their assaults. When he takes to the field, he is like a rock around which the enemy flow, the anvil on which they will be broken. His favoured tactics include scorched earth, burnt ground and the complete razing of all an opponents non- liquidable assets.
    S F Sv
    3+ 4+ 4+
    Speed: 1-2
    Armour:2
    Size: 1
    specials: Tactician (3), Tough, Fire-Control, Solid
    Equipment: Magma Rifle, Dragons Breath
    Weapon Options: None
    Campaign Ability Options: None
    Special: Too Stubborn to Die
    Recon: 4+

    Forge Fathers – Over-Father Ceaser – 48 points, 5 vps
    The Chief of the Ceaserian Brotherhood or Clan, he is unusual in that he is essentially a Brokkr and has never forgotten his roots. Ceaser, as he is known, the clan being named for him, is a wild old veteran of mining, engineering and of warfare. However, he knows his own limitations and rarely takes to the battlefield, preferring to leave tactical and strategic matters to his majordomo. When he does take to the field, he serves as a rallying point for all his clans Brokkrs and few can stand before him.
    S F Sv
    5+ 3+ 4+
    Speed: 1-3
    Armour: 0
    Size: 1
    specials: Tactician (2), Tough, Frenzy (1), Engineer.
    Equipment: Modified Hailstorm Pistol (Add AP1 and Tag), Improved Pneumatic Forge Hammer (RF, AP3, Knockback)
    Weapon Options: None
    Campaign Ability Options: None
    Special: Spend an army special dice result to allow a friendly model with Brokkr in the title to make an immediate Ranged attack. This does not activate the attacking model.
    Recon: 5+

    Rebs – Cult Leader Bowden – 33 points 5 vps
    GCPS files have very little on the demagogue, insurrectionist and seditionist known as “Cult Leader Bowden”, despite several Enforce termination squads and protocols being enacted against him, he always manages to slip away. What is known is that cells of his cult, known as “The Thousand Eyes Brotherhood” have popped up on over two dozen GCPS worlds, preaching of the corruption and moral decadence of the GCPS. They claim the end of days for the overgrown, corrupt, bloated corpse of an organisation are coming and advise their followers and members to be vigilant and keep watch and to follow the true path, the true way and to be faithful. They claim that only those of virtue will survive the coming purge. This doomsday cult also preaches of the coming of a saviour or messiah from beyond and to look to the stars for salvation. What form this coming saviour or messiah will take however is anyone’s guess. Worryingly, lately the cults rhetoric have changed to refer to this entity as the “Harbinger”.
    S F Sv
    5+ 3+ 5+
    Speed: 1-2
    Armour: 0
    Size: 1
    specials: Tactician (1), Agile, Scout, Scavenger, Strategist
    Equipment: Rifle, Improved Combat Blades (Toxic, Frenzy (2) ), 3 smoke grenades.
    Weapon Options: None
    Campaign Ability Options: None
    Special: Hide in Shadows
    Recon: 5+

    Veer-myn – Vermin Lord Bowden – 43 points, 7 vp
    An up-and-coming Progenitor in the ranks of the Veer-myn on Starfall, said to have the ear of one of the Broodmothers themselves, the creature known only as “Vermin Lord Bowden” enjoyed a string of victories against General Kleiners forces when they first made planetfall on Starfall. However, after that, they went dark and it was assumed he had been killed. However, his reappearance after the declaration of the Dead zone shows that clearly reports of his demise were exaggerated. Since he has returned, he has amassed and gained more and more power, likely through backstabbing and skull doggery to remove his rivals and unite more forces under his control and banner. To what end is uncertain. Veer-myn under his command show a heightened level of savagery even for their kind and GCPS personnel are advised to use extreme caution when confronting him or his forces.
    S F Sv
    5+ 5+ 4+
    Speed: 2-3
    Armour: 2
    Size: 1
    specials: Tactician (2), Frenzy (1), Scavenger, Agile,
    Equipment: Death Ray Gun (Add Toxic), Death Scythe (RF AP2, Frenzy (1), Toxic)
    Weapon Options: None
    Campaign Ability Options: None
    Special: Surge
    Recon: 3+

    The Plague – Doc Bowden – 35 points, 3vp
    The individual known only as “Doc Bowden” appears to be a rogue Mazon Labs scientist, infected with plague, likely stage 3A. He is rarely seen, preferring to direct his hordes of infected zombies from the back, planning massed assaults, cunning traps and ambushes not usually associated with the Plague. He seems to delight in growing his ever-mutating and expanding horde of Zombies and seems to go to great pains to lure as many enemies as possible to infect as many as possible. Whether he originated on Starfall or was brought here by other, more nefarious parties and means is unknown. Worryingly, propaganda declaring his plague “The Galactic Army of Light” has begun appearing not just on Starfall, but on other planets too and it is feared he has engineered a way to bypass and escape the quarantine zone. What his goals are beyond spreading his blessed infection are, is unknown.
    S F Sv
    5+ 4+ 4+
    Speed: 2-3
    Armour: 0
    Size: 1
    specials: Tactician (1), Strategist, Tough, Rampage, Frenzy (1)
    Equipment: Rifle, Energy Shield (4)
    Weapon Options: NONE
    Campaign Ability Options: NONE
    Special: Infection
    Recon: 4+

    Marauders - Maddreg Bowden – 33 points, 4vp
    Maddreg Bowden, of the Mercenary company “Maddregs Mooks and Goons” is a mercenary Marauder who hires his services out to the highest bidder. Currently, he is playing several corporations off against each other, in the payroll of each, all of them Damrods competitors, while owing loyalty ultimately to nonw of them. Who his true masters are remains unknown, but it is said he has extensive links to Mazon Labs. He is also rumoured to be building and consolidating his own power base within the Fort Skar region of Starfall, though to what end or purpose is unknown, as are the truth of these rumours. What is known is that he prefers melee combat above all else, and his forces consist mostly of massed ranks of Commandos, Specialists and Sky Scrapers, usually outfitted for melee to favour a quick assault punch. Increased sightings of Goblin Snipers, Hulks, Riper Maulers and Ripper Rainmakers suggest they have come into a source of finance or at the very least, armaments, though who their exact benefactor is unknown, though they often shout “For ZORG!” before assaulting, this is believed to be just to throw their enemies off. Curiously, there have been no sightings of Mawbeasts or vehicles among his forces. Either he does not have any, or they are being held back for something…
    S F Sv
    5+ 3+ 4+
    Speed: 1-2
    Armour: 0
    Size: 1
    specials: Tactician (4), Tough
    Equipment: Heavy Pistol, Claw, endless frag grenades, Jump pack
    Weapon Options: NONE
    Campaign Ability Options: NONE
    Special: By the numbers
    Recon: 3+

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