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SPACE HULK VERMIN


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#1 Adeptus-B

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Posted 21 May 2013 - 03:55 AM

I finally tracked down a copy of Ark of Lost Souls. I like the Space Hulk Mission Generator stuff that supplements the adventure, but I was disappointed that there were no new critters (at least nothing that hadn’t appeared in one of the other games within the WH40KRP line). It seems to me that they should have included a variety of ‘vermin’ in addition to the major xeno races.

 

Here are some beasties that I created for random encounters within a Space Hulk on a series of missions that I recently ran. Note that these monsters are intended to serve as ‘nuisance’ encounters, adding to the general atmosphere of menace aboard  Space Hulks (and reminding veteran gamers of old-school ‘dungeon crawl’ rpgs)- they are not intended to serve as principle adversaries.

________________

 

 

-RAD-SPIDER-

 

Radioactivity is a common hazard aboard Space Hulks, damaging both cell structure and DNA, and creatures exposed to dangerous levels of radiation for extended periods must adapt or perish. Some creatures seem particularly well-suited to high-radiation environments, sometimes developing stable mutations over a few generations which counter the effects of constant exposure to deadly energies.

 

One such mutated creature is the rad-spider, a nightmarish spawn of common arachnids. Rad-spiders have developed great size and a metal-hard carapace to not only survive but thrive in radioactive conditions, where they pose a substantial threat to anyone or anything which strays into the mutants’ territory.

 

Rad-spiders look like man-sized versions of their smaller ancestors. They have thick gunmetal-grey carapaces ‘cooked’ by radiation to the molecular density of steel, and eight legs ending in needle-sharp points. An eerie green glow emerges from joints and cracks in the carapace, adding an element of the unnatural to their already-horrid appearance.

 

Their hunting grounds are usually crisscrossed with thick strands of webbing; a successful auspex reading will reveal that these sticky strands are both organic and moderately radioactive, but Scholastic Lore: Beasts is required to conclusively identify the webs for what they are. Touching a web immediately alerts these patient ‘ambush hunters’ of the presence of potential prey. Their traditional tactic is to hide and wait for prey to approach; when a potential meal gets within range, they spray a mass of sticky webs at the target to tie them down, and then charge into melee, stabbing their prey with their viciously sharp arms and biting with venomous mandibles.

 

RAD-SPIDER

WS:55 BS:25 S:45 T:45 Ag:58 Int:12 Per:33 WP:48 Fel:-

MOVEMENT: 5/10/15/30

WOUNDS: 28

SKILLS: Awareness (Per), Climb (Ag) +20, Concealment (Ag), Dodge (Ag)

TALENTS: Catfall, Furious Assault, Hard Target, Swift Attack

TRAITS: Bestial, Clutch-Bite*, Dark Sight, Fear (2), Improved Natural Weapons, Multiple Arms, Natural Armour (5)

*If a rad-spider hits an opponent with two arm attacks in a single round, it may make an additional bite attack as a free action; this attack is at +20 to hit.

ARMOUR: Molecularly-Altered Carapace (5 All; Doubled vs. Radiation)

WEAPONS: Web-Spew (20m; S/-/-; Snare, Recharge); Stab-Arms (1d10+6 I; Pen 4); Bite (2d10 R; Pen 0; Tearing, Toxic)

 

-CONYM-

 

Conym (singular and plural) are strange creatures believed to have evolved in an asteroid field in a long-forgotten solar system, where they subsisted on cosmic radiation and traces of organic residue found among the inhospitable rocks. At some point, a breeding population of these xenobeasts took up residence on the outer hull of an Imperial voidship, where they prospered as parasites, draining energy from vulnerable wires, junction boxes and outlets. Their rapidly multiplying numbers scuttled off onto spaceport docks and ‘infected’ other vessels before their existence was discovered, to the point where innumerable Imperial voidships now bear populations of these creatures clinging to their hulls. Concerted efforts at exterminating the vermin have met with only limited success, and many ship captains have resigned themselves to simply controlling their numbers, with regular sweeps of the hull by voidsuited ratings or armed servitors killing as many as they can. Within a matter of months, however, hidden clutches of eggs hatch new generations of energy parasites and the cycle begins again…

 

The dark, leathery bodies of conym resemble huge inverted triangles, with short clutching claws at the tips of the arm-flaps and three prehensile tails extending from their terminus. They have no heads to speak of, just a cluster of feeding suckers between their ‘arms’. There are two pulsing bladders low on the conym’s otherwise flat body; these contain waste gases produced by the creature’s bizarre digestive processes.  A conym can expel this gas in directed jets, giving the creatures effective ‘flight’ in the zero-gravity conditions to which they are native.

