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- Hooligan Tuesday
- 200 CP
- Equipment:
- Cadian-pattern "Kasrkin" carapace suit is the standard body armour of the Cadian Shock Troopers' elite Kasrkin infantry, completely protecting the wearer's body and featuring a suite of advanced technologies. The helmet is equipped with a rebreather, photo-visor, encrypted micro-bead and clip attachment on the side for a light source or vid-recorder, while the suit itself incorporates an integral auspex unit accessed via wrist display and attachments for a grav-chute. Power for these systems is provided for by a small power pack, equivalent in size and cost to a lasgun power pack, which allows for a week of continuous use before requiring replacement.
- There are also several Hellguns, these high-energy weapons are more potent and destructive than common Lasguns, drawing on external energy sources for a more penetrative shot, but also more complex, requiring reinforced barrels, thermal-cooling cells and gyro-stabilized power packs. A substantial backpack power source allows the weapon to be fired in both semi-automatic and rapid-fire modes.
- You also get access to a massive crate full of Civilian Relief Rations.
- There's also an almost complete medikit as well, though it does seem to lack any sort of painkillers.
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- SKILLS
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- Warp Tamer
- 150 CP
- Your very presence exudes such holiness that the warp becomes calm and placid in your passing, like a savage beast soothed by celestial music.
- Should you ever find yourself at the helm of the Light of Terra or indeed, any ship that travels the warp you will find your passage incredibly swift and easy, the currents of the warp that can twist ships through time and space banished by your presence.
- Wards and Abjurements
- 200 CP
- Grigobretz has spent decades working to ferret out the machinations of the daemon and the witch, and will happily spend hour upon hour regaling you with tales of his adventures, including detailed explanations of the rites he developed, learned or was taught. You know the correct words, signs and auto-hypnotic mental states that allow even a non-psyker to exercise their mental energies against creatures of the warp.
- Air of Authority
- 200 CP
- Even now the Captain exudes an air of command, an aura that you can't help but mimic, subconsciously or not. You will find yourself rapidly becoming a figure of authority, one people turn to for leadership.
- Armour of Contempt
- 300 CP
- Hatred can be a powerful tool and against the spawn of the warp it can be a shield also. Your loathing for the minions of Chaos is as a shield, rendering your soul almost inviolate to all but the most terrible of entities.
- Double Team
- 150 CP
- Working with your companion so closely and for so long the pair of you come to fight in perfect unison, each taking advantage of the others strength and covering their weaknesses, the pair of you the equivalent of another fifty people in a small skirmish.
- Harlequins Dance
- 200 CP
- Perhaps it is the low gravity environment, perhaps it is down to good old fashioned effort and training, but whatever it is your agility has increased dramatically. If this were a planet you'd be able to walk into a job as a world class dancer or acrobat.
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- Cybernetics
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- Total recall
- 150 CP
- Flesh is fallible and unlike the perfection of the Omnissiah is prone to mistakes and errors. While they cannot all be prevented, at least some of your weaknesses can be exercised. The back of your skull and part of your brainstem are quickly and easily replaced with an ancient archeotech storage device allowing perfect memory and recollection. Never again will you forget.
- Mechadendrite
- 200 CP Per Mechadendrite – Omnitool
- An artificial limb, of a sort. With this a prehensile mechanical extremity is added to the location of your choice. Usually taking the form of a cable like tentacle they can either end in an omnitool, a manipulator or you can have one of your weapons fixed in place.
- Binary Chatter
- 100 CP
- A tiny single microprocessor capable of performing one task and one task only is inserted into your frontal lobe, the upgrade allowing you to communicate in Binary, the mystery language of the Adeptus Mechanicus and to talk directly to any machine spirits you encounter.
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- Weaponry
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- Fire Axe
- 150 CP
- Taken from the corpse of a slain Eldar Aspect Warrior of unknown type, the Fire Axe is an Eldar power weapon of ancient construction and incredible potency. Research indicates it was forged in fire during the Fall of the Eldar and the heat of its creation has never left it. Entrapped runes writhe in the smoldering flames that dance on its surface, and when it strikes it strikes with the fury of the sun, immolating opponents from the inside out.
