Jump to content
Sign in to follow this  
InquisitorAlexel

Dark Heresy fanmade bestiary

Recommended Posts

Hi folks.

 

Here will be assembled all the creatures that were taken from DH1 and other lines as much as fanmade stuff to create the most complete "monster's manual" for Dark Heresy 2. It is mainly for fun, but also to get some interesting bases for the community.

 

The rules of this topic are simple:

 

-Only post in this topic documents about creatures/monsters/adversaries/allies. 

-Do not comment here what has been done.

-Be ready to read stuff and see new creatures in this forum.

-Tag in the title if the creatures you post are Malleus, Hereticus or Xenos

 

 

For those that want to comment and discuss what will be posted here, just go to this topic here and don't be afraid to revive it when it is sleeping. I'll come with my own ideas soon.

 

 

Place to discuss: https://community.fantasyflightgames.com/topic/185261-bestiary-book/

Edited by InquisitorAlexel

Share this post


Link to post
Share on other sites

Here, I've got one I built for an old campaign on hive Desoleum. 

 

Scattered throughout the sprawling under hive are members of a league of exiled Chirurgeons. These "Black Chirurgeons" perform horrific flesh experiments on their unwitting captives. The Black Chirurgeons fund their research by selling gangs some of their work. Primarily, they sell Chirurgeon Assassins; captives, imprinted with a target, then filled with enough combat drugs to drive them into an extreme rage.

 

Chirurgeon Assassin (Hereticus)

WS:38 BS:27 S:45 T:46 AG:30 INT:25 PER:29 WP:28 FEL:28

12 Wounds, Speed: 3/6/9/18 Threat: 12?

Skills: Athletics, Acrobatics, Dodge +10

Talents: Ambidextrous, Two weapon wielder, Imprinted Frenzy*

Items: Chain Sword X2 (1d10+6, pen 2, Balanced, Tearing) Chirurgeon Harness (2 AP - Head and Torso) Harness, Explosive Collar, Auto Injector Rig: (1)Stimm, (1)Desoleum Fungus, (1)Frenzon, (1)Slaught.

*Imprinted Frenzy: Each Chirurgeon Assassin has a target imprinted into their mind before being sent into the field. Whenever this character become affected by Frenzy they gain Hatred (Target) and must attack that target whenever possible. Charging at the target grants the Assassin the Thunder Charge Talent until the end of turn.

 

Using this NPC:

Chirurgeon Assassins are obviously not in the least bit sneaky. Their handler finds a way to deliver them (Frequently via shipping crate) and then hits his control for the auto injector, always beginning the encounter with Frenzon. The Handler prefers to remain hidden whenever possible, and will ALWAYS detonate the explosive collar upon the Assassins death (Frag grenade profile) (Skulker NPC found in the basic rulebook works well as a handler.) For RP purposes it may be interesting to let the Assassin try to talk to the target, or warn them before they go into a frenzy. Despite the threat rating, it is not a god idea to send more than one of these at a low to mid level group, they are built to hit like a truck and stand a very good chance of killing their one target before they go down. 

The Chirurgeon Assassin NPC uses a Manufactorum Worker as the base NPC, other NPC's may be converted into these assassins by placing the Characteristics of the affected character into the Chirurgeon Assassin's Characteristics, as well as adding any relevant talents and skills from the base NPC.

Edited by Oridaellin

Share this post


Link to post
Share on other sites

Well, I may as well post another one, hope it kicks things off.

 

Whether it's with the Imperial guard, or for a hive gang, some jobs need a little something extra. Whether breaching and entering, or rappelling down a vertical hive wall, these specialists will excel.

 

Specialist (Hereticus)

WS:32 BS:47 S:38 T:34 AG:41 INT:35 PER:30 WP:31 FEL:36

12 Wounds, Speed: 4/8/12/24 Threat: 9?

Skills: Athletics +10, Acrobatics, Tech Use, Dodge, Command, Stealth

Talents: Hard Target, Catfall, Leap up, *Watch the ledge!

