Hi folks! What do you think about the creatures of the KB ? Here are my thoughts and opinions
All of you players should leave this topic alone, otherwise you might spoil the suprises your GM worked and paid for to bring them to you
Overall: It is very obvious that the developers wanted to make sure that a lot of the creatures could be used no matter what planet the game takes place. The following creatures come equipped with reasons/excuses to place them wherever the Storytellers sees fit
Clawed Fiend; Creeping Stalker; Kyhmera; The Medusa;Razorwing; Thornmaw; Ur-Ghul
While I appreciate the intend to have beasts for every occasion (after all, this is why a lot of GM buy such books) I think that instead of making “everything possible everyware” a section about “more generic beasts” with some hints and tweaks to fit them into any given environment might have been an even better approach. But this might only be me.
The high number of Dark Eldar references is (put together with “Soul Reaper”) a clear indication that FFG will centre things in the Koronus on them. And perhaps somewhere else as well, the BC players are no strangers to them, too.
A good thing is the added pictures for Burnscour, Orn and Vaporious. It is alway good to become a better feel for a world a player might return to. Even if it is just tidd bits.
I was surprised to see this one again. It was shown as a sketch in the third Edition of the WH40K Tabletop rules. Quiet defty beast although I am not sure how a tough hide and fur is able to provide as much armour as modern armour. Anyway, it comes with a fine amount of wounds and this is a good thing: after all, we do not want the “terror of today” to go down after the first volley of bolts, do we?
The classic fantasy ambush beast, bursting forth from beneath the ground to maim as many of your group before your superior firepower safes the day. Excellent to cull those NPC troops any sane RT will have with them.
The Warpbeasts of the DarkEldar turned into a phenomenon of their own. And a more powerful if I compare these to the first stats from Black Industries. A thing that feels odd is the size trait. Is such a beast really as big as a Sentinel Walker or a Krootox? Anyway, the Phase Trait turns them into a nightmare now. Not a chance in hell to shoot them before they are closing in for the kill….
If you ask me, this is just the bigger and meaner version of the Creeping Stalker. The “Gulp Attack” is nice, so. But it has for to view wounds for its size. It is Immense and comes with 41 wounds will the hulking Clawed Fiend comes with 48 wounds. Yes, if you just take out one segment it will die, but I would go for the following house rule here
Cut it in two! Unless attacks are aimed (-20) to hit the same spot as before, the creatures wound total is treated as 100. While aimed attacks are counted separately for this purpose, they DO count against the total of 100 as well.
The Medusa is a treat I do not know if I like it or not. The head-attaching-parasite thing is tried & true since “Alien”, but somehow I cannot get warm with it. Of course, I have you use an Invasion of this things on a group of NPC the PC know and value you might have the fun of watching your killer-barbies pulling their punches.
Nice to have one simple herbivore here… but since they book is otherwise not giving a s**t about beasts or burden or utility, I wonder what this entry is doing here. Do not get me wrong, I would have loved to have some article about “complete eco systems” but one Mukaali simply isn´t doing the trick.
This is an entry I cannot like at all. All of the 40K-Monsters are “beyond real” in order to be a threat to warriors armed with loads of high-tech. But these are simply overpowered Avian Ueber-Predators. Scrawyn birds with a fighting prowess, strength and durability rivalling some human cult assassins. Luckily the book labelled them “genetically designed”.
A nice trap animal which comes with a luxury reason not to shoot it. But outside a hunting situation (where one is after the trophy) I doubt that it will last long. It is a semi-stationary target, after all.
Somehow, FFG has not given up on Grace. Guess we will see somebody going there soon. But unless used in high numbers I do not see any danger for an RT here.
Species X-10198.rk is mainly useful because of the extra information added in the article (“Orn fumbles with your higher brain functions if you stay to long!”). Sadly, no rules for this effect where given.
Terrorax is another one from Burnscour and one we know about from the freebees. I would have liked to learn a little more about Burnscour. About the rain, about how the flora and fauna deals with it. A good thing that these creatures seem to act in small packs. One alone would not survive long enough. Again, some kinds of natural xenos armour seem to be as hard as steel (AP:6). But we are 40K, we are used to it. Still, this is something to spring from ambush, grab someone and retreat up a tree. Good for culling the NPC.
Thornmaw has a special rule that does not makes sense to me. If it is able to hover(4), how should it become “ground bound”? Is its supernatural ability to hover broken as soon as it touches the ground? Can it only hover at set height but never gain altitude? If so, how did it come into its position in the first place? Or is this meant as a “one round penalty” while it is lifting off again?
Otherwise, another creature to ambush your PC with from above.
The Unquenched but some more danger onto Vaporious. The psychic undead. Nice horror twist on the traditional zombie.
Ur-Ghul is one of my favourites. While it is still one of these Dark Eldar Toy things, it is a nice thing to let loose on the PC in an abandoned colony. I personally would at the FRENZHY Talent to take effect as soon as they were able to grapple somebody and use their bite to damage them in the following round.