- The Death Spinner
- 150 CP
- The Death Spinner is an Eldar Monofilament gun and the ritual weapon of the Warp Spider Aspect Warriors. Often just referred to as a 'Spinner', it uses the same basic technology as weapons such as the Harlequin's Kiss and the Shadow Weaver, projecting a long thread of monofilament wire. The weapon uses a magnetic containment field to spool the wire together and discharge it as rapidly expanding mist-like mass called a "spinner cloud". Targets within the cloud are sliced apart as the wires' own tension causes it to writhe and lash, slicing through not only exposed flesh but also seeking out gaps in their armor, where it uncoils within and liquefies their innards.
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- Cultural Monopolization
- 200 CP
- By now there's a very good chance that those who follow you will be comprised of several wildly different groups, and quite possibly different species as well. Without even realizing it you've managed to assemble them all into a single culture that somehow works. Where the should be conflict there is unity, where there should be disharmony there is order. Best of all, those values you hold dear will quickly come to be the dominant ones amongst all who follow you.
- Unwavering Belief – “Family”
- 100 CP
- You stand as a beacon of faith and a figure to emulate. Whatever belief you hold dear will rapidly come to represent the dominant belief of your followers, be it veneration of the Emperor of Mankind, Gork and Mork, The Greater Good, other darker powers or faiths you brought to this reality yourself from elsewhere.
- Transport Networks
- 100 CP
- It's amazing how much easier things become with a dedicated transport network - roads, canals, even air travel. You also surprise yourself with just how quickly you map out and arrange for the construction of a major local network.
- Healthcare
- 200 CP
- Centralized hospitals are established, and local walk in clinics are set up, with an established medical training regimen designed. Your followers begin to benefit almost immediately, with overall health levels rising dramatically and rates of illnesses decreasing just as spectacularly.
- Literacy Program
- 300 CP
- The passing on of information is vital for civilization, and literacy is the most effective method to facilitate this. With a determined effort that sees you actually penning a new alphabet to unite the groups following you and instituting mandatory classes you massively boost literacy rates. At first this just means that your followers can simply record knowledge and legends, but as the information available increases it soon becomes possible to form a dedicated research and development group to develop what technology you have available and perhaps to take the first few hesitant steps down the long road of rediscovery of the technology lost during the Dark Age of Technology.
- Draft
- 200 CP
- While it is possible to get by with a dedicated volunteer military, in such a hostile universe, it may not be wise. A carefully performed census allows everyone to be organized to serve in the militia, receiving compulsory military training, drastically increasing the available manpower you have available. It also makes it possible to develop civilian infrastructure like roads and dams as the extra manpower means more projects can be undertaken.
- Pollution Standards
- 200 CP
- Perhaps an odd choice to focus on, but you have decided to work to ensure the industry that takes place on your new home world is as green as possible. Waste not want not though, because it isn't impossible to engineer your fabrication plants to utilize the run off that would normally be dumped, refining slag and distilling chemical waste. In the end, you make a small loss in productivity in return for a not insubstantial cut in the amount of raw materials required each day.
- Defensive Tactics
- 300 CP
- Constantly running wargames with your forces you come to a new appreciation for defensive fighting, allowing opponents to blunt their strength on fortified positions before counterattacking while they are weakened. Your tactical abilities are dramatically improved on the defensive, and your skill at designing and leading the construction of fortifications and defensive emplacements becomes near legendary.
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- PART 3 - Processional Of The Damned.
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- Hooligan Tuesday
- Manticore Regius
- While The Basilisk Magna and the Hydra Rex received the bulk of the funding in the three weapons design and development, the engineers in charge of the Manticore Regius simply overcame problems by adding more missiles. The launchers developed can only fire a single salvo at a time, with the multiple autoloaders able to shave time between salvos down to less than an hour a second burst is seldom necessary, as the three launchers are each capable of sending out a thousand missiles at a time.