Items: Flak Cloak (3 AP - Torso, Arms and legs) Shotgun (1d10+4, 30m, s/-/-, Clip 8, 2Full, Scatter), (1)Photon Flash Grenade, Lascutter, Grapnel and Line.

*Watch the ledge!: All allies of the specialist within 15 meters count as having the athletics skill for the purpose of climbing, additionally, as a free action once per round, the Specialist can make a Command test (+10) when an ally fails a climb check. If successful, the ally may reroll the check.

Using this NPC: 

Specialists are generally used for ambushing or engaging in lightning quick raids. They can be used for dozens of situations that a typical troop/thug/bounty hunter might be ill suited to. I myself built them to be the profile for a pair of bounty hunters for a gravity defying encounter on a mag rail travelling vertically up the side of a hive. Specialists can be used in a team of similar NPC's, or they might be leading a team of normal enemies. Specialists never engage unless their team is fully in position, this coupled with their low perception and lack of awareness means that they can be easily counter ambushed if they are noticed, in such a situation they favor retreating. Specialists who are working in a military setting will likely be wearing Imperial guard flak armor instead of their cloak. They will also have a greater supply of Flash Grenades, and have a Grenade Launcher. Specialists working for a hive gang might use hive leathers as their armor and trade their flash grenade for a fire bomb. Specialists prefer to throw their grenade to start an encounter.

 

EDIT: Agility reduced, added Watch the Ledge!

Edited by Oridaellin

Share this post


Link to post
Share on other sites

--THE HRUD--

 

XXO2rr8.jpg

 

The Imperium of Man views the noisome xeno race known as the Hrud as little more than parasites, foul scavengers with no significant culture of their own. Needless to say, this is not a view shared by the Hrud themselves. The Hrud are an ancient and far-flung people, a people who had established colonies on numerous planets throughout the galaxy long before the sons of Terra left their homeworld to walk among the stars. The Hrud pride themselves on their record-keeping, and there are those who speculate that they have information contained within their ancient archives that would open up such terrifying vistas of eldritch aeons that no human mind could absorb the revelations without forfeiting sanity.

 

The Hrud are a dark-dwelling race who inhabit underground tunnel complexes (called juunlak in the Hrud tongue), preferably near the settlements of other advanced races. There, they live in secret, using stealth to pilfer the goods they cannot produce themselves. As their numbers increase, the Hrud prepare for a peh-ha, or mass migration. This typically involves a small group of Hrud ‘scouts’ stowing away on a space-faring vessel, carrying with them some essential components for their warp-based technology. When they eventually arrive at a new world, the Hrud set up a secret base and begin stealing the technological items needed to combine with their own components to create a warp gate. Once the gateway is functional, the Hrud Raheed, or ‘masstribe’, begins migrating in earnest to the new location.

 

DissectedHrud.jpg

 

Unfortunately the sustained operation of a Hrud warp gate generates an enormous amount of entropic energy, which can have devastating effects on the surrounding environment. Crops turn to dust overnight, organic materials crumble, and local residents find themselves aging at an incredibly accelerated rate, often going from spry youths to do doddering old men in a matter of days. These shocking occurrences are often the first indication a human population has of a Hrud infestation nearby. Since this normally triggers an attempted purge by Imperial authorities, the Hrud usually try to keep their mass migrations secret, but their need to utilize the stolen technology of others, including tapping into energy sources to power their warp gates, sometimes prevents them from setting up their colonies a sufficient distance from human population centers to avoid detection.

 

There is another woe for those living near Hrud infestations. The scavenging of these stealthy aliens is not limited to material goods: the Hrud also make use of slaves, capturing unwary humans to perform the unskilled labor necessary to keep a colony functioning properly. Many of these slaves die from contact with the toxins perpetually secreted by the Hrud, but those hardy individuals who develop a resistance to the poisons sometimes become valued resources to Hrud settlements, even being viewed by some Hrud as loyal ‘pets’, especially if the slave was captured young and stays with the Hrud long enough to forget his or her previous life.

