Someone expressed interest in making a Rogue Trader port over to Only War. I started with the fun part; the aliens! Kroot will come later, and I'll bring over the Weirdboy when he's released.
Ork Freeboota (5000xp)
Characteristic Modifers:
Strength, Toughness: +10
Weapon Skill: +5
Intelligence, Fellowship: -5
Ballistic Skill: -10
Starting Aptitudes: Strength, Toughness, Willpower, Offence, Fieldcraft
Starting Skills: Awareness, Common Lore (Orks, War), Intimidate, Speak Language (Ork, Low Gothic), Tech-Use
Starting Talents: Iron Jaw, True Grit, Furious Assault, Weapon Training (Ork, Solid Projectile, Low-tech),
Starting Traits: Unnatural Toughness (+3), Sturdy, ‘Ard, Make It Work, Might Makes Right, Mob Rule, Non-Imperial, Speak Not unto The Alien
Starting Equipment: Good-craftsmanship Slugga or Common-craftsmanship Shoota, 3 magazines of ammo, Good-craftsmanship Chopa or Common-craftsmanship Big Choppa, Squig-hide Armour (2 AP all)
Starting Wounds: 25+1d5
‘Ard: +20 Medicae to treat an Ork.
Make It Work: Ork weapons are not Unreliable in the hands of an Ork.
Might Makes Right: Orks may use Intimidate (S) in place of Command when dealing with other Orks.
Mob Rule: For every Ork within 10m, he gains a +10 to tests to resist Pinning and Fear.
Orks are cannot gain Corruption Points and only suffer ill effects from Insanity at 100 points, when he is removed from play.
Non-Imperial: -10 to all Lore skills about the Imperium of Man.
Speak Not Unto the Alien: -20 to all Fellowship-based tests with humans.
Dark Eldar Kabalite Warrior specialization (5000xp)
Characteristic Modifiers:
Weapon Skill, Ballistic Skill, Strength, Intelligence, Willpower: +5
Agility, Perception: +10
Toughness, Fellowship: -5
Starting Aptitudes: Weapon Skill, Ballistic Skill, Intelligence, Perception, Agility, Offence, Finesse, Fieldcraft
Starting Skills: Acrobatics, Awareness, Common Lore (War), Dodge, Intimidate, Speak Language (Eldar, Dark Eldar), Stealth
Starting Talents: Disturbing Voice, Hard Target, Weapon Training (Splinter, Darklight, Power, Low-tech), Resistence (Poisons) Heightened Senses (Sight, Hearing), Paranoia, Catfall, Sprint
Starting Traits: Unnatural Agility (+2), Dark Sight, Non-Imperial, Power Through Pain, Speak Not Unto the Alien
Staring Gear: Good-craftsmanship Splinter Rifle or Best-craftsmanship Splinter Pistol or Common-craftsmanship Shardcarbine, 2 magazines of Splinter ammunition, Best- craftsmanship mono-sword or Common-craftsmanship Power Sword, Kabalite armour, micro-bead, translator, 2 doses of any one poison or 3 doses of any one combat drug
Wounds: 9+1d5
Non-Imperial: -10 to all Lore skills about the Imperium of Man.
Soul’s Nemesis: Cannot gain Insanity points.
Speak Not Unto the Alien: -20 to all Fellowship-based tests with humans.
Power Through Pain: Gain a Pain Token whenever a creature within PBx2 is killed, suffers Critical Damage, is Stunned, or fails a Fear or Pinning test. For every 8 pain tokens, gain a temporary Fate Point that must be spent (cannot be burnt) before the end of the session. If a Dark Eldar does not gain a Pain Token in a session, lose 1d5 Willpower.
Note: Dark Eldar may never gain a Psy Rating.