- Graviton Pulsar
- A Grav-Gun, also known as a Graviton Gun, is a devastating weapon employed by the Adeptus Astartes based on ancient and forgotten technology dating back to the time of the Dark Age of Technology. Manipulating the very nature of gravity itself, a Grav-Gun turns a target's mass against it, crushing it to pulp under its own weight. This is especially shocking when used against heavily-armored infantry like Terminators, as the hapless warrior is brutally crushed by the bulk of his ceramite plates until only a crimson trickle remains. The massively scaled up version aboard The Light of Terra has the same effect against opposing ships, collapsing entire vessels in on themselves, multi-million ton starships reduced to tangled balls of metal a few meters across.
- Hangars and support craft
- Port and Starboard and Aft Only.
- Three of the massive hangars aboard The Light of Terra are brought online and loaded, the port and starboard hangars dedicated Fury Intereceptor bays and the aft hangar used to house a wing of Starhawk bombers outfitted for anti- shipping attacks.
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- Armaments
- The Light of Terra is a powerful ship, forged when the Imperium of Man was at the height of its glory and the Emperor still walked amongst men.
- The ship has her own mighty armaments already, a colossal Nova Cannon mounted in the prow, and titanic macrocannon batteries along her flanks as well as monstrously powerful lance batteries and torpedo tubes.
- There are six locations on the Light of Terra equipment and weaponry can be mounted, each location offering its own benefits and drawbacks.
- MACROCANNON BATTERIES
- 'Ultima Ratio Imperator'
- — unknown, found inscribed on bronze plaque above firing control.
- A Macrocannon is the largest member of the family of Auto Weapons and it has been used as a main armament on the warships of the Imperium of Man since the time of the Great Crusade in the late 30th Millennium. These massive ballistic weapons are deployed in batteries, and destroy their targets through the delivery of powerful broadsides of shells fired in volley to overwhelm their enemy in a barrage of destruction. Macrocannons are giant, edifice-size weapons covered with gantries, cranes, power lines and pipes manned by a crew that stands hundreds strong.
- The Light Of Terra starts with six free Macrocannon Batteries, more may be purchased for 300 CP each.
- Each battery may be individually upgraded to one of the following patterns for the price listed:
- Hecutor Pattern Plasma Macrocannon
- 200 CP
- The Hecutor Pattern plasma battery is an ancient variant of plasma macroweaponry that fires superheated plasma rather than a ballistic shell. This variant refocuses the power of the plasma "blast," concentrating it into a compressed photonic packet that can be fired over extremely long distances. It is rare to see these weapons on any but the oldest Imperial vessels, meaning many are found on Heretic vessels lost to the Forces of Chaos millennia ago.
- Mark VI Mars Pattern Macrocannon
- 200 CP
- The most common macrobattery, these Macrocannons are reliable, hard-hitting weapons that fire kilotonne-grade ordnance, mounted along an Imperial warship's dorsal ridge or in a broadside. The oldest and most refined variant, this pattern bosts both ease of maintenance and more importantly a beautifully engineered autoloader, ensuring an increased rate of fire, close to double that of the standard battery.
- Stygies Pattern Bombardment Cannon
- 200 CP
- As the name suggests, this devastating weapon is designed to reduce planetary defences to rubble and support Imperial military landings on target worlds. Most often the Stygies Pattern Bombardment Cannon uses a linear accelerator to launch massed salvoes of heavy magma bomb warheads, and though it is relatively short ranged, the Bombardment Cannon can also be used in naval combat. Often the simple rumor that orbiting Imperial vessels carry this weapon is enough to force a quick surrender.
- LANCE BATTERIES
- "Nought burns hotter than righteous hate for the Mutant, the heretic and the Xeno, but plasma comes a close second."
- — Grand Inquisitor Hatticus 'Red' Grimfelt
- The Light Of Terrra starts with eight Lance Batteries, and more may be purchased for 200 CP each. The individual batteries may be upgraded to the new version below, with the cost per individual battery.
