Shrinepath Devoted Data

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

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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Equipped Modules

Slots Name Effect
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

Name Subname Effect

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Civil Role Unique Talents

Name Subname Effect

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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

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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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.
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

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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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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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

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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Equipped Modules

(Use this one for Superheavies and Evangelions.)
Slots Name Effect

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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

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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Equipped Modules

(Use this one for Superheavies and Evangelions.)
Slots Name Effect
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.

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Equipment

Universal Upgrades

Types Name Effect

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Standard Mechanical Upgrades

Name Effect

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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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