 

OfOMce5.jpg

 

In appearance, the Hrud are rarely perceived as anything more that vaguely humanoid shapes, shorter than the human norm, swathed in ragged robes. Sometimes a ratlike tail is glimpsed dragging behind, but beyond this even those who have had first-hand encounters with the Hrud would be hard-pressed to provide any detailed description. Even study of Hrud corpses is problematic, as these xenos decompose at an accellerated rate, putrefying into loathsome puddles of toxic liquid shortly after death. Those rare individuals who have seen living Hrud without their traditional robes describe them as hairless creatures with large, black eyes and limbs which are not jointed, like those of human, but segmented, in the nature of a spine.

 

500px-Hrud.jpg

 

HRUD (TROOP)

Wounds: 8

Armour [Defense Value]: 2 All [4]

WS:28 BS:35 S:25 T:25 Ag:(6)45 Int:38 Per:36 WP:40 Fel:18 Ifl:-

Movement: 5/10/15/30

Threat: ??

HRUD FUSIL Class: Exotic/ Basic; Rng: 100m; RoF: S/-/-; Dmg: 2d10 (E); Pen: 5; Clip: 1; Rld: Full; Wt: 4 Kg; Avl: ER Special: Overheats, Warp Weapon

PICKNIFE Class: Melee; Rng: -; RoF: -; Dmg: 1d10+2 (I); Pen: 1d10; Clip: -; Rld: -; Wt: 1 Kg; Avl: RA

Skills: Acrobatics (Ag) +10, Athletics (S), Awareness (Per), Dodge (Ag) +10, Forbidden Lore: Warp, Xenos (Int), Linguistics: Hrud, Xeno Markings (Int), Scholastic Lore: Legend (Int), Stealth (Ag) +30 (includes Size modifier), Survival (Per), Tech Use (Int).

Talents: Ambidextrous, Double Team, Hard Target, Jaded, Leap Up, Weapon Training: Exotic (Hrud Fusil), Las, Low-Tech, Solid Projectile.

Traits: Dark-Sight, Size (3), Unnatural Agility (2).

Gear: Reinforced Robes; 2d10 reloads for the Fusil; miscellaneous tools and other odds and ends stolen from unwary previous owners. Also, there is a 30% chance that a Hrud will be carrying a scavenged back-up weapon. These are 75% likely to be some form of standard Imperial pistol, with a 25% chance of being something more exotic, such as a xeno-manufactured weapon which the nomadic Hrud picked up during its travels. Scavenged weapons will only have half their clip capacity in ammo remaining.

Light-Sensitive: All Tests taken by a Hrud are at -10 in direct sunlight or equivalent illumination.

Poison Secretions: The toxins produced by the Hrud’s state of semi-decomposition render them dangerous to the touch. Any creature whose bare skin comes into contact with a Hrud must pass an Ordinary (+10)Toughness test or lose 1d10 points of Toughness for 1d5 days. If the creature is exposed to these toxic secretions a number of times equal to 10-TB and survives, it develops immunity to Hrud poison (most slaves encountered in Hrud communities will have developed this immunity).

Entropic Aura: Repeated exposure to the corrupting energies of their warp-based technology has led to the Hrud permanently radiating an aura of entropic energy. This aura has the following effects: First, it renders Hrud immune to the aging effects of their warp gates. Second, it dampens a percentage of light in their vicinity, allowing Hrud to make Stealth tests even while under direct observation. Third, non-living items near a Hrud will age approximately 10 times faster than normal. This has little impact on machinery or other metal items; the most obvious consequence of this effect is to cause food to spoil within minutes of being near a Hrud. Finally, the entropic aura will cause the body of a slain Hrud to decompose at a highly accelerated rate, completely dissolving into a foul, toxic liquid within an hour of death.

 

HRUD TINKER (ELITE)

Wounds: 10

Armour [Defense Value]: 2 All [4]

WS:28 BS:40 S:25 T:25 Ag:(7)50 Int:48 Per:42 WP:45 Fel:18 Ifl:-

Movement: 6/12/18/36

Threat: ??