- Godsbane Lance
- 200 CP
- This is practically an archeotech relic-weapon. The lengthened focus apparatus and quad lense-arrays give the weapon extreme range, to the point that beam dispersion becomes a problem. The technological demands of these weapons is intense, and only the older Grand Cruisers of the most powerful Battlefleets possess the structural requirements to mount them.
- Las-burners
- 100 CP
- Las-burners are scaled down versions of true Lances, utilizing focused, high power laser beams to cut through a starship's armored plating. Though these weapons do far less damage, the turrets are smaller as well, allowing smaller warships to carry them. Due to the small size, three Las-burners will be installed in each turret purchased.
- Void Shields
- "Almost as good as faith in the Emperor. Almost."
- — Arch-Militant Willow Road, watching a Titan shrug off an artillery barrage during the battle of Nottingham on NG7 2WS.
- While The Light of Terra maintains a Void Shield across each area of the ship, giving you six free you may purchase back up shields for 100 CP each or you may upgrade a single shield to one of the following models for the price listed.
- Belacane Pattern Void Shield
- 200 CP
- An extremely unusual variation of the shield, this projector incorporates an almost archeotech splitter that means instead of one titanic shield warding the ship, hundreds of meters wide interlocking shields are generated, something like a vast jigsaw of energy floating in space. While each individual shield is easy to overcome and will vanish after a single hit the sheer number of micro-shields in place means that barring anything but unimaginably accurate weapons able to fire through what amounts to a pinpoint gap or repeated volleys from weapons with a truly monstrous fire rate will be intercepted.
- Simia Orichalcae Pattern Void Shield
- 500 CP
- Rather than dumping energy into the warp, a sophisticated array of energy sinks and capacitors siphons off enough to keep the ships weapons hypercharged while allowing only the excess energy to spill into the Warp. Volatile and dangerous, with any mishaps most likely spelling an end for large parts of the ship, nevertheless the demand for the shields still far, far outweighs the amount produced.
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- Ratskins
- Wonders of a Lost Age
- Microweapon Mounts
- Not an individual weapon, this is instead the mountings, fire control and, servos and support systems to rebuild up to six of either the Lance or Macrocannon batteries aboard the Light of Terra. Using truly ancient technology from the Dark Age of Technology the existing turrets can be rebuilt from one single weapon into a smaller pair of twin linked turrets. While Microweapon turrets loose out on the raw power of the larger existing turrets, they are incredibly quick to track and respond to any evasive manouvers opponents make, and due to the smaller size of the payload they are also incredibly quick to either reload in the case of Macrocannons or charge in the case of Lances, meaning the Microweapon turrets are rapid fire to boot.
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- Stealth
- Dive
- 50 CP
- Quite how and why this information came to be available isn't something anyone can explain. Someone seems to have gone to considerable effort to ensure you have the opportunity to purchase what seems to be a massive mental archive of information on guerilla warfare in the sort of chem wastes that comprise the very bottom of the Necromunda hives. Why would someone go to these lengths to give you information on how to survive in a toxic swamp filled with slowly rotting metal ruins? How did they obtain it?
- Ambush
- 100 CP
- An unusual Schema rumoured to have been developed in preparation for a major offensive against House Delaque, this consists of a massive amount of information on the means and methods and logistics of guerilla warfare within Imperial Hive cities and similar environments. Upon thinking a unique, preprepared thought the User will find themselves in a trance, mentally relocated to a massive library where their subconscious, in the form of a friendly librarian will present them with all the useful and relevant information.
- Evade
- 100 CP
- Another library upload, this is intended for those who expect to be hunted - the information contained within the Schema deals with the methods to escape pursuit, or to simply avoid it entirely in the first place. The information seems oddly universal, apparently part of a larger work so it will be useful in environments other than a Hive City or the equivalent.
