04-22-2019, 10:35 PM
On the ravaged husks of worlds decimated in the Hatchling War, outposts turned hellscapes both written off and long forgotten, vestiges of humanity defy extinction as they salvage and war over the scraps essential to survival in the howling canyons of their twisted habitats and the silence of space...
If the Universal Night Watch is a scalpel in the fight against the grubs, this clan is a wrecking ball. Long gone are specialized equipment, decoys, torps, and most other ordinance with the exception of rare finds, P-D batteries are seldom found operational. Stockpiles of missiles and other scattered cargo left abandoned in decimated battlezones being the staples found most often. More often than not a pilot locking on to a vessel will fail due to the launchers targeting panel cutting out than any lack of skill on behalf of the operator per se. A drubbing with a spanner is usually enough to dislodge the dust therein and bring it back online. This bashing remedy a microcosm of the Buzzards way of life.
The Hedgehog Ram is common amongst the ships that scour these parts. The shells of Shryak Shuttles littering old settlements a ghostly memorial to a large scale rescue effort that never got off the ground either figuratively or literally.
Gutted of anything nonfunctional, engines juiced past their limits, these reinforced death cages almost make you pine for a Delta II. Almost. The quad pulse lasers are swapped out for meld laser mounts where possible for a bit more reachy-reachy, and the fragile to the elements defensive shielding module- nearly never found functional is often pulled and patched with one from an old tug (or worse).
The iconic bristling beast that results is THE rusty maul of the Buzzard fleets. Slamming the chassis into an enemy is not the last ditch effort described in the cadet training manuals of 'safe-space'- these pilots are a last-ditch martini, 200 proof, a vultures eye olive on a rusted nail, set on fire.
A triad of Hedgehogs accompanied by a Hellbender wing scouts the debris for salvage.
The ragtag bands of Buzzards may not be well trained in traditional flight dictums of Terran academia, but where they lack in honed technique, they make up for with a fanatical zest for proving themselves worthy of the flame of glory in fearlessly courting a grizzly death in battle. A life devoid of civilization has marked these twisted bodies with skills that top out in the 4-5 range, a skill of 6 being an example of an exceptional pilot or gunner, probably a raid-leader or clan-boss. In inspired fits of zealous excitement, audacious feats are performed for a reckoning by those brethren who bear witness.
What are you waiting for? Get your pirate on! Silent Death Style...
"Faster - More Ridiculous"
This pirate Warband is inspired from Fury Road's Buzzard's gang, and... well that pretty well covers it- Warhammer 40k Ork vehicle mentality meets Wheelers from Return to Oz smothered in a thick layer of crysteel rust (how does that happen?) and spikes, scads and scads of spikes. Add a dash of flame gouts (in SPAAAACE!) and you've bridged The Rule of Cool where these nutters gad the brood haunted fringes of no man's space.If the Universal Night Watch is a scalpel in the fight against the grubs, this clan is a wrecking ball. Long gone are specialized equipment, decoys, torps, and most other ordinance with the exception of rare finds, P-D batteries are seldom found operational. Stockpiles of missiles and other scattered cargo left abandoned in decimated battlezones being the staples found most often. More often than not a pilot locking on to a vessel will fail due to the launchers targeting panel cutting out than any lack of skill on behalf of the operator per se. A drubbing with a spanner is usually enough to dislodge the dust therein and bring it back online. This bashing remedy a microcosm of the Buzzards way of life.
The Hedgehog Ram is common amongst the ships that scour these parts. The shells of Shryak Shuttles littering old settlements a ghostly memorial to a large scale rescue effort that never got off the ground either figuratively or literally.
Gutted of anything nonfunctional, engines juiced past their limits, these reinforced death cages almost make you pine for a Delta II. Almost. The quad pulse lasers are swapped out for meld laser mounts where possible for a bit more reachy-reachy, and the fragile to the elements defensive shielding module- nearly never found functional is often pulled and patched with one from an old tug (or worse).
The iconic bristling beast that results is THE rusty maul of the Buzzard fleets. Slamming the chassis into an enemy is not the last ditch effort described in the cadet training manuals of 'safe-space'- these pilots are a last-ditch martini, 200 proof, a vultures eye olive on a rusted nail, set on fire.
A triad of Hedgehogs accompanied by a Hellbender wing scouts the debris for salvage.
Optional Rule: Zeal
The ragtag bands of Buzzards may not be well trained in traditional flight dictums of Terran academia, but where they lack in honed technique, they make up for with a fanatical zest for proving themselves worthy of the flame of glory in fearlessly courting a grizzly death in battle. A life devoid of civilization has marked these twisted bodies with skills that top out in the 4-5 range, a skill of 6 being an example of an exceptional pilot or gunner, probably a raid-leader or clan-boss. In inspired fits of zealous excitement, audacious feats are performed for a reckoning by those brethren who bear witness.
- Buzzard Pirates start the game with one point of Zeal and can never have more than one point at any time. Buzzards do not accumulate Luck.
- Zeal can be spent at any time by a crewmember of a ship to temporarily double their PLT or GNR skill (max 10) for the remainder of the turn phase. Hedgehog ramming attempts accompanied by a fervent cacophony of howling from the crew are typical.
- Fervor for Carnage: Zeal can be regained in various ways depending on the role of the ship or crewmember, but the closest Buzzard ship to a 'reactor hit' resultant destroyed ship (friend or foe) always gains a point of zeal on a D6 roll of a 4+.
- The Chosen: A Hedgehog crew regains Zeal on the crit result of a 7: when their ship shudders and threatens to rip apart but somehow manages to hold together.
- Flaming Skullz: Buzzards often coat their missiles with incendiary dope because-- fire, and sometimes they even stay lit. If at least three 6's are rolled in the missile to hit/damage roll, a point of Zeal is regained as the crew's goggled faces contort into pyromaniacal sneers of jagged teeth.
"Look at that ship burn Kraz!" "Eat fire normie! Reeee!"
What are you waiting for? Get your pirate on! Silent Death Style...