 

Virtually mindless, the conym are driven by the most primitive motivations: hunger and reproduction. While they can survive by absorbing the cosmic radiation common within most solar systems, they prefer to feed on the concentrated energies employed by Imperial technology. Having evolved with no predators or competitors, they are utterly fearless in pursuing their next ‘meal’, and have little sense of self-preservation.

 

CONYM

WS:35 BS:- S:45 T:50 Ag:40 Int:10 Per:25 WP:25 Fel:-

MOVEMENT: 2/4/6/-

WOUNDS: 30

SKILLS: Awareness (Per) +10

TALENTS: Fearless

TRAITS: Bestial, Blind, Crawler, Energy Siphon*, Flyer (3), Size (Hulking), Strange Physiology, Unnatural Senses (40m), Void-Spawn**

*If the conym is in control of a Grapple against an opponent bearing a prominent energy source (such as an Astartes backpack generator), instead of trying to inflict damage, it may try to drain energy from the power source. The grapplers make opposed Strength tests (up to two allies may assist each combatant, as per a standard grapple); if the conym succeeds, roll a d5 and apply the result, +1 per degree of success, to the Power Unit Critical Effects chart on page 163 of the Deathwatch Rulebook. Also, a conym is treated as having Unnatural Toughness (x2) against attacks which deal energy damage.

** The conym is unaffected by vacuum, and functions normally in zero-gravity; it may only employ its Flyer trait in zero gravity. A conym treats normal gravity conditions as ‘high gravity’ (see Deathwatch Rulebook page 210), and cannot function at all in high gravity environments.

 

-TRYLLOID-

 

Trylloids are crustacean-like scavengers frequently found on Kroot warspheres, where they occupy a niche comparable to rats on Imperial vessels. A trylloid resembles a flattened lozenge of segmented carapace about the size of a man’s shoe, with numerous small legs covering their underside. They have a single eye and twitching antenna on either end of their bodies- it’s easy to misinterpret this a the trylloid having two heads, but it is more accurate to say that their rudimentary ‘head’ is divided into two separate segments.

 

Trylloids can survive in a wide variety of environments, from Earth-normal oxygen/nitrogen atmosphere to ammonia- and chlorine-filled conditions that would kill most creatures in seconds; they can even tolerate hard vacuum for limited periods.

 

Naturally skittish, trylloids will normally flee from any movement which they detect, seeking out hiding places where larger creatures can’t follow. This can prove disconcerting to those exploring abandoned vessels, as briefly glimpsed shapes dart into nooks and crannies as they approach…

 

The only exception to the trylloid’s instinct to flee from other creatures is when a group of the scavengers have discovered a particularly rich food source (such as a dead body): then, the trylloids will attempt to defend their find with the only tool at their disposal. They can spray atomized digestive juices from orifices between their armoured plates, surrounding themselves with an acidic cloud. Likely evolved to blind natural predators, this defense has an unusual effect on unnatural predators: the orange-tinted cloud of acid reacts quite violently with refined metals and other man-made materials, corroding items exposed to the defensive cloud with startling speed.

 

TRYLLOID

WS:15 BS:- S:10 T:20 Ag:30 Int:05 Per:30 WP:05 Fel:-

MOVEMENT: 2/4/6/12

WOUNDS: 3

SKILLS: Awareness (Per) +10, Climb (Ag) +20, Concealment (Ag) +20

TALENTS: Hard Target, Paranoia, Resistance (Poisons), Sprint

TRAITS: Bestial, Dark Sight, Natural Armour (2), Size (Puny), Strange Physiology, Unnatural Speed

ARMOUR: Chitin Plating (2 All)

WEAPONS: Acidic Cloud (fills 1 cubic meter per trylloid present and lasts 2d10 rounds; anyone entering the cloud takes 1d5 R damage per round of immersion and must test Toughness (each round) or be blinded for 1d10 rounds [trylloids are immune to this effect]. Further, roll a d10 for each armour location within the Acidic Cloud: if the result is less that the armour value of that location, there is no effect; if the roll equals or exceeds the armour value of the location, its armour value is reduced by 1 until it can be repaired by a skilled armourer with access to adequate facilities. Weapons immersed in the cloud have a 10% chance each round of having their Craftsmanship reduced one stage [so that a Master weapon becomes Exceptional, or an Exceptional weapon becomes Common; a weapon that is already Common becomes either Unreliable if it is a missile weapon or Primitive if it is a Melee weapon.])