- Sneak Up
- 150 CP
- A Schema that the Guilders will not even agree exists, obtaining this is grounds for immediate execution for the User will find themselves after, spending around forty eight hours in a coma, an assassin par excellence. If there were any rumors circulating about this Schema, more than likely they would be about how it is supposedly taken from the neural training programs used by the Inquisition to turn people into killing machines.
- Techno
- Armourer
- 300 CP
- Fixer
- 300 CP
- Inventor
- 300 CP
- Weaponsmith
- 300 CP
- Cybernetics
- Omnissiah's Hidden Glory Synthacardium
- 500 CP
- Enhanced Articulation
- 300 CP
- Seven Thousand, four hundred and seventeen Year Old Tenkau-Shen Ice Wine
- 100 CP
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- When you recover, you may select one of the following:
- Omnispex
- The omnispex carries a raptor-class machine spirit that can read heat emissions, data signatures, and biological waveforms even at extreme range. Should it be kept focused for an extended period of time, it will determine the weak points of those it scrutinies and pass them on to its master.
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- Converting the Land-Train to Ship Components.
- The components function thusly:
- The Cab
- The Leviathan, Collosus and Cyclops can be built into the upper superstructure, essentially bolting a castle onto the top of a second bigger castle. Congratulations, you now have the biggest, most heavily armored Captain's Quarters ever conceived.
- The Leviathan retains its massive size, giving you a truly impressive set of rooms to live in.
- Deus Vult Singularity Engine
- An extra engine that doesn't require fuel, wire it to the manouvering thrusters for a more agile craft, use it to make the ship faster, wire it to the shields to make them stronger or wire it to any energy weapons you have to increase either damage or beam coherence.
- Crew Quarters
- Considerably more comfortable than the standard Imperial crew quarters, this just makes people considerably more comfortable. Also includes a secondary Medbay.
- Comm Array
- A much improved communications and sensor array than standard. Harder to fool or trick with spoofed readings.
- Void Shield Array x2
- Location has no effect.
- Void shields are energy fields employed by the Imperium to protect everything from Super-Heavy Vehicles to massive starships. The shields operate via Warp technology, absorbing the energy of attacks and displacing them into the Immaterium. While they work exactly like Power Fields void shields benefit from the fact that they can be raised again after taking damage and collapsing, even in the midst of combat. Void shields extend some distance from their point of origin, thus in some cases it is possible for an enemy to penetrate the shield and cause damage directly to the target. The Overlay Array increases the effectiveness of void shielding by forming shields that overlap each other, so that if one is penetrated others will be in place to absorb the impact.
- Robot Command and Control
- A factory module for manufacturing cheap, tough and expendable robots, as well as deploying them via drop pods which are also manufactured on site. For getting troops to the right place at the right time.
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- SHIP UPGRADES
- Star Engine
- 200 CP
- An Eldar upgrade, a number of backup and extra engines to provide extra thrust when necessary.
- Shock Prow
- 200 CP
- Shock Prows are energized rams mounted on Dark Eldar vehicles and some ships.
- Command and Control Node
- 300 CP
- Counterfire Defense System
- 300 CP
- Automated Repair System
- 400 CP
- Clone Field
- 400 CP
- Sensor Spine
- 500 CP
- Stealth field generator
- 500 CP
- WEAPONS AND EQUIPMENT
- Wild Snake
- 200 CP
- One purchase will give you a crate of twenty four bottles that replenishes nightly.
- Siege Auspex
- 300 CP
- Siege Auspices are powerful scanners that can see through the densest materials to find their weak points.
- The Pleician Tome
- 500 CP
- The Pleician Tome is a portable font of certain archives, templates and pieces of ancient lore, created by a senior Tech-priest of the Adeptus Mechanicus and used by Techmarines.
- SPYRER ARMOUR
- 700 CP
- It is self-sustaining, providing sustenance to the wearer so they are not burdened by food and sleep. It is also self-repairing so that they do not require regular maintenance. However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, unlocking previously unavailable abilities and new potential as the wearer gains experience.