HRUD FUSIL Class: Exotic/ Basic; Rng: 100m; RoF: S/-/-; Dmg: 2d10 (E); Pen: 5; Clip: 1; Rld: Full; Wt: 4 Kg; Avl: ER Special: Overheats, Warp Weapon

PICKNIFE Class: Melee; Rng: -; RoF: -; Dmg: 1d10+2 (I); Pen: 1d10; Clip: -; Rld: -; Wt: 1 Kg; Avl: RA

Skills: Acrobatics (Ag) +10, Athletics (S), Awareness (Per), Dodge (Ag) +10, Forbidden Lore: Warp, Xenos (Int) +10, Linguistics: Hrud, Xeno Markings (Int), Security (Int) +10, Scholastic Lore: Chymistry, Legend (Int) +10, Stealth (Ag) +30 (includes Size modifier), Survival (Per), Tech Use (Int) +20.

Talents: Ambidextrous, Double Team, Hard Target, Jaded, Leap Up, Weapon Training: Exotic (Hrud Fusil), Las, Low-Tech, Solid Projectile.

Traits: Dark-Sight, Size (3), Unnatural Agility (2).

Gear: Reinforced Robes; 2d10 reloads for the Fusil; many tools, including a Hrud equivalent of a Combi-Tool (tech-heresy in the eyes of the Adeptus Mechanicus). Also, there is a 75% chance that a Hrud Tinker will be carrying a scavenged back-up weapon. These are 75% likely to be some form of standard Imperial pistol, with a 25% chance of being something more exotic, such as a xeno-manufactured weapon which the nomadic Hrud picked up during its travels. Scavenged weapons will only have half their clip capacity in ammo remaining.

Light-Sensitive, Poison Secretions, Entropic Aura: see above

 

HRUD CHIEFTAIN (MASTER)

Wounds: 14

Armour [Defense Value]: 2 All [5]

WS:33 BS:40 S:30 T:30 Ag:(7)50 Int:42 Per:40 WP:45 Fel:23 Ifl:-

Movement: 6/12/18/36

Threat: ??

HRUD FUSIL Class: Exotic/ Basic; Rng: 100m; RoF: S/-/-; Dmg: 2d10 (E); Pen: 5; Clip: 1; Rld: Full; Wt: 4 Kg; Avl: ER Special: Overheats, Warp Weapon

PICKNIFE Class: Melee; Rng: -; RoF: -; Dmg: 1d10+2 (I); Pen: 1d10; Clip: -; Rld: -; Wt: 1 Kg; Avl: RA

Skills: Acrobatics (Ag) +10, Athletics (S), Awareness (Per) +10, Dodge (Ag) +20, Command (Fel) +10, Forbidden Lore: Warp, Xenos (Int) +10, Linguistics: Hrud, Xeno Markings (Int) +10, Navigate: Surface (Int) +10, Scholastic Lore: Legend (Int) +20, Stealth (Ag) +30 (includes Size modifier), Security (Int), Survival (Per), Tech Use (Int) +10.

Talents: Ambidextrous, Assassin Strike, Double Team, Hard Target, Jaded, Leap Up, Weapon Training: Exotic (Hrud Fusil; back-up weapon [see below]), Las, Low-Tech, Solid Projectile.

Traits: Dark-Sight, Size (3), Unnatural Agility (2).

Gear: Reinforced Robes; 2d10 reloads for the Fusil; Scavenged back-up weapon. This is 50% likely to be some form of Imperial pistol; otherwise it is a xeno-manufactured weapon. The scavenged weapon will only have half its clip capacity in ammo remaining.

Light-Sensitive, Poison Secretions, Entropic Aura: see above.

Polyglot: This creature can make an Untrained Linguistics Tests to attempt to communicate in languages it does not speak; communication in this manner is very rudimentary, and a test must be rolled for each concept being expressed.

 

GM Notes: Stealth is the key to employing Hrud effectively. They are not brute-force combatants- the relative ease with which they can be killed must be offset by making them as difficult to target as possible. The best ‘formation’ for a Hrud ambush is to deploy them in increments of three, each one hidden in a different location with a view of the kill-zone. The first Hrud to act fires its fusil as a half action, then moves and simultaneously re-hides. The second Hrud, having hidden the previous turn, spends the round reloading its weapon. The third Hrud, after reloading the previous round, takes a Full Aim. With shots coming from every direction and no targets visible, three Hrud should prove very disconcerting to a Warband, while six would be a significant threat, and nine ought to be able to convince even the most stubborn Acolytes to retreat and come up with a different plan…

 

Special credit to Lexicanum for most of the information about Hrud culture.