 

-KHUG-WORM-

 

Life can be found almost anywhere in our galaxy- even the inhospitable void of space contains the occasional life-form, from tiny microorganisms that drift about at the mercy of the solar winds, to colossal macro-predators like the near-legendary Void Drakes, creatures of nightmare large enough to menace even an Imperial Battleship.

 

Astrolytes are frequent prey of the mighty Void Drakes. They appear to be spherical clusters of spines, some up to a kilometer long, tumbling thru the inky void, migrating from one breeding-ground nebula to another on journeys estimated to take millions of years, making astrolytes one of the longest-lived organisms known to the Imperium. They propel themselves through space by ejecting bursts of bioplasma from their hollow spines. Only rarely do astrolytes rise to the level of even a minor nuisance to the Imperium, but the parasites many of them contain have recently become a cause for concern among the xenologists of the Magos Biologis.

 

‘Khug-worm’ is the name given to a particularly dangerous parasitic species known to infest some astrolytes. Fully grown khug-worms measure three meters from end to end, with a body shape comparable to a Terran fluke worm. Their thick hide is leathery and tough, offering protection that compares favourably to man-made flak armour. They move by undulating their bodies in a forward motion, supplemented by the action of a row of suction cups that ring the outer edge of their bodies. These suckers can grip with sufficient strength to allow a khug-worm to move along walls or ceilings with ease. Around the ‘head’ end of a khug-worm’s body, these suckers elongate, forming a ‘collar’ similar in shape to the hood of a cobra. These elongated suckers are capable of independent movement, functioning like crude tentacles which are primarily used by the giant worm to pull food into its lamprey-like maw, where it is rasped apart by multitudes of triangular, diamond-hard teeth. Khug-worms are extremely difficult to kill: in addition to the protection provided by their tough hides, they lack the vulnerability of having major organs. Instead, their vital processes are performed by numerous redundant ‘mini-organs’ spread throughout their bodies.

 

There are two means by which citizens of the Imperium sometimes come into contact with these creatures. Rarely a voidship will find itself running low on food stores, and, upon finding an astrolyte, the ships’ enterprising captain will attack it with an eye toward butchering its fleshy interior to feed the crew. This process sometimes leads to the parasitical inhabitants of a dead astrolyte being transferred aboard an Imperial vessel- much to the chagrin of that vessel’s original occupants. A khug-worm deprived of its host can become a very effective predator as it searches for new sources of organic matter to consume. The other means of encountering a khug-worm is on a Space Hulk.

 

When a migrating astrolyte gets swept up in a warp storm, it is usually killed; its crude form of propulsion is rarely strong enough to escape the pull of even a minor breach between universes. Dead astrolytes compacted into a Space Hulk are typically crushed outright, forcing any parasites they contain to migrate into the body of the Hulk in search of a new food source.

 

While most xenologists believe that khug-worms are simply dumb beasts, a vocal minority speculate that they may in fact be sentient. As evidence of this claim they point to documented instances of encounters with khug-worms where the creatures adopted seemingly intelligent tactics, such as drawing prey into an ambush when more brutal direct attacks have failed. Of course, there are a number of advanced predatory species that employ similar tactics- but these skills have been handed down through innumerable generations, not learned within hours of entering a new environment…

 

KHUG-WORM

WS:45 BS:- S:50 T:(8)45 Ag:40 Int:25 Per:20 WP:45 Fel:-

MOVEMENT: 3/6/9/18

WOUNDS: 45

SKILLS: Climb (Ag) +20, Contortionist (Ag) +20

TALENTS: Resistance (Cold)

TRAITS: Blind, Constrictor*, Crawler, Fear (2), From Beyond, Natural Armour (5), Natural Weapons, Regeneration (2), Size (Hulking), Strange Physiology, Sturdy, Undying, Unnatural Senses (15), Unnatural Toughness (x2)

*Gains Unnatural Strength (x2) on the second round of grappling, and Unnatural Strength (x3) on the third and subsequent rounds of grappling.

ARMOUR: None (5 All)

WEAPONS: Crush (2d10+5 I; Primitive)

 

I hope some other GMs find this useful- and feel free to post any of your own creations.


Edited by Adeptus-B, 23 February 2014 - 12:47 PM.

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#2 ranoncles

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Posted 15 July 2013 - 02:59 AM

Wow, thank you for this. Great stuff and sure to pop up in my sessions at some point.



#3 MagosSteel

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Posted 09 August 2013 - 12:48 PM

Very well thought out, good work.



