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Fandom Warhammer 40,000 Rogue Trader: The Search for Fallen Crucible. (40k pirate themed roleplay).

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!

spacy hulk.png

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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So is it possible to play as an Astartes that abandoned the military due to the pointless fighting, and turned to a life of piracy to get away from the constant war fare?
 
So is it possible to play as an Astartes that abandoned the military due to the pointless fighting, and turned to a life of piracy to get away from the constant war fare?

I'm sort of going to limit Astartes, but since the Red Corsairs are available I would say yes, but do realize if you play an Astartes I will intentionally spike up the difficulty for your character to balance them out. I would very much recommend they become a Red Corsair because it will be easier on the narrative, generally Astartes who become rogue will fall to Chaos in one way or another if they're not special chapters so.
 
I'm sort of going to limit Astartes, but since the Red Corsairs are available I would say yes, but do realize if you play an Astartes I will intentionally spike up the difficulty for your character to balance them out. I would very much recommend they become a Red Corsair because it will be easier on the narrative, generally Astartes who become rogue will fall to Chaos in one way or another if they're not special chapters so.
I see. What about T'au characters? Are they allowed to have mechs?
 
I see. What about T'au characters? Are they allowed to have mechs?

Mechs would fall under vehicles, you could bring about one or two aboard but if they get damaged and explode that could be dangerous. In my mind I had around Kill Team levels of crew per player, but I know a space hulk is huge. So yes, but very few and almost no way of repairing them besides about one or two drones.
 
Mechs would fall under vehicles, you could bring about one or two aboard but if they get damaged and explode that could be dangerous. In my mind I had around Kill Team levels of crew per player, but I know a space hulk is huge. So yes, but very few and almost no way of repairing them besides about one or two drones.
In that case, I will be an Ork mekk who is in charge of weapon management and vehicle repairs
 
Ima Krew mate

Alright, so then your character can arrive to the Fallen Crucible aboard Dakkamasta's prized Krooza, Da Galaxy Gulcha. Dakkamasta is a former Bad Moon Warboss turned to the life of a Freebooter and he heard of a 'shiny speshul choppa' aboard the space hulk he seeks to claim as a prize. Oh and of course a 'proppa fite' for his Krew. Your Ork will follow his orders then, is that good?
 
Alright, so then your character can arrive to the Fallen Crucible aboard Dakkamasta's prized Krooza, Da Galaxy Gulcha. Dakkamasta is a former Bad Moon Warboss turned to the life of a Freebooter and he heard of a 'shiny speshul choppa' aboard the space hulk he seeks to claim as a prize. Oh and of course a 'proppa fite' for his Krew. Your Ork will follow his orders then, is that good?
Mhm.
 
Oh neat necrons I love

I would like to be a cryptek with their gaggle of canoptek constructs

Woth the disciplines of the Dimensionalist and technomancer
 
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Oh neat necrons I love

I would like to be a cryptek with their gaggle of canoptek constructs

Woth the disciplines of the Dimensionalist and technomancer

Perhaps, but keep in mind that you'd be a Necron boarding party. So you wouldn't have the resources normal Necrons have. For vehicles you'd have like one Annihilation barge or ghost ark, and if that gets destroyed you'd be without heavy support. This is for balance reasons as this is meant to be a sort of pirate themed roleplay.
 
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Perhaps, but keep in mind that you'd be a Necron boarding party. So you wouldn't have the resources normal Necrons have. For vehicles you'd have like one Annihilation barge or ghost ark, and if that gets destroyed you'd be without heavy support. This is for balance reasons as this is meant to be a sort of pirate themed roleplay.
I was honestly just planning canoptek constructs

Planning a cryptek without a dynasty to support them so they are planning to taje the artifact to a patron that would hopefully appreciate such a trinket.
 
I was honestly just planning canoptek constructs

Planning a cryptek without a dynasty to support them so they are planning to taje the artifact to a patron that would hopefully appreciate such a trinket.

Okay, well certain large constructs won't work. For instance there probably won't be much ground clearance or elevation clearance for a Doomstalker, I could let one or two Wraiths in and maybe a single Spyder, but I will say there will be rather cramped areas in this roleplay. (Much akin to certain parts of Space Hulk.)

Hmmm, I wonder who that would be. Anyways, yes you can run with "get the relic to give to someone else", that part can work.
 
Okay, well certain large constructs won't work. For instance there probably won't be much ground clearance or elevation clearance for a Doomstalker, I could let one or two Wraiths in and maybe a single Spyder, but I will say there will be rather cramped areas in this roleplay. (Much akin to certain parts of Space Hulk.)

