Shardikoa

By Grand Trader Chode, in Rogue Trader Gamemasters

Having a look at sharks in general perhaps it is possible to come up with a few mechanical weeknesses to balance the race a little.

So if unnatural senses is the extension of a shark's electrical field sensitivity perhaps the shadikoa can gain a vulnerability to electricity. - Any attack with the shocking quality ignores their natural armour.

Adrenal overload seems like it is based on a shark's feeding frenzy so perhaps if a shadikoa takes or inflicts damage it then has to make a challenging willpower roll. If it succeeds then it acts normally if it fails then it gets all the benefits of adrenal overload but it cannot make attacks with anything other than it's bite (potentially challenging in ranged situations)

Errant's suggestion about making rules around the consumption of meat seems like it makes sense and fits.

As for the slow breeding if you're looking to convert that into a mechanical weakness rather than a narrative weakness perhaps give the shardikoa a breeding pouch where unhatched eggs are stored. Given how long it takes the shardikoa to breed it would mean that recovering their dead would be of vital importance. Perhaps transferring eggs from one pouch to another could be a routine medicae test. Not difficult but if it must be performed within a few moments of a shardikoa being killed it gives a reason for them to travel in packs and it means that taking one out of the fight puts another one out of the fight for the time it takes to transfer the eggs.

Thank you Weedy do you mind if I add some of them to the profile?

Edited by Grand Trader Chode

No problem. If you do add weaknesses it's important to work out how these can be discovered.

What is the difficulty of the Forbidden Lore (xenos) to discover the vulnerability to electricity?

Can the Armourer skill be used to notice the hatch in the flack armour that would give the sharikoa access to the breeding pouch?

Just to clarify Shardikoa Are the elite(black-ops) hunter types

Here is an updated post with a new profile and background unit

Changes in blue

Shardikoa

The Shardikoa appear as a race of tailless Humanoid sharks. Bulky in size and brutish in temperament Shardikoa are known by civilizations that have encountered them as having a strong predatory drive and insatiable curiosity. These beings make extensive use of human technology particularly STC Fragments in fact there have been cases of tech-priest be given Shardik machinery immediately mistaking it as the product of human hands.

The Blooded

Shardik culture revolves around the hunt. when a young Shardikoa or pup is about to reach maturity they are sent on their first hunt or "Blooding", armed with only claws, teeth, and adrenal glands the must kill and eat the greatest horrors the galaxy has to offer. Once the hunt is complete the pup must return with the half consumed remains to their tribe-ship. there the pup mark their face with the vital humors of their kill and turn its skin to leather clothing. the Shardikoa have been known hunt and eat sentient races Orks and Kroot in particular. These creatures society is organized in tribes with each living in its own starship. when a Shardikoa vessel has found a planet with interesting prey a hunting force made up 1-3 hunting packs is sent by shuttle down to the planet while the Tribe-Ship as these vessels are called heads toward the fringes of the star system and does not return to the planet until the hunting force's calling beacon is activated. While the Shardikoa species possesses two genders the external and cultural differences are so minute that to outsiders Shardikoa are fundamentally mono-gendered while to Shardikoa humans are viewed in the complete opposite, beings whose exterior and cultural sexual characteristics exaggerated to the point of absurdity.

Shardik Anatomy

Shardikoa anatomy contains a secondary nervous system that acts like a natural Orthoproxy and processes information from the lateral line. there lymphatic system produces what Shardikoa call "Mu'Kon" or monocyte attached stem cells that are bolstered with nanotech while the chest cavity contains backups of vital organs such as the heart, lungs, spleen, and liver. The Shardikoa homeworld contains high concentrations of various poisons requiring all life on the planet to have a strong toxin neutralization system with the earlier mentioned nanomachinery taking that a step further. One of the Shardikoa's most terrifying features is the powerful adrenal glands located near their hearts which when stimulated cause the Shardikoa's muscles to be flooded with glucose and steroids. while this does not increase muscle mass it does provide a major boost in energy. The Shardikoa's most defining aspect their ability to perceive electrical fields through a sense organ named the lateral line. the Lateral Line acts as the leading sense perception.