#4 Adeptus-B

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Posted 09 August 2013 - 03:52 PM

Thanks! I've got some more stuff in the works- mostly mutated fungi- that I'll post when I get around to typing it up.

 

-And I've tinkered with some of the stats above based on a recent game; with the new upgraded Forum software, I'll be able to edit in the changes when I'm satisfied with them.


Edited by Adeptus-B, 13 August 2013 - 10:58 AM.


#5 Adeptus-B

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Posted 25 September 2013 - 02:12 PM

 

-PULSE-POD-

 

Fungi are one of the most widely-spread life-forms in the galaxy. Hardy and opportunistic, fungi species have proven quite adept at infiltrating new environments. Nearly all Imperial voidships contain microscopic spores and hidden colonies of fungi, picked up during the course of the ships’ travels and unwittingly being spread amongst its destinations.

 

Most of these ‘hitch-hiking’ fungi species are harmless to man, but, as with all living things, exposure to the hellish energies of the warp can twist them into nightmarish abominations that present a deadly threat.

 

One form of warp-mutated fungi found aboard space hulks that has been documented by the Magos Biologis has been dubbed ‘pulse-pods’. These unnatural fungi take the form of oval nodules, ranging from 2 to 10 centimeters in length. They are yellowish in colour and almost always found growing in tightly-packed colonies. They usually grow on vertical surfaces, covering an area between one and a half-dozen square meters. The rubbery nodules swell and contract in rhythmic pulses. This movement apparently serves to attract the curious, but woe to anyone or anything that approaches too closely: the pulse-pods are able to sense nearby movement and respond by bursting open, spraying a highly caustic liquid over a wide area. This liquid is both a weapon and a means of reproducing: victims covered in the acidic substance typically flee, travelling some distance before being killed by the caustic attack, whereupon spores within the liquid begin to incubate into a new colony. Upon maturing, the new colony will usually spread from the initial host up the nearest vertical surface- a more effective vantage point from which to attack a potential host and begin the process again.

 

PULSE-POD COLONY

WS:- BS:25 S:- T:40 Ag:- Int:- Per:25 WP:- Fel:-

MOVEMENT: -/-/-/-

WOUNDS: 20 per square meter

SKILLS: Awareness (Per) +20

TALENTS: Combat Sense, Paranoia

TRAITS: Blind, Diffuse*, From Beyond, Size (variable), Strange Physiology, Stuff of Nightmares, Unnatural Senses (15m)

*Weapons without the X damage type, or Blast or Flame quality always deal the minimum possible damage to a colony.

ARMOUR: None (3 All; Primitive)

WEAPONS: Burst-Spray (Range: 10m; RoF: 0/1d5 per square meter/0; Damage: 2d10 X, Pen: 1d5, Clip: 20 per square meter; Rld: -; Special: Blast 2, Caustic**, Toxic)

**A target hit by this attack continues to take damage from the acidic liquid covering their body. For 1d5 rounds after being hit, the target takes an additional 1d10 I damage with Pen 1d5 and the Toxic quality. Also, if any damage roll- from either the initial attack or subsequent caustic effects- is a 10, corrosion reduces the armour value by 1 until it can be repaired by a skilled armourer with access to adequate facilities.


Edited by Adeptus-B, 23 February 2014 - 12:49 PM.

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#6 Brother Anselm

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Posted 25 September 2013 - 04:04 PM

hmm what would happen if the fungi above came into contact with Ork spores, a mutated orc species with toxic, caustic blood?



#7 Adeptus-B

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Posted 25 September 2013 - 10:18 PM

hmm what would happen if the fungi above came into contact with Ork spores, a mutated orc species with toxic, caustic blood?

 

Pure evil...



#8 pearldrum1

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Posted 16 January 2014 - 06:09 PM

Just used a Rad Spider as a sort of "Attack Dog" for an Ork patrol. They come down with them on their Roks, so the Orks take full advantage of them. Well done!



#9 pearldrum1

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Posted 19 February 2014 - 08:01 PM

I have been thinking of expanding upon the Rad Spider. I have used them with great success in my games in conjunction with Orks (basically as Ork pets that come down on Roks and are controlled via the Orks innate telepathy).

 

I want to make a Rad Spider Queen/Matriarch  (Master) and then also adjust the stats to use small rad spider hordes.

 

for the Matriarch, I will be going off the template provided. Here is what I have so far, I would love input from Adeptus-B.