Share this post


Link to post
Share on other sites

Mine wasn't formatting correctly, but I have it in a google doc. I originally came up with these creatures for an Only War campaign on Skrynne, but they could be used anywhere. I tried to come up with a mix of flyers, animals, and insects to use. The images are not mine, I found them online. enjoy.

 

https://docs.google.com/document/d/1yW-Sk08nPmKnRQv05nkUpAVbealnvJwuWS1C9Zel_0k/edit

Share this post


Link to post
Share on other sites

Since this thread is also supposed to include beasties from other WH40KRP lines adapted to the DH2 format, in addition to original creatures, I decided to kick off with one of my favorite created-for-the-game horrors: a warp predator from the Adversaries section of the Rogue Trader rulebook:

 

--EBON GEIST--

 

ebon_geist_by_paranoimiac.jpg

 

These near-mindless creatures a animalistic predators whose hunger for life is boundless. They are drawn to the soul-sparks of mortal life like sharks to bloody water. Such a predator is the Ebon Geist, a thing blacker than the emptiest void, a killing shadow, thin and writhing, that can pass through dark spaces as insubstantial as a nightmare fading into forgetfulness. The geist murders with its chill talons leaving nothing but bodies consumed to desiccated husks, the screaming shadows of its victims cold-burned into the hull where they perished.

-Rogue Trader Rulebook, page 378

 

EBON GEIST (ELITE)

Wounds: 18

Armour [Defense Value]: - [8]

WS:36 BS:- S:36 T:(8)40 Ag:(8)45 Int:14 Per:55 WP:42 Fel:- Ifl:-

Movement: 8/16/24/48

Threat: ??

CHILL TALONS Class: Melee; Rng: -; RoF: -; Dmg: 1d10+3 ®; Pen: -; Clip: -; Rld: -; Wt: -; Avl: - Special: Tearing, Toxic, Warp Weapon

Skills: Dodge (Ag), Psyniscience (Per), Stealth (Ag) +20

Talents: Hard Target, Lightning Attack

Traits: Baneful Presence (20), Daemonic (4), Dark Sight, Deadly Natural Weapons, Fear (2), Flyer (12), From Beyond, Phase, Toxic, Unnatural Agility (4), Unnatural Speed (4), Warp Instability

Consume Life: For every sentient, living creature the Ebon Geist kills it immediately recovers 1d5 lost Wounds (this cannot take it above its starting total)

Edited by Adeptus-B

Share this post


Link to post
Share on other sites

I'm a stronger supporter of the diversity of life and opposition in Warhammer 40k and for that reason I am presenting these hyena-inspired beastmen mutants. Be advice that this is not a correct representation of the fascinating animals known as hyenas and one should think to draw any kind of knowledge regarding the real animals from what is posted below.

 

I am aware that these guys are very short on talents and traits but hopefully someone will give some advice on what could be added for a better build of these beastmen. And with some luck, an updated version will be delivered in the future.

 

If my descriptions of them would leave something to be desired, think of them as looking pretty much like gnolls.

 

Corpse Stealers (Brown Hyena) - Hereticus

 

Appearance

 

The mutant has a basic humanoid build with long and shaggy coat of dark brown hair with grey and tawny parts on the head, upper body and legs, as well as a dark brown tail. Down their backs one can see a long black mane of fur. They have hind legs and hands with four digits, including a thumb. Their heads are shaped like a hyena’s with a powerful set of teeth and muscles of drive the strong jaws.

Behavior

 

In terms of diet the Corpse Stealers are mostly scavengers and tends to  favor living near and on supplies of human corpses, but they are not beyond creating corpses to feed on if an the opportunity would present itself with little risk to themselves.

 

Larger cooperation between packs can happen but it’s fairly rare, as are larger packs than at most a dozen individuals.