History

From "Tome of The Blooded Predator" as read by Chieftain Kolech: In the ages old there was only the Shardikova that roamed the great swamps, the sky bound marshes, and seven waterless seas. The Shardikova were apex hunters without a mind, pure in form but without so much as a soul let alone a brain to contain one, then the Sky-Clad came. The Sky-Clad held within each of them the mind of the greatest hunter but it was imprisoned in a body rife with fragility and soft flesh that sprouted tendrils on their heads called "hair", blood so thin that the merest cut was fatal, and body so sensitive that one drop of liquid from the waterless seas was enough to slay hundreds of them. on the rising of the second moon they came the Sky-Clads mighty voidship fell from the sky like a reaper diving to seize its prey. When the Sky-Clad first laid eyes on the Shardik they saw the truth and so began The Great Meiosis, the Blending of Shardikova and Sky-Clad blood. the glorious merging of two divine predators into one… The Shardikoa …us…

Porters

The trade of porters is to perform manual labor the Shardikoa lack the population to do themselves. depending on the tribe-ship the porters take many forms from servitor-like creatures made bionics and "scrap meat", cogitator run machines, and even the occasional human.

Labor Porter

WS :25 BS :25 S :25 T :23 A :35 INT :35 PER :35 WP :40 FEL : 25

MOVE : 3/6/9/12

WOUNDS :11

SKILLS : Medicae, Speak Language: Shardik (Int), Trade: Any Three +20 (Int).

TALENTS : Ambidextrous, Jaded, Rite of Pure Thought.

TRAITS :, Machine(2), Natural Weapons,

ARMOUR : Cybernetics and Armor plating(All 2)

GEAR : 1D5+2 Bionics/Implants, Cortex Implants, Appropriate Tools.

Tribe-Ships

Shardikoa make extensive use of star faring vessels called Tribe-Ships these spacecraft ranging in size gun cutter like craft to lumbering voidships. A unique is the "Diminishing Returns" problem that all Shardik spacecraft – it becomes less effective the bigger a ship it has to move. Thus, 85% of their interstellar craft are on the gunship scale instead of the kilometer scale with the largest voidships the size of an imperial frigate.

EDIT: I am have overhauled all Shardik stats

Edited by Grand Trader Chode

I’ll be honest, I mostly skimmed through your stuff, but I didn’t see anything about addressing interstellar travel and the small hunting size. An Idea I’ve been toying around with for an custom xeno of my own is the idea of a FTL drive with the opposite problem at the Imperium has – it becomes less effective the bigger a ship it has to move. Thus, nearly all of their intersteller craft are on the attack craft (otherwise known as the Millennium Falcon size) scale instead of the kilometer scale. This would explain why you never encounter more then 2-5 of them at a time, and how they got there.

Thank you for the idea on Shardik FTL Quicksilver

Edited by Grand Trader Chode

They still seem to have considerable advantages that have no offset. Even given their small numbers and limited ability to transport themselves in large numbers they should basically be ruling their sphere of influence with an iron fin.

At the very least I'd make their corpses incredibly valuable. Kroot want to eat them, Orks Doks want to strip out their nano-tech and reverse engineer it as to any exploritors that can manage to get past the xenos=heresy issue.

That way your players will also be encouraged to go up against them rather than just nuking them from orbit.

Edited by WeedyGrot

They still seem to have considerable advantages that have no offset. Even given their small numbers and limited ability to transport themselves in large numbers they should basically be ruling their sphere of influence with an iron fin.

At the very least I'd make their corpses incredibly valuable. Kroot want to eat them, Orks Doks want to strip out their nano-tech and reverse engineer it as to any exploritors that can manage to get past the xenos=heresy issue.

That way your players will also be encouraged to go up against them rather than just nuking them from orbit.

And Imperium (read AdMech and RTs) want their FTL attack craft.

Back to the electric-based shark-senses - maybe some perception damage from shock weapons?

