This page contains the tactical information for the Shrinepath Devoted.
Starships
Seth Cruiser, 3rd Ring
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
20 |
2 |
- |
Ballistic Skill |
40 |
4 |
- |
Strength |
30 |
3 |
- |
Toughness |
40 |
4 |
- |
Agility |
30 |
3 |
- |
Intelligence |
30 |
3 |
- |
Perception |
30 |
3 |
- |
Willpower |
40 |
4 |
- |
Fellowship |
30 |
3 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14/14 |
Fate Points |
0 |
Fatigue Threshold |
4 |
(Use this one for Starships.)
Body Part |
Hit Locations |
AP |
Wounds |
Bridge |
1 – 10 |
4 |
16 |
Primary Weapons |
11 – 20 |
4 |
20 |
Standard Weapons |
21 – 30 |
4 |
20 |
Hull |
31 – 70 |
8 |
24 |
Propulsion |
71 – 85 |
4 |
20 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
AB |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Machine |
- |
You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot). |
Size |
7 (Massive) |
You take a +70 bonus to Grapples, and attempts to Grapple you take a -70 penalty. Attacks against you take a +30 to hit, and you count your AB as +3 for the purposes of speed. |
Weak Spot |
4 |
A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X. |
Skills
Known:
Command
Dodge
Endurance
Fortitude
Literacy
Logic
Point Defense
Scrutiny
Stealth
Survival
Tech Use
Lore (Tactics)
Navigation (Void)
Talents
Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
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Equipment
Universal Upgrades
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Standard Mechanical Upgrades
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Equipped Modules
Slots |
Name |
Effect |
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|
Hull Slot 1 |
Devoted Kinefield Array |
You gain a Deflector with a strength of 60. |
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Weapons
Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Crystal Disruptor Cannon |
Capital |
80 |
1 |
3d10 |
6 |
Blast (1), Breaching, Disruptive (3) |
- |
- |
PD Gun |
Pistol |
20 |
4 |
1d10 Impact |
0 |
Defensive, Reliable |
12 |
1 Half |
Missile Launcher |
Heavy Launcher |
120 |
1 |
As Missile |
'' |
Indirect (5), Longshot, as Grenade |
2 |
1 Full |
Frag Missile |
Missile |
- |
1 |
3d10 Explosive |
3 |
Blast (6); Proven (3), Tearing |
- |
- |
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Bast Destroyer, 4th Ring
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
20 |
2 |
- |
Ballistic Skill |
40 |
4 |
- |
Strength |
30 |
3 |
- |
Toughness |
40 |
4 |
- |
Agility |
30 |
3 |
- |
Intelligence |
30 |
3 |
- |
Perception |
30 |
3 |
- |
Willpower |
30 |
3 |
- |
Fellowship |
30 |
3 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14/14 |
Fate Points |
0 |
Fatigue Threshold |
4 |
(Use this one for Starships.)
Body Part |
Hit Locations |
AP |
Wounds |
Bridge |
1 – 10 |
5 |
14 |
Standard Weapons |
11 – 30 |
5 |
16 |
Hull |
31 – 70 |
6 |
20 |
Propulsion |
71 – 85 |
5 |
16 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
AB |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Machine |
- |
You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot). |
Size |
6 (Enormous) |
You take a +60 bonus to Grapples, and attempts to Grapple you take a -60 penalty. Attacks against you take a +20 to hit, and you count your AB as +2 for the purposes of speed. |
Weak Spot |
4 |
A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X. |
Skills
Known:
Command
Dodge
Endurance
Fortitude
Literacy
Logic
Point Defense
Scrutiny
Stealth
Survival
Tech Use
Lore (Tactics)
Navigation (Void)
Talents
Combat Role Unique Talents
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Civil Role Unique Talents
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Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
Equipment
Universal Upgrades
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Standard Mechanical Upgrades
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Equipped Modules
(Use this one for Starships.)
Slots |
Name |
Effect |
|
|
|
Hull Slot 1 |
Devoted Kinefield Array |
You gain a Deflector with a strength of 60. |
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Standard Weapons Slot 1 |
Decentralised Arrays |
You may use Standard Weapons on foes with whom you are Engaged in Melee. |
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Weapons
Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Crystal Disruptor Gun |
Basic |
60 |
3 |
1d10+5 Energy |
5 |
Breaching, Disruptive (1) |
15 |
1 Full |
Crystal Disruptor Gun |
Basic |
60 |
3 |
1d10+5 Energy |
5 |
Breaching, Disruptive (1) |
15 |
1 Full |
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Hathor Light Freighter
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
10 |
1 |
- |
Ballistic Skill |
20 |
2 |
- |
Strength |
20 |
2 |
- |
Toughness |
40 |
4 |
- |
Agility |
10 |
1 |
- |
Intelligence |
30 |
3 |
- |
Perception |
30 |
3 |
- |
Willpower |
20 |
2 |
- |
Fellowship |
20 |
2 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14/14 |
Fate Points |
0 |
Fatigue Threshold |
4 |
(Use this one for Starships.)