 

Social Structure

 

They tend to live in small biologically related groups of around 5-7 individuals which for the most part create a lair to sleep in for themselves. In terms of mobility its often young males who leaves their old packs in order to find new ones or just being driven by wanderlust

 

The hierarchical order is determined by fighting between the involved parties.

 

Inquisitorial Review

 

Classification: Hereticus Minima

 

The Corpse Stealers are considered to be a minimal threat on a large scale and at best an irritation on the local level. They are deemed to lack the ability to become a threat but can deteriorate an existing problem.

 

Corpse Stealer

 

WS 30

BS 25

S 35

T 35

Ag 30

Int 25

Per 35

WP 25

Fel 30

 

Movement: 2/4/8/16               Wounds: 10 

   

Skills

Athletics

Awareness +10

Dodge

Linguistics (Hyena)

Linguistics (Low Gothic)

Resistance (Bad Food)

Stealth +10

Survival +20

 

Talents

Sprint

Heightened Senses (Smell) +20

 

Traits

Improved Natural Weapons (Bite)

Natural Weapons (Claws)

Size (3)

Tongue of the Beast*

 

Attacks

Claws (1d10+3)

Bite (1d10+4)

 

4e_gnolls.jpg

 

 

(The picture is on the more low-tech side of things, but I hope you get the idea)

 

Laughing Devil (Spotted Hyena) - Hereticus

 

Appearance

 

The Laughter Devil is a humanoid with a spotted black-on-yellowish-grey fur, with rounded ears, short nose, hind legs, a short tail and an almost bear-like build.

 

Behavior

 

The Laughter Devils are predators to the bone and rejoice in the thrill of the hunt, attacking preys larger than themselves in vicious packs or sneaking up to drag the unawares into the night. Aggressive, intelligent and territorial the Laughter Devils are most infamously known for their laughter which many humans take as a sign of mockery by the mutants. As highly intelligent creatures, the Laughter Devils are known to spring elaborate traps and use refined tactics against prey, rival and enemy, as well as using looted or stolen weapons and equipment, in particular if there are other anti-Imperial elements to give them instructions regarding these.

While the Laughter Devils usually congregate into packs of potentially hundreds of individuals they are also perfectly capable of having several of these packs cooperate towards a common goal over an extended period of time and through harsh opposition.

 

Social Structure

 

The normal unite is large packs, often over a hundred individuals, which are dominated by the aggressive female members and tends to be the scene of fierce power-plays and jockeying for position, status and prestige. The pack is itself lead by an alpha who can muster sufficient backing within the pack to cow would-be-challengers.

 

Inquisitorial Review

 

Classification: Hereticus Majoris

 

Individual Laughter Devils should not be underestimated and the fact is that when growing in numbers they can become a problem on a planetary level to Imperial rule. Thus it is advised that if possible they are exterminated when possible and if not, that their population is kept under observation to allow the deployment of resources in order to curb it before it goes out of control.

 

Examples of Laughing Devils

 

Laughing Devil Alpha

 

WS 45

BS 25

S 45

T 45

Ag 35

Int 42

Per 35

WP 25

Fel 55

 

Movement: 3/6/9/18               Wounds: 23    

 

Skills

Athletics

Awareness +10

Command

Dodge

Linguistics (Hyena) +10

Linguistics (Low Gothic)

Intimidate

Resistance (Bad Food)

Stealth +10

Survival +20

 

Talents

Heightened Senses (Hearing, Sight) +20

Pack Master**

Swift Attack

Sprint

Takedown

 

Traits

Improved Natural Weapons (Bites)

Natural Weapons (Claws)

Tongue of the Beast*

 

Attacks

Claws (1d10+3)

Bite (1d10+5, Tearing)

 

Laughing Devil

 

WS 40

BS 25

S 40

T 40

Ag 30

Int 38

Per 35

WP 25

Fel 50

 

Movement: 3/6/9/18               Wounds: 13  

  

Skills

Athletics

Awareness +10

Dodge

Linguistics (Hyena) +10

Linguistics (Low Gothic)

Intimidate

Resistance (Bad Food)

Stealth +10

Survival +20

 