Do they have any pantheon? I mean some Blood God (of Slaves of Darkness-era especially) would be fitting?

I am going to do a complete overhaul of Shardikoa stats, background however will remain the same.

EDIT: added a snippet backstory

Religion

The Shardikoa have a pantheon containing 13 gods with the chief deity Ven'Klar known as the Unstoppable Hunter being worshipped with near-monotheistic zeal.

Edited by Grand Trader Chode

Shardikoa Hunter

WS :65 BS :45 S :65 T :53 A :45 INT :45 PER :54 WP :48 FEL : 35

MOVE : 4/8/12/24

WOUNDS : 45

SKILLS : Acrobatics (Ag), Awareness (Per) +10, Climb (S), Common Lore: Koronous Expanse (Int), Concealment (Ag), Dodge (Ag), Forbidden Lore: Xenos (Int), Medicae (Int), Navigation: Surface, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int), Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility) +10, Silent Move (Ag) +10, Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Voidfarer (Int).

Talents : Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Blind fighting, Combat Master, Decadence, Die Hard, Hard Target, Heightened Senses (Smell, Hearing), Hip Shooting, Iron Jaw, Light Sleeper, Marksman, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Cold and Fear), Swift Attack, True Grit .

TRAITS: Adrenal Overload*, Apex, Amphibious, Dark-Sight, Immune (to poisons, Most Toxic Weapons/Attacks), Improved Natural Weapons (Teeth and Claws), Natural Armour (4) Unnatural Senses (60m Range).

ARMOUR : Carapace-Plated Leather Armour ( AP:4 (Primitive) Head, Rest AP:6).

WEAPONS : Claws/Bite (1d10+6 R, Pen:4 Tearing, Razor Sharp).

Hunting Laser (90m; S/3/-; 1d10+7 E ; Pen:5; Clip:12 ; Rld: Full; Tearing, Accurate, Reliable).

GEAR : 3 reloads for Hunting Laser, Butchering Kit, hand Vox, Medical-Survival Kit, Void-Suit, Maintenance Kit.

*when a Shardikoa kills, or is Heavily/Critically injured by a creature of any kind it gains the following talents and trait: Frenzy; Jaded; Unnatural Strength(x2), if a Shardikoa takes or inflicts damage it then has to make a challenging willpower roll. If it succeeds then it acts normally if it fails then it gets all the benefits of adrenal overload but it cannot make attacks with anything other than it's bite/slash.

Commonly encountered in hunting packs of 2-5.

Shardikoa Tracker

Recently Blooded, Shardikoa Trackers are young and bold to the point of foolhardy.

WS :45 BS :25 S :55 T :43 A :35 INT :35 PER :45 WP :40 FEL : 25

MOVE : 3/6/9/12

WOUNDS : 32

SKILLS : Awareness (Per) +10, Climb (S), Concealment (Ag), Medicae (Int), Navigation: Surface, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int), Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility), Silent Move (Ag), Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Voidfarer (Int).

TALENTS : Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Combat Master, Decadence, Die Hard, Heightened Senses (Smell, Hearing), Iron Jaw, Light Sleeper, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Fear), Swift Attack, True Grit .

TRAITS: Adrenal Overload*, Apex, Amphibious, Immune (to poisons, Most Toxic Weapons/Attacks), Dark-Sight, Improved Natural Weapons (Teeth and Claws), Natural Armour (3) Unnatural Senses (60m Range).

ARMOUR : Carapace-Plated Leather Armour ( AP:3 (Primitive) Head, Rest AP:5).

WEAPONS : Claws/Bite (1d10+5 R, Pen:3 Tearing, Razor Sharp).

Hunting Laser (90m; S/3/-; 1d10+6 E; Pen:5; Clip:12 ; Rld: Full; Tearing, Accurate,).

GEAR : Butchering Kit, 3 reloads for Hunting Laser, hand Vox, Medical-Survival Kit, Clip Harness, Void-Suit, Maintenance Kit.