Body Part |
Hit Locations |
AP |
Wounds |
Bridge |
1 – 10 |
5 |
12 |
Standard Weapons |
21 – 30 |
5 |
14 |
Hull |
31 – 70 |
6 |
20 |
Propulsion |
71 – 85 |
5 |
14 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
AB |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Machine |
- |
You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot). |
Size |
7 (Massive) |
You take a +70 bonus to Grapples, and attempts to Grapple you take a -70 penalty. Attacks against you take a +30 to hit, and you count your AB as +3 for the purposes of speed. |
Weak Spot |
4 |
A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X. |
Skills
Known:
Awareness
Athletics
Dodge
Survival
Tech Use
Navigate (Void)
Talents
Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
Equipment
Universal Upgrades
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Standard Mechanical Upgrades
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Equipped Modules
(Use this one for Starships.)
Slots |
Name |
Effect |
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|
|
Hull Slot 1 |
Devoted Kinefield Array |
You gain a Deflector with a strength of 60. |
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Weapons
Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Crystal Disruptor Gun |
Basic |
60 |
3 |
1d10+5 Energy |
5 |
Breaching, Disruptive (1) |
15 |
1 Full |
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Superheavies
Horus Superfighter, 5th Ring
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
35 |
3 |
- |
Ballistic Skill |
35 |
3 |
- |
Strength |
30 |
3 |
- |
Toughness |
30 |
3 |
- |
Agility |
35 |
3 |
- |
Intelligence |
25 |
2 |
- |
Perception |
30 |
3 |
- |
Willpower |
25 |
2 |
- |
Fellowship |
25 |
2 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14 |
Fate Points |
0 |
Fatigue Threshold |
4 |
(Use this one for Superheavies and Evangelions.)
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
2 |
8 |
Right Arm |
11 – 20 |
2 |
10 |
Left Arm |
21 – 30 |
2 |
10 |
Torso |
31 – 70 |
5 |
12 |
Right Leg |
71 – 85 |
2 |
10 |
Left Leg |
86 – 100 |
2 |
10 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
AB |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Weak Spot |
2 |
A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X. |
Skills
Known:
Acrobatics
Awareness
Athletics
Dodge
Endurance
Fortitude
Literacy
Parry
Point Defense
Stealth
Survival
Talents
Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
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Equipment
Universal Upgrades
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Standard Mechanical Upgrades
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Equipped Modules
(Use this one for Superheavies and Evangelions.)
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Weapons
Melee Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Crystal Blade |
One Handed |
1 |
+2 |
1d5+2 Energy |
2 |
Breaching, Disruptive (1), Rapid |
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Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Crystal Disruptor Gun |
Basic |
60 |
3 |
1d10+5 Energy |
5 |
Breaching, Disruptive (1) |
15 |
1 Full |
Frag Grenade |
Grenade |
SB*3 |
1 |
2d10 Explosive |
0 |
Blast (4); Proven (3), Tearing |
1 |
1 Half |
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Sphinx, 5th Ring
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
30 |
3 |
- |
Ballistic Skill |
45 |
4 |
- |
Strength |
30 |
3 |
- |
Toughness |
30 |
3 |
- |
Agility |
25 |
2 |
- |
Intelligence |
30 |
3 |
- |
Perception |
30 |
3 |
- |
Willpower |
25 |
2 |
- |
Fellowship |
25 |
2 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14/14 |
Fate Points |
0 |
Fatigue Threshold |
3 |
(Use this one for Superheavies and Evangelions.)
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
4 |
8 |
Right Arm |
11 – 20 |
4 |
11 |
Left Arm |
21 – 30 |
4 |
11 |
Torso |
31 – 70 |
5 |
14 |
Right Leg |
71 – 85 |
4 |
11 |
Left Leg |
86 – 100 |
4 |
11 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
AB |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Weak Spot |
2 |
A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X. |
Skills
Known:
Acrobatics
Awareness
Athletics
Dodge
Endurance
Fortitude
Literacy
Parry
Point Defense
Stealth
Survival
Talents
Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
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Ranged Talents
Name |
Subname |
Effect |
Tier One |
Covering Fire |
- |
Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained. |
Rapid Reload |
- |
Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times. |
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Equipment
Universal Upgrades
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Standard Mechanical Upgrades
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Equipped Modules
(Use this one for Superheavies and Evangelions.)