Talents

Heightened Senses (Hearing, Sight) +20

Sprint

 

Traits

Improved Natural Weapons (Bites)

Natural Weapons (Claws)

Tongue of the Beast*

 

Attacks

Claws (1d10+3)

Bite (1d10+5, Tearing)

 

Laughing Devil Witch

 

WS 40

BS 25

S 40

T 40

Ag 30

Int 38

Per 35

WP 25

Fel 50

 

Movement: 3/6/9/18               Wounds: 13

   

Skills

Athletics

Awareness +10

Dodge

Linguistics (Hyena) +10

Linguistics (Low Gothic)

Intimidate

Resistance (Bad Food)

Stealth +10

Survival +20

 

Talents

Heightened Senses (Hearing, Sight) +20

Sprint

 

Traits

Improved Natural Weapons (Bites)

Natural Weapons (Claws)

Psyker (2)

Tongue of the Beast*

 

Psychic Powers

400 XP powers

 

Attacks

Claws (1d10+3)

Bite (1d10+5, Tearing)

 

Extra

 

* Tongue of the Beast: Only use full Fel against Beastmen or other beastial creatures (GM's discretion), otherwise interaction suffers a -30 penalty for the character

** Pack Master: Through a successful Fellowship test, the character can make a number of allies do a half-action in the character’s own turn. The number of allies is limited by the Fellowship bonus of the character making the test.

Edited by Gurkhal

Share this post


Link to post
Share on other sites

Strange how near everything I submit is Hereticus even though I primarily run Xeno campaigns.

 

(I know, first edition defined dark holds a bit differently, but this was my preferred take on them)

 

Deep within the bowels of the largest void ships are the Dark Holds; areas where the Gellar fields are weak and the warp wears thin. Crew avoid these areas when possible, only entering to perform necessary machine rights. Dark holds are subject to terrible stories in a ships history, speaking of horrible nightmares, visions and perhaps worse - thin pale figures who hide just out of sight, dragging workers screaming into the depths of the ship. 

 

Dark Hold Mutant (Hereticus)

WS:46, BS:22, S:33 (4), T:37 (4), AG:45, INT: 35, Per:34, WP:38, FEL:20

Wounds: 11, Speed: 4/8/12/24, Threat: 8, Corruption bonus (4)

Skills: Survival, Athletics, Stealth +10, Awareness, Security +10

Talents: Double Team, Hard target, Hatred (crew), Disarm, Dark sight

Traits: Unnatural strength and toughness (1), Natural armor (2), Razor fangs (1d5+4, pen 2)

Items: Scavenged leather armor (1 AP chest), occult charms

 

Using this NPC: 

 

These guys are based off of the title sequence from Mad Max: Fury Road.

madmax-suffocating.png?__SQUARESPACE_CAC

 

They stalk their prey for a time before rushing in all at once. The mutants work in teams of two to make use of double team, two mutants will attempt to grab their target in a grapple, while all others will try to disarm any other enemies. When possible they will try to retrieve any dropped weapons to get them out of their foes hands. When their primary prey has been grappled they will begin using the Push action to drag the target to the nearest doorway. A mutant will attempt a (+20) security test to close and lock or jam the door behind them. At this point they will attempt to strangle the target until unconscious, then make their getaway. 

 

If their attempt fails they will try to flee, making use of full sprint actions and the hard target talent, typically they will attempt to ambush their pursuers later on.

 

What the Dark Holders actually do with their prey is up to you, but typically they will be working with heretical forces on the ship, acting to capture key targets or separate the acolytes.

Edited by Oridaellin

Share this post


Link to post
Share on other sites

The wendigo is a very ancient creature that has plagued mankind since its beginning. Believed to be a servant of the Ruinous Power Nurgle, these creatures appears in seasons where food is scarce and people devolve to cannibalism to survive. People that ate human flesh are then plagued with visions of famine and despair and they succumb to the creature and become one of those.

Cults can spring in reverence to wendigos, where they pray for them and eat flesh in their name, hoping to become one of those unhallowed entities, but they are generally used as fodder and tools infiltrated in human society to distribute fear, despair and corruption.