 

Rad Spider Matriarch (Master)

WS 59 BS 36 S 52  (10) 55 AG 46 INT 18 PER 33 WP 48 FEL -

Movement 4/8/12/24

Wounds 80

Skills Awareness +10, Climb +20, Concealment +10.

Talents Catfall, Furious Assault, Hard Target, Iron Jaw, Lightning Attack, Swift Attack, True Grit.

Traits Beastial, Clutch-Bite*, Dark Sight, Fear (3), Improved Natural Weapons, Master Web Spinner**, Multiple Arms, Natural Armor (10), Size (Enormous), Unnatural Toughness (x2), Armored Nest***.

*If the Rad Spider hits an opponent with two successful stab attacks in a single round it may make an additional bite attack as a free action; this attack is at +20 to hit.

** If the Rad Spider snares an opponent with its web with 2DoS or more, it may immediately make another web spew attack against any target within range as a free action.

*** The webbed nest of the Matriarch is sporadically littered with armor of her previous victims - often times full suits with the insides long since devoured. As a result, when fighting a Matriarch inside of her nest there is a 25% chance that ranged attacks will instead hit a suit of armor instead.

Armor Molecularly Altered Reinforced Carapace (8 all; double vs. radiation).

Weapons Enhanced Web-Spew (30m; S/-/-; Blast (4), Snare, Recharge); Spear Arms (1d10+9 R, pen 4); Monstrous Bite (2d10+3, pen 2; Tearing, Toxic).

 

Matriarchs are a different breed. Born stronger and tougher in all aspects, they are fierce predators that will go to any lengths to ensure the survival of their offspring. They burrow inside the deepest recesses of Space Hulks or inside of enormous Ork Roks, covering their layer with webbing and hiding until anyone or anything foolish enough comes into their domain - then they feed.

 

Thoughts?


Edited by pearldrum1, 20 February 2014 - 05:35 PM.

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#10 Adeptus-B

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Posted 20 February 2014 - 04:02 PM

Thoughts?

 

Interesting. My suggestions would be to give the Matriarch (spiders don't have 'queens' like ants do, but their females are often much larger than the males) increased Size (at least Hulking, and preferably Enormous), increase her Toughness and reduce the Agility, and tailor her Skills/Talents/Traits more toward being a giant Shelob-like monstrosity than a quick'n'nimble opponent like the males. So, ditch things like Dodge and replace with Iron Jaw, for instance. And instead of multiple shots with her web spinnerrette, I would just give her web-shots the Blast (4 or 5) quality. Her armour value seems too high for anything short of a Tyranid Monsterous Creature, i.m.o. Maybe have her lair thick with webs that have chunks of metal woven within then, giving her a random (25%?) chance of 1d10 points of cover to any location 'hit'...?

 

As far as Orks driving Hordes of beasties go, I would recommend using Squigs in that roll- that would be truer to 40K lore. I don't have Mark of the Xenos handy, so I'm not sure if Squig stats are in that. If not, I know for a fact that they are in the DH monster book Creatures Anathema.


Edited by Adeptus-B, 20 February 2014 - 04:06 PM.

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#11 pearldrum1

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Posted 20 February 2014 - 05:26 PM

I am not too concerned about using Rad Spiders in conjunction with Orks simply for lore-purposes. I feel there is creative license to be had in that arena and that it is not out of the realm of possibility for the Orks and the Spiders to form some sort of symbiotic, mutually beneficial relationship via latent psychic ability and the Spiders inclination to inhabit Ork Roks and Space Hulks.

 

As for the other things - I agree on the agility. It should be brought down to represent the creatures much larger and more nest-oriented mindset. In my notebook they are written down as "Matriarch." I am not sure why the word "Queen" came into my mind when I was typing it out here. Weird.

 

I don't know if I agree with dropping her armor value simply because she is not a Tyranid. This is an enormous creature whose armor has had years and years of exposure to radiation and thus has been molecularly altered to be super dense. I suppose I could drop it a couple points, but I also dont want her to be a one-shot blast from a Heavy Bolter dead.

 

I like the ablative armor idea in the nest. That adds a cool factor. And damnit, I meant to up the size of her, but again forgot to post it here.



#12 Adeptus-B

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Posted 23 February 2014 - 12:39 PM

Here are some more 'gribblies' to populate your next dungeon Space Hulk:

 

-TUMBLE-SPORE-

 

This is another type of warp-mutated fungi. It takes the form of a grey-green ball, roughly a meter in diameter, filled with a lighter-than-air gas that causes it to float above the ground. Small bursts of this gas are periodically released from vent-holes which cover the outer surface of the fungus, providing crude motive force that sends it drifting along in search of prey.