Hmmm, I wonder who that would be. Anyways, yes you can run with "get the relic to give to someone else", that part can work.
i was thinking wraiths spyders and acanthrites the main forces would be countless scarabs the spyder in the back for repairs and the wraiths phase shifting around for sneak attacks along with the cryptek and her various trinkets and powers the spyder and scarbs would be the only ones not using phase shifting tech
 
i was thinking wraiths spyders and acanthrites the main forces would be countless scarabs the spyder in the back for repairs and the wraiths phase shifting around for sneak attacks along with the cryptek and her various trinkets and powers the spyder and scarbs would be the only ones not using phase shifting tech

You have to start with a set amount of resources as the other players. This is a small boarding party, not an assault force. Considering that this looks like a derelict space hulk most races would be unassuming of the dangers that lurks inside the hulk. You could have at maximum one spyder. Scarabs can be more allowed, but they shouldn't be 'countless'. I sort of want players to conserve their resources and have a sense of danger around the corner. While stealth could be useful, you won't have much 'sneaking around' for what I have in store I'm afraid.
 
You have to start with a set amount of resources as the other players. This is a small boarding party, not an assault force. Considering that this looks like a derelict space hulk most races would be unassuming of the dangers that lurks inside the hulk. You could have at maximum one spyder. Scarabs can be more allowed, but they shouldn't be 'countless'. I sort of want players to conserve their resources and have a sense of danger around the corner. While stealth could be useful, you won't have much 'sneaking around' for what I have in store I'm afraid.
i mean thjats the fun thing about scarabs they are self replicating so take a hand full of them and you will gain more and more as time goes on in lore. i mean seems more and mor elike it will be 1 spyder and lots of scarabs so overwhelming numbers is the best strat
 
i mean thjats the fun thing about scarabs they are self replicating so take a hand full of them and you will gain more and more as time goes on in lore

They're gonna be quickly destroyed however, I wouldn't put much stalk in trying to just spam scarabs. I can't divulge what I have planned, but let's just say you'll be sending fleas to attack a bed of fire ants, and more...
 
They're gonna be quickly destroyed however, I wouldn't put much stalk in trying to just spam scarabs. I can't divulge what I have planned, but let's just say you'll be sending fleas to attack a bed of fire ants, and more...
thats their pupose give it seems that the 1 spyder 2 wraiths and lots and lots of scarbs is now devoid of wraiths

i mean playing necron the greatest danger is i die and get back up on my ship
 
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thats their pupose give it seems that the 1 spyder 2 wraiths and lots and lots of scarbs is now devoid of wraiths

Wraiths would count for your squad, you can't just go around producing an army randomly to outnumber other players. Necrons have to normally be on a Tomb World and they cannot 'build' more of their kind from what I know. Wraiths will count for your deployment cap.

What you could do is this:

.Your leader be the Crpytek

.Two or three immortals or warriors

.Perhaps two or three wraiths

.Then some scarabs and perhaps either one barge or one ark, (but expect vehicles to have logistics and terrain issues in certain cramped confines.)

So sort around a Kill Team size with one or two scouting vehicles. Same with everyone else, including myself. (At least for my protagonists.)
 
Wraiths would count for your squad, you can't just go around producing an army randomly to outnumber other players. Necrons have to normally be on a Tomb World and they cannot 'build' more of their kind from what I know. Wraiths will count for your deployment cap.

What you could do is this:

.Your leader be the Crpytek

.Two or three immortals or warriors

.Perhaps two or three wraiths

.Then some scarabs and perhaps either one barge or one ark, (but expect vehicles to have logistics and terrain issues in certain cramped confines.)

So sort around a Kill Team size with one or two scouting vehicles. Same with everyone else, including myself. (At least for my protagonists.)
i am playing a dynastyless cryptek i have no authority to order around immortals or warriors so need to only use canoptek can't really call in favors to get barges so anything in a dynasty is out
 
i am playing a dynastyless cryptek i have no authority to order around immortals or warriors so need to only use canoptek

Right, well you can have a few more wraiths then, but the overall gist is you should have around a 10 personnel and about one or two scouting vehicles. This will be universal to all players, save for me who has to well play the DM or GM with the 'surprises' I have.


For instance, I'll play Dakkamasta, Gundam's mekboy will count as one of my crew, then I'll have nine more Orks of various variety, a Trukk for ammunition hauling, and a bit of a surprise vehicle I can't spoil just yet.
 
Right, well you can have a few more wraiths then, but the overall gist is you should have around a 10 personnel and about one or two scouting vehicles. This will be universal to all players, save for me who has to well play the DM or GM with the 'surprises' I have.


For instance, I'll play Dakkamasta, Gundam's mekboy will count as one of my crew, then I'll have nine more Orks of various variety, a Trukk for ammunition hauling, and a bit of a surprise vehicle I can't spoil just yet.
how about i replace vehicle with those acanthrites just say they can phase shift as well to scout
 

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