- There are four variants of Spyrer armour, and you may select one:
- Jakara
- Jakara are the lightest but most agile of the Spyre hunters, specializing in speed and mobility. They are equipped with a Sword with a Monomolecular edge and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer, as well as increasing the sharpness of their sword. They also adapt by expanding the types of energy absorbed by their shield.
- Ammunition types
- 200 CP Each
- Each purchase represents you recovering a partial STC factory cell that will manufacture one individual round type ceaselessly for the rest of time.
- Dragonfire Rounds
- These release a gout of superheated gas that makes a mockery of cover; the gas discharge ensuring that struck targets receive full damage, even if partially protected.
- Hellfire Rounds
- Replaces the core and tip of the standard bolt round with a vial of mutagenic acid, and thousands of needles that fire into the target's flesh on impact, pumping the acid into the target.
- Metalstorm Frag Rounds
- Best against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims. A proximity detonator replaces the mass-reactive cap, and the diamantine tip and deuterium core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against clusters of enemies.
- Seeker Rounds
- Each round contains a miniature cogitator capable of steering the bolt towards the heat signature of a target.
- Tempest Rounds
- Incorporate tiny plasma shock generators that emit electromagnetic and thermal radiation when the shell detonates. Produced only on Mars, Tempest shells are noted as particularly effective against machines and mechanical targets.
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- Psykana Obscura
- Psychic Awakening
- 100 CP
- Open Wounds
- 200 CP
- Veteran of the Psychic Wars
- 300 CP, requires Psychic Awakening
- With this, select one of the following:
- Telepathy
- The art of mental communication, this power is possessed by all Imperial Astropaths to some degree and is the cornerstone of what they are.
- Telekinesis
- The art of turning thought into physical force, this discipline allows a psyker to wield his mind as both a tool and a weapon.
- Divination
- The art of reading the past, present and future. Named by some as the most common of the psychic arts, but also the most capricious and difficult to interpret.
- Biomancy
- The art of sculpting flesh to conform to ones own will.
- Psychic Supremacy
- 500 CP, requires Psychic Awakening and Veteran of the Psychic Wars
- The barrier between reality and the immaterium grows almost non existent, your powers awakened to the ranking of Alpha, the rarest and most terrible of psykers and your master of the discipline chosen is second to almost none. There are few aspects of your power outside your grasp.
- Ship Upgrades
- Runecaster
- 100 CP
- Laboratorium
- 100 CP
- Pharmacia
- 100 CP
- Gravity Sails
- 200 CP
- Superior Damage Control
- 200 CP
- Micro Laser Defense Grid
- 300 CP
- Grav Repulsors
- 300 CP
- Dark Cannon
- 400 CP
- = - = - =- =-=-=-=-=- -= -= -=-- =-
- Total Spent CP =
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- Burnscour + 400 CP
- Murdered World of Jerazol + 400 CP
- Grace + 400 CP
- Undred-Undred Teef + 400 CP
- Zayth + 400 CP
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- Skirmish with the Hollow Men
- +400 CP
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- The Carrion Deeps
- + 200 CP and one faction ship upgrade of your choice.
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- Wrath's Carrion
- + 200 CP
- Hollow Men
- +300 CP
- Void Kraken
- + 500 CP
- Entropic Anomalies
- +300 CP
- Background Screech
- +300 CP
- Genestealer Infestation
- + 400 CP
- The Broodlord
- + 400 CP
- Must have taken 'Genestealer Infestation'
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- Land of the Sky Father.
- You start with +1000 CP.
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- Karloth Valois, The Zombie Lord
- + 500 CP
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- Treacherous Conditions
- +1000 CP
- >>12. Sludgy Surface
- >15. Pit of Despair
- >33. Invisible Death
- >54. Rats
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- You start with +500 CP.
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- You now have +2000 CP
- Deadlight +800 CP
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- Wargars +200 CP
- Redeemers +200 CP
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- Xenos Horrificus << +200
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- You gain +1000 CP to represent your development as a leader of this world.
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- Ork Warparty
- + 600 CP
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- Total Spendable CP = 13,000
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