 

The ‘spore is able to sense vibrations within 15 meters, and will move in that direction if possible; if there is no sound or movement within this range, the ‘spore will simply drift in random directions (use the scatter diagram on p.248 of the Deathwatch Rulebook to determine random directions). If the tumble-spore detects movement within 3 meters, it explodes with a powerful blast; victims killed by the blast become ‘incubators’ for a new generation of tumble-spores.

 

Anyone deliberately attempting to fool the tumble-spore’s senses by remaining silent and motionless may make a Willpower test opposed by the ‘spore’s Awareness. If successful, the ‘spore will not react to his or her presence, and will instead continue to ‘hunt’.

 

TUMBLE-SPORE

WS:- BS:- S:- T:20 Ag:- Int:- Per:25 WP:- Fel:-

MOVEMENT: -/-/-/-

WOUNDS: 2

SKILLS: Awareness (Per).

TALENTS: None.

TRAITS: Blind, Burst*, From Beyond, Hoverer (1d5 [Single Move only]), Natural Armour (2), Size (Puny), Strange Physiology, Undying, Unnatural Senses (15).

*If the tumble-spore detects movement within 3 meters, or if reduced to 0 Wounds, it bursts open, using the weapon profile below.

ARMOUR: Natural (2 All; Primitive).

WEAPONS: Burst (2d10 X, Blast 4, Smoke, Toxic)

 

-MORACOTH-

 

This uncanny creature hunts the borders where the Materium and the Immaterium meet. Warp storms, Geller Field breaches, and space hulks all have conditions likely to attract a hungry moracoth. It resembles a great deep-sea predator, with a long, thin, almost ribbon-like body, edged with spiny fins. Not intended for swimming, these fins actually project psychic energy that allows the moracoth to levitate. Its’ flattened head has a single bulbous eye that glows an eerie green, and a large mouth filled with needle-sharp teeth. Other than its eye, the moracoth is transparent, with skeleton and organs visible through the flesh.

 

The moracoth is able to become insubstantial or solid at will. An opportunistic hunter, it will use its ability to pass through solid barriers while insubstantial to seek out prey, then solidify and attack any living thing small enough to be swallowed whole (i.e. Puny or smaller). Since it is a creature at home in both our universe and the nightmare realm of the warp, it is not surprising that the moracoth feeds on more than just organic matter. It also draws sustenance from psychic distress.

 

When a hunting moracoth encounters sentient beings too large to be eaten, it employs a special attack that targets the very soul of its victims. A moracoth can emit warp energy from its eye, in the form of a ghastly ‘witch-light’ that saps the very life-energy of all those within its hellish glow. The attacking moracoth grows stronger as its opponents are weakened by this witch-light. Fortunately, a moracoth cannot remain aetherial and attack with its witch-light; it must focus its willpower on doing one or the other. A moracoth is a canny predator, and will cleverly remain immaterial until it can strike at advantage, then quickly become insubstantial again.

 

MORACOTH

WS:35 BS:- S:25 T:35 Ag:55 Int:15 Per:40 WP:45 Fel:-

MOVEMENT: 1/2/-/-

WOUNDS: 25

SKILLS: Awareness (Per), Dodge (Ag).

TALENTS: Combat Master, Hard Target, Step Aside.

TRAITS: Bestial, Dark Sight, Fear (1), Flyer (4), Narrow Profile*, Phase, Size (Enormous), Strange Physiology, Undying.

*Although the creature is Enormous for purposes of determining how much space it occupies, its’ unusual thinness makes it difficult to attack- or even see from certain angles. It is treated as Scrawny with regard to all size-based bonuses and penalties.

ARMOUR: None.

WEAPONS: Bite (1d5+3 R; Primitive), Witch-Light (As a Half Action, a moracoth can unleash a strobe of warp-charged light from its eye. This blast of light extends 5 meters in every direction; any sentient being within this radius must make a Challenging (+0) Willpower Test or gain 1 level of Fatigue, +1 level per Degree of Failure. Any being rendered unconscious by this attack becomes catatonic for 1d5 days [a successful Medicae Extended Care Test cuts this time in half]. This attack cannot be employed while the moracoth is insubstantial. The moracoth heals 1 Wound per point of Fatigue inflicted.)

 

-TRAP-MOSS-

 

Not actually moss, this is a type of corrupted fungi which forms large mats of dense, tangled rhizome growths. These dark hair-like tubes cover an area from 2 to 20 square meters, always on the floor (hence they will only be encountered in areas with functional gravity). Although it is immobile other than to slowly grow outward from the initial infestation site, trap-moss is nonetheless a significant hazard to explorers of space hulks, for it earns its name by the insidious means it uses to acquire organic matter upon which to feed.