Slots |
Name |
Effect |
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Right Arm Slot 1 |
Disposable Launcher |
The arm is equipped with a shoulder-mounted launcher, which contains a single Missile of your choice. Once fired, it cannot be reloaded. It also takes up the arm's Cargo Dock. |
Left Arm Slot 1 |
Disposable Launcher |
The arm is equipped with a shoulder-mounted launcher, which contains a single Missile of your choice. Once fired, it cannot be reloaded. It also takes up the arm's Cargo Dock. |
Legs Slot 1 |
Entrenchers |
You may use these to entrench into solid ground below you as a Full Action. Whilst entrenched you cannot take Move Actions, but you gain a +20 bonus to Toughness tests, may test Toughness to negate any attempt to forcibly negate you, and gain a +10 bonus to WS and BS tests. |
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Weapons
Melee Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Crystal Blade |
One Handed |
1 |
+2 |
1d5+2 Energy |
2 |
Breaching, Disruptive (1), Rapid |
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Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Crystal Disruptor Blaster |
Heavy |
70 |
5 |
1d10+5 Energy |
5 |
Blitz, Breaching, Disruptive (1), Rapid |
20 |
1 Full |
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Thoth Support Super, 5th Ring
Scores and Vitals
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
30 |
3 |
- |
Ballistic Skill |
30 |
3 |
- |
Strength |
30 |
3 |
- |
Toughness |
30 |
3 |
- |
Agility |
30 |
3 |
- |
Intelligence |
40 |
4 |
- |
Perception |
35 |
3 |
- |
Willpower |
30 |
3 |
- |
Fellowship |
25 |
2 |
- |
AT Field |
0 |
0 |
- |
Pilot Wounds |
14/14 |
Fate Points |
0 |
Fatigue Threshold |
4 |
(Use this one for Superheavies and Evangelions.)
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
2 |
8 |
Right Arm |
11 – 20 |
2 |
10 |
Left Arm |
21 – 30 |
2 |
10 |
Torso |
31 – 70 |
4 |
12 |
Right Leg |
71 – 85 |
2 |
10 |
Left Leg |
86 – 100 |
2 |
10 |
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Traits
Trait |
Subname |
Effect |
All Terrain |
3 |
You are capable of flying, hovering, and going underwater as though you had the Flight, Hover and Amphibious traits, all counting X as your AB for the purposes of speed. |
Machine |
- |
You are a Machine. You do not suffer from the effects of a vacuum or extreme cold, do not need to breathe, and are unaffected by mind-influencing mental attacks (unless you have an organic pilot). |
Field Synch |
- |
As a Half Action, you can transfer up to 20 points from your Deflectors to another target within 5 squares, giving them a Deflector of that value whilst weakening your own by the same amount. This stacks with any existing Deflector (ie if they have a Deflector of 50 and you give them 10, they have a total of 60). A target may only benefit from up to 3 Field Synchs at once. Maintain Free. |
Skills
Known:
Acrobatics
Awareness
Athletics
Dodge
Endurance
Fortitude
Literacy
Logic
Medical
Parry
Point Defense
Stealth
Survival
Trained:
Tech Use (+10)
Talents
Generic Talents
Name |
Subname |
Effect |
Tier One |
Melee Training |
- |
You may use Melee weapons without taking the -20 nonproficient penalty. |
Ranged Training |
- |
You may use Ranged weapons without taking the -20 nonproficient penalty. |
-- Back to Top --
Equipment
Universal Upgrades
-- Back to Top --
Standard Mechanical Upgrades
-- Back to Top --
Equipped Modules
(Use this one for Superheavies and Evangelions.)
Slots |
Name |
Effect |
Head Slot 1 |
PD Scanner |
Your first Point Defense reaction per round is free. |
Torso Slot 1 |
Field Repair Suite |
You can now use Tech Use tests to repair Machine Constructs within 1m as a Full Action, restoring 1 wound to a single location per 2 DoS. |
Torso Slot 2 |
Kinefield Module |
You gain a Deflector with a strength of 40. |
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Weapons
Melee Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Crystal Blade |
One Handed |
1 |
+2 |
1d5+2 Energy |
2 |
Breaching, Disruptive (1), Rapid |
Shield |
One Handed |
1 |
- |
1d5 Impact |
0 |
Shield (2); Defensive |
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Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
PD Gun |
Pistol |
20 |
4 |
1d10 Impact |
0 |
Defensive, Reliable |
12 |
1 Half |
Frag Grenade |
Grenade |
SB*3 |
1 |
2d10 Explosive |
0 |
Blast (4); Proven (3), Tearing |
1 |
1 Half |
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Weaponry
Melee Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Energy Weapons |
Crystal Blade |
One Handed |
1 |
+2 |
1d5+2 Energy |
2 |
Breaching, Disruptive (1), Rapid |
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Ranged Weapons
Name |
Class |
Range |
Hits |
Damage |
Penetration |
Qualities |
Clip |
Reload |
Energy Weapons |
Crystal Disruptor Gun |
Basic |
60 |
3 |
1d10+5 Energy |
5 |
Breaching, Disruptive (1) |
15 |
1 Full |
Crystal Disruptor Cannon |
Capital |
80 |
1 |
3d10 |
6 |
Blast (1), Breaching, Disruptive (3) |
- |
- |
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