Shardikoa Chieftain

WS :75 BS :58 S :75 T :63 A :45 INT :50 PER :64 WP :57 FEL : 35

MOVE : 4/8/12/24

WOUNDS : 56

SKILLS : Acrobatics (Ag), Awareness (Per) +10, Climb (S), Common Lore: Koronous Expanse (Int) +10, Concealment (Ag), Dodge (Ag) +10, Forbidden Lore: Xenos (Int), Intimidate (S), Medicae (Int), Navigation: Surface +10, Stellar (Int), Pilot (Spacecraft) (Ag), Scholastic Lore: Astromancy, Beast (Int) +10, Scrutiny (Per), Search (Per) +10, Speak Language: Shardik, Low Gothic (Int), Shadowing (Agility) +10, Silent Move (Ag) +10, Survival (Int) +20, Swim (S) +20, Tech-Use (Int), Tracking (Int) +10, Trade: Explorator, Voidfarer (Int).

TALENTS : Ambidextrous, Armour of Contempt, Autosanguine, Basic Weapon Training (Universal), Blind fighting, Combat Master, Decadence, Die Hard, Hard Target, Heightened Senses (Smell, Hearing), Hip Shooting, Iron Jaw, Light Sleeper, Marksman, Melee Weapon Training (Universal), Nerves of Steel, Orthoproxy, Pistol Weapon Training (Universal), Rapid Reaction, Resistance (Heat, Cold, and Fear), Swift Attack, True Grit .

TRAITS: Adrenal Overload*, Apex, Amphibious, Immune (to poisons, Most Toxic Weapons/Attacks), Dark-Sight, Improved Natural Weapons (Teeth and Claws), Natural Armour (4) Unnatural Senses (60m Range).

ARMOUR : leather embellished Carapace Armour (AP:7 all).

WEAPONS : Claws/Bite (1d10+7 R, Pen:5 Tearing, Razor Sharp).

Hunting Bolter (80m; S/-/-; 2d10+1 X ; Pen:5; Clip:6 ; Rld: Full; Tearing, Accurate, Reliable).

Stub Automatic (30m; S/3/–; 1d10+4 I; Pen 1; Clip 9; Reload; Full)

GEAR : 3 reloads for Hunting Bolter, Butchering Kit, hand Vox, Medical-Survival Kit, Clip Harness, Void-Suit, 1 reload for Stub Automatic.

EDIT 1.0: Changed From Beyond to Jaded and changed stats slightly.

Edited by Grand Trader Chode

I'd give all Shardikoa the trait "Speak not unto the Alien" to represent the fact that Imperial citizens are not going to trade with them easily even if they did decide to talk father than hunt.

Also I still think that Adrenal Overload is problematic. The way it is written if a Shardikoa cuts his finger then he gets the benfits of Adrenal overload then the Shardikoa makes a willpower check and if he succeeds he has all the benefits and can act normally. That doesn't make a lot of sense to me. For a start it means that if reality starts collapsing around them all shardikoa need to do is cut themselves and then they don't have to worry about insanity points. Additionally there is no mention for how long it lasts so is it just GM fiat? Does it just last as long as the Shardikoa want it to? Is there any cost to the surge of energy and strength? Do they get fatigued afterwards? Additionally it just doesn't mesh that someone could get all the benefits of the adrenal overload but still have complete control of their actions. To me it makes more sense that if they want to act rationally then they have to completely surpress the adrenal overload and do without it's benefits. If it is frenzy time then they can just let it happen. Especially with the From Beyond trait.

'The mind of a creature with this trait is beyond the petty frailties and precarious sanity of a mortal mind and is immune to Fear, Pinning, Insanity points and psychic powers used to cloud, control or delude its mind.'

Seems a bit much if they're going to overloaded with adrenaline and yet still be able to sneak round a corner and ambush someone.

Also you've removed the bolter but kept the bolter maintenance kit. Perhaps swap it to a Las maintenance kit.

@WeedyGrot: I am still overhauling but thank you for alerting to these problems.

So the Shardik are genetically engineered hybrids of the original Shardikoa and humans?