 

The rhizome stalks that make up a colony of trap-moss release chemicals when broken; these chemicals quickly harden into an effective glue, trapping the trespasser in place after one round of exposure. A Difficult (-10) Strength Test is required to break free. If the trapped individual succeeds at this Strength Test while still standing amongst the mat of trap-moss, a Reaction must immediately be used to take an Ordinary (+10) Agility Test to avoid becoming re-trapped. If this Agility Test fails by two or more Degrees, the individual falls prone in the trap-moss; prone individuals treat the Strength Test to break free as Very Hard (-30).

 

Any sufficiently large colony of trap-moss will almost certainly contain the bones and indigestible possessions of previous victims who were unable to break free and eventually expired in the fungi’s merciless grip. The temptation to search through these remains can lead to a trap-moss acquiring its next ‘meal’…

 

TRAP-MOSS

WS:- BS:- S:- T:10 Ag:- Int:- Per:- WP:- Fel:-

MOVEMENT: -/-/-/-

WOUNDS: 8 per square meter.

SKILLS: None.

TALENTS: None.

TRAITS: Diffuse*, Glue (see description above), Strange Physiology, Undying.

*Any attack that does not have the Blast, Flame, or Scatter Quality only inflicts half damage on a Diffuse target. A Diffuse target cannot be Knocked Down, Grappled, or Pinned, and counts as destroyed once all its Wounds are lost.

ARMOUR: None.

WEAPONS: None.

 

-RAGELING-

 

Most humans harbor a reservoir of repressed anger deep in their psyche. Built up over the course of a lifetime, fueled by innumerable insults, slights and intimidations, this hot nugget of psychic rage would almost certainly cause a violent outburst if not kept tightly in check. Fortunately the vast majority of people are able to consciously subjugate this impulse toward violence, out of either a basic moral compulsion or simply because of fear of the consequences. Of the great teaming mass of humanity, nearly all carry this repressed anger to their death, whereupon it dissipates harmlessly into the aether. In rare circumstances, individuals with latent psychic abilities can impress their rage upon a location, creating occasional instances of poltergeist activity that persists until the residual psychic energy has expended itself.

 

But psychic energy- especially that associated with strong emotions- reacts with the power of the Immaterium, and when a particularly powerful seed of repressed anger is brought into sudden contact with the maelstrom of the warp (such as during a Geller Field breach), it can be torn free from the fleshy mind in which it was born. Awash in emotionally-reactive warp energy, this hotspot of psychic anger can take on a will of its own, drawing upon residual memories from its progenitor to create a psychic avatar of rage. Unfettered by conscious restraint, this ‘rageling’ lashes out at anything it can find.

 

Or so a certain theory holds, among a small number of scholars who study psychic phenomena. Based on fragmentary accounts, this theory is not widely embraced by the Imperium’s experts on the Empyrical. It does, however, explain some bizarre encounters with ghostly entities that seem to revel in inflicting fear and pain…

These encounters include descriptions of half-seen monsters, beings visible only as an eerie outline of witch-fire that describes a terrible shape. Exactly what shape these entities take varies greatly; if the ‘rageling’ theory is correct, this is most likely the result of the entity deliberately assuming a form that its progenitor found frightening in life. Large predatory beasts, naïve depictions of daemons, and even distorted versions of Astartes (undoubtedly inspired by intimidating statues, first seen in impressionable youth) are all likely forms assumed by the semi-sentient psychic energy, in an effort to strike fear into the hearts of anyone and anything it encounters.

 

As a disembodied psychic entity, a rageling cannot physically interact with this reality. However, its pent-up anger is so intense that attacks by its avatar can inflict intense pain, as hate-focused warp energy reacts with the very soul of the target. This can be a double-edged sword: as a barely-sentient pseudo-entity, the rageling is unaware of its status, deluding itself into believing that it is a living, breathing thing. Hence, it can potentially be harmed by an opponent’s committed belief in the efficacy of a physical attack. Or so the theory holds…

 

RAGELING

WS:40 BS:- S:- T:- Ag:- Int:20 Per:35 WP:(8)45 Fel:10

MOVEMENT: 4/8/12/24

WOUNDS: 45

SKILLS: Intimidate (WP), Scrutiny (Per), Speak Language: Low Gothic (Int).

TALENTS: Berserk Charge, Disturbing Voice, Furious Assault.

