Posted February 08, 2024 by Warbriel
#Grimdark #Super Space Knights #Pbta
I was fiddling with the moves for other loyalist armies but turned to be very similar to the Space Knight's. So, as promised, here are the basic moves for Renegade Hosts (some of them remain very similar).
BASIC MOVES
ALWAYS WAR
When your Host faces a challenging enemy, roll 2d6+WAR. If you fight from a spaceship roll 2d6+LOGISTICS instead. If you succeed, you cause great destruction and inflict casualties to the enemy (1 damage). With 10+ Choose 2 options. On a 7-9, choose 1 option and mark Troops. On a 6 or less, mark Troops and prepare for the worst.
I have removed the option of "not causing collateral damage" because the bad guys shouldn't worry about such futilities.
FLEXIBLE TACTICS
When things get serious and your warriors need to keep their cool, tell the SM what situation you want to avoid and roll 2d6+FAITH. With 10+, everything is fine. On a 7-9, the SM will tell you the cost to your Host.
No changes here.
FRAGILE ALLIANCE
When supporting another Host in trouble, endanger yourself to allow it to re-roll a die. If it fails, you are exposed to the consequences. If it succeeds, name your price.
I have added the last line to increase the tension among the Hosts. The whereabouts of the owed favour is left for the players.
KNEEL BEFORE ME OR DIE!
When you want to bow someone to your will after a demonstration of power, you roll 2d6+FAITH. On a 10+, they obey you. On a 7-9, they need a payment, threat, or punishment to obey you (the SM will tell you what). If you use brute force, you get an automatic 7-9 but they will rebel at the least chance.
Renegades must show their power before trying to influence someone. I have included an option to just kill some guys to make the rest obey you.
MOVEMENT AND MANOEUVRE
When trying to reach a location through dangerous terrain, roll 2d6+LOGISTICS. If you are successful, you reach your destination. On 7-9, choose two. On a 10+, choose one:
This stays the same.
FEAST OF THE FALLEN
When you have time to rest, scavenge or kidnap innocents, roll 2d6+LOGISTICS. On a 10+, choose 2 . On a 7-9, choose one. On a fail, unrest raises among your warriors.
Renegade Hosts are in short supply of everything and have no access to shipyards so damaged spaceships will likely need to be changed.
UNLEASH THE DARKNESS!
When you unleash the power of your knights, explain how your taint of Darkness manifests, and roll 2d6+FAITH. If you pass the roll, choose one option. On a 10+, choose one more option or get one without paying the price.
And the SM will tell you the price to pay in either blood, fire or fear. If not paid immediately, the Darkness destroys you.
I still have to figure out completely how to deal with corruption in Renegade Hosts as they are already corrupt (the easiest way is to put a limit to the number of Sins and Taints they can accumulate) but this can work nice as a way of using the Darkness to your advantage and pay a price. Blood, fire and fear are quite vague allowing a lot of nasty space for interpretation.
OBSERVE FROM THE DARK
When you investigate an area from a safe position, roll 2d6+FAITH. On a 10+ make two questions of the following, and on a 7-9 make one. On a miss, your position is revealed or the enemy learns something about you.
This is simple move for getting information. It's more general than The Code of Space Knights.