Haddon Ben'yam

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Rogue Trader: Drake Dynasty
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GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
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Lord-Captain Drake
Navigator Primus Mordecai
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Back to Navigator Mordecai

Haddon, Bodyguard-Assassin

Personal Log, Haddon Ben'yam.

In our flotilla, the highest honors are given to those who captain our ships and those fortunate enough to be born with the Navigator gene.

Sadly, I was not born to be either.

My parents were crew on the Ark of the Testimony serving as armsmen for the flotilla, which meant of course that I would become an arsman for the Clan. As I grew older, I realized that advancement could only come from excelling in my field, no matter what field was chosen for me. I learned to use the spaces between decks, the dark corners of the ships to stalk and hunt down enemies of the Clan. I grew more proficient with firearms and blades.

A month ago, I was summoned by the Master of the Guard. The Clan received a request by one of its Navigators working for a successful Rogue Trader, requesting additional manpower from the clan: a commercial Navigator, for the prestige, and a personal bodyguard, which I was selected for.

The trip was uneventful, as it was provided by one of the flotilla's raiders tasked to carry messages and passengers to and from the Calixis Sector and as I approach Scintilla, studying the heavily populated ball of earth below us, I wonder what this Navigator is like and why he as asked for a Clan bodyguard. This could be an exciting chapter for my family — a Rogue Trader to serve!

Statistics

Minion (Very Rare, Good)

WS BS S T Ag Int Per WP Fel Lty
45 45 30 40 40 25 40 40 20 45

Wounds 8

Insanity 1

Skills: Basic Awareness, Barter, Carouse, Charm, Climb, Command, Contortionist, Deceive, Disguise, Evaluate, Gamble, Intimidate, Logic, Scrutiny, Search, Silent Move, Swim
Trained Acrobatics, Concealment, Dodge, Silent Move, Common Lore (Imperium), Trade (Armourer)

Skills

Skill B T +10 Roll
Awareness (Per) X 20
Barter (Fel) X 10
Carouse (T) X 20
Charm (Fel) X 10
Climb (S) X 15
Command (Fel) X 10
Concealment (Ag) X X 40
Deceive (Fel) X 10
Disguise (Fel) X 10
Dodge (Ag) X X 40
Evaluate (Int) X 13
Gamble (Int) X 13
Inquiry (Fel) X 10
Intimidate (S) X 15
Logic (Int) X 13
Scrutiny (Per) X 20
Search (Per) X 20
Silent Move (Ag) X X 40
Swim (S) X 15
Speak Language: Low Gothic (Int) X 15
Speak Language: Ben'yam Flotilla (Int) X 15
Trade: Armoror (Int) X X 25


Talents:

  • Weapon Proficiency (Basic/Universal, Melee/Universal, Power Sword, Lascarbine, Boltgun)
  • Quick Draw - Can draw weapon(s) as a reaction
  • Ambidextrous - Can use weapon(s) in either hand without penalty
  • Guardian - May sacrifice all actions to switch places with ally within 2m
  • Mighty Shot - +2 Damage with all ranged weapons
  • Crushing Blow - +2 Damage with all melee weapons
  • Two-Weapon Wielder - May wield 2 weapons simultaneously without penalty
  • Unshakeable Faith - May reroll failed Willpower tests to resist fear

Armor: Guard Flak Armor (4, All)

Weapons:

  • Plasma Gun (Mezoa Pattern), Good Quality

Class: Plasma/Basic; Range: 45/180/270/360m; RoF: S/2/-; Damage 2d10+9 E; Pen 6; Mag 40; Reload Full
Special: Reliable, Overheat, Maximal Setting (RT123)

Reliable If Jams, 1d10, only on 10 has it Jammed
Overheat 91 or Higher; Wielder takes Damage equal to Weapon to Arm, 0 Penetration; Can drop as Free Action; Needs 1 Round to Cool
Maximal Setting - +10m, +1d10 Damage, +2 Pen, uses 3 rounds of ammo, Recharge Quality
Recharge Only Fire every other Round
  • Bolt Carbine (Ceres Pattern) HA50

Class: Bolt Weapon/Basic; Range: 45/180/270/360m; RoF: S/2/4, Damage 1d10+7 X; Pen 4; Mag 12; Reload: 2 Full
Special: Tearing, Reliable

Tearing: +1d10 Damage, discard lowest; Reliable: If Jams, 1d10, only on 10 has it Jammed
  • Power Sword (Mordian Pattern) RT130

Class: Melee; Damage 1d10+10 E; Pen 5; Wt: 3 kg
Special: Power Field, Balanced +5%

Power Field: 75% Chance of Destroying Opponents Weapon when Parrying, Warp, Power & Natural Weapons immune; Balanced+5%: +15% Weapon Skill to Parry
  • Triplex-Pattern Lasgun

Class: Las/Basic; Range: 100m; RoF: S/3/-; Damage 1d10+5 E; Pen 0; Mag 30; Reload: Full
Special: Precision mode: Range 150m, S/-/-, Accurate Quality; Burst Mode: Range 50m; S/-/-, Proven (3), Felling (4)

Accurate: +10% Ballistic Skill on Aim, +1d10 Damage when firing S on Basic Weapon with Aim, Maximum 2d10; Proven (3): Treat any roll lower than 3 as 3; Felling (4): Ignores 4 levels of Unnatural Toughness
  • Lascarbine (Locke-Pattern)

Class: Las/Basic; Range: 75m; RoF: S/2/-; Damage 1d10+5 E; Pen 0; Mag 60; Reload: Half
Special: Reliable; may be fired in one hand at -10
Lasgun variable setting: Overcharged +1 Damage, consumes 2 shots; Overload +2 damage, +2 Penetration, consumes 4 shots, loses Reliable trait

Reliable: If Jams, 1d10, only on 10 has it Jammed
  • Naval Pistol (Mars-Pattern)

Class: SP/Pistol; Range 20m; RoF: S/3/-; Damage 1d10+6 I; Pen 0; Mag 6, Reload F
Special: Tearing

Tearing: +1d10 Damage, discard lowest
  • Chainsword (Hecate-Pattern)

Class: Melee; Damage 1d10+7; Pen 2
Special: Tearing, Balanced, Good Quality (+5 to hit)

Tearing: +1d10 Damage, discard lowest; Balanced: +10% Weapon Skill to Parry