TRAITS: Avatar of Rage*, Fear 2, Fragment of Psyche**, From Beyond, Incorporeal, Size (Hulking), Stuff of Nightmares, Unnatural Senses (15), Unnatural Willpower (x2), Warp Instability.

*Normal weapons have no effect on a rageling, but its mistaken belief in its physical existence renders it vulnerable to an opponent’s psychic commitment to attacks. If a melee attack roll against a rageling is successful, the attacker may make a Willpower test. If the test fails, the attack passes through the rageling without effect; if the test is successful, the attacker may inflict its Willpower Bonus in damage upon the rageling, +1 point per Degree of Success.

Any attacks that would normally harm an Incorporeal being (psychic powers, consecrated items, etc.) work normally against a rageling, except that damage is reduced by its Willpower Bonus rather that its (non-existent) Toughness Bonus.

**The fragment of consciousness possessed by a rageling is unaware that it is no longer a living entity. If it can be verbally convinced of this fact, the shock of this revelation to what remains of its human psyche will cause it to begin testing for Warp Instability on every subsequent round.

ARMOUR: None (the rageling may appear to be wearing armour appropriate to its chosen avatar, but this has no effect).

WEAPONS: Focused Rage (1d10+4 E; Warp Weapon).

 

____________________

 

So- does anyone else have any home-made stuff that they would like to add to this Monster Manual Creature Codex...?


Edited by Adeptus-B, 23 February 2014 - 12:53 PM.

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#13 ak-73

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Posted 24 February 2014 - 04:40 PM

Sorry, no critters at hand to add - but this is quite awesome.

 

Alex



#14 pearldrum1

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Posted 05 March 2014 - 05:43 PM

I am thinking about not giving the Matriarch the Clutch-bite trait as she will already be doing a minimum of 5 melee attacks on a full-round action (Lightning+Multiple limbs). She is pretty buff as it is.



#15 Vandegraffe

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Posted 09 March 2014 - 01:38 AM

Adeptus-B, shamelessly stolen (and will be used to make my players' lives difficult next campaign).  Much thanks!

 

Cheers,

- V.


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#16 Adeptus-B

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Posted 09 March 2014 - 02:53 PM

Adeptus-B, shamelessly stolen (and will be used to make my players' lives difficult next campaign).  Much thanks!

 

That's what it's here for! ;)

 

I have three more space hulk critters in the works (a slime, a tunneller, and a swarm), which will take me up to an even dozen. Does anyone else want to try their hand at 'monster design'? I can't be the only one who comes up with this kind of stuff...



#17 pearldrum1

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Posted 09 March 2014 - 05:34 PM

 

Adeptus-B, shamelessly stolen (and will be used to make my players' lives difficult next campaign).  Much thanks!

 

That's what it's here for! ;)

 

I have three more space hulk critters in the works (a slime, a tunneller, and a swarm), which will take me up to an even dozen. Does anyone else want to try their hand at 'monster design'? I can't be the only one who comes up with this kind of stuff...

 

 

..... You make me sad in my heart, bro. Sad in my heart.



#18 Visitor Q

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Posted 10 March 2014 - 05:50 AM

I've got a few critters I'll put up.  Incidentally how strict do you want this list to just be vermin?  What about other Space Hulk themed enemies (primarily thinking a named Flash Gitz Ork Admiral)?


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#19 Adeptus-B

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Posted 10 March 2014 - 02:26 PM

..... You make me sad in my heart, bro. Sad in my heart.

 

...?

 

I've got a few critters I'll put up.  Incidentally how strict do you want this list to just be vermin?  What about other Space Hulk themed enemies (primarily thinking a named Flash Gitz Ork Admiral)?

 

My inclination would be to give true xenos (which have broader applicability that just appearing on Space Hulks) their own thread. If you want to start one up, I've got some stuff in the Dark heresy House Rules forum (see the NEW XENOS link in my signature) that I could add to it. Hrud, with their warp-based weapons, make interesting change-of-pace Adversaries in DW (easy to kill, but hard to find), and the Nostrafex (my updating of the WH40K:RT Vampire) could inspire a fun mystery scenario, with the Kill-Team forced to become unlikely detectives...

 

If we can come up with enough entries, we could probably combine the Xenos and Vermin into a single Creature Codex .pdf.



#20 ak-73

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Posted 11 March 2014 - 05:58 AM

I was thinking of the Lashworm from the 40K Rogue Trader book. But then I would probably rather use it as a Minor Hazard infestation area.

 

Alex






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