 

When people opposed cannibalistic urges and acts against those, the Wendigo takes a keen interest and will track the people…generally calling their name in the cold night…let’s hope no one gets out to see who or what is calling them lest they be devoured.

 

The windigo looks like an hybrid of man and deer-like creature, except it’s head is generally skeletal, putrid skin pealed from the bones and rotten flesh falling or dangling from it’s thin body. Even if the creature looks pretty weak, it has great strength, speed and cunning and can survive the greatest blows without flinching.

 

Wendigo : Daemon of famine and despair

WS 35

BS -

S 55 (8)

T 55 (8)

AG 41

PER 47

FEL 12

WP 63

 

 

Wounds : 42

Move : 4/8/24/24

 

Skills : Awareness (per)+10, dodge (ag), forbidden lore (daemonology)(int)+10, linguistics (all)+10, intimidate (S)+20, survival (per)+30, scrutiny (per),

 

Talents and traits: Unnatural strength +3, Unnatural Tougness +3, daemonic (5), natural armour 3 (putrid flesh), improved natural weapons, sturdy, baneful presence, stuff of nightmare, from beyond, fear (3)

 

Special rule:

Wendigo’s grasp: When a wendigo succeeds on a grapple test, he instantly begins to devour the creature, alive. A success on the grapple test means the 1D5 wounds to the character per degree of success, that ignore armour and toughness bonus. Surviving the Wendigo’s grasp inflicts 1/1D5 insanity points.

If a character fails a fear test in line of sight of a wendigo, the wendigo may chose to instantly teleport and start a grapple with the character.

 

Wendigo’s manifestations: Wendigo manifests in seasons where food is scarce and cannibalism is used as a mean to survival. In these moments, people indulging cannibalism suffers 1D5 corruption points by meal they take. When a character goes through a mutation state, it must test willpower against the Wendigo's and if failed, said character transforms into a Wendigo's and is destroyed.

 

Weapons:

-Wendigo’s claws and bite: 1D10+10*, Pen 2, Toxic (0)

Edited by InquisitorAlexel

Share this post


Link to post
Share on other sites

All members of Imperial society should be well-aware that attempting to storm a Hive's Manufactorum is near-suicide, but few should know why. Even with a detachment of Skitarii present to defend the facility, a Manufactorum is anything but a defenceless place, thanks to it's automated emplacements & servitors to name but a few.

 

I present to you the Guardian Servitor, created as a large-single-boss for a game I'm running that's taken the party to an abandoned Manufactorum within a disused section of Hive Desoleum. I've placed it at Threat 32, but I could be wrong with that estimation. As far as appearances are concerned, it's similar to that of an Imperial Knight, except way-smaller and much-less heavily armoured - and far less bulking in it's looks. It's more agile, able to leap and charge at it's enemies, and won't hesitate in rending apart any intruders it identifies.

 

Manufactorum Guardian Servitor (Hereticus)

 

WS 45

BS 35

S 50^7

T 40^6

Ag 40

Int 15

Per 20

WP 20

Fel 05

 

Armour Points: 10^4 / 10^4 / 10^4 / 10^4 / 10^4

 

Movement: 5 / 10 / 15 / 30               Wounds: 19

   

Skills

Parry (+20)

 

Talents

Ambidextrous

Crushing Blow

Two-Weapon-Wielder

 

Traits

Brutal Charge (2)

Dark Sight

Machine (4)

Mind Lock

Size (6) (Hulking)

Unnatural Strength (2)

Unnatural Toughness (2)

 

Attacks

Implanted Power Sword 1d10+12^5+SB
Implanted Power Sword 1d10+12^5+SB

 

Earthshatter

Upon completing a jump or leap, the Guardian Servitor lands with such a force as to shake the ground around it. All creatures within one meter of the Guardian Servitor must succeed on a Challenging (+0) Toughness Test or be Stunned for 1 Round and knocked Prone.

Edited by TheWorldSmith

Share this post


Link to post
Share on other sites

I still have this Houndrats I brewed up 2010 as I was still trying to create creatures for DH1st to populate the world of Dusk.

...and I have turned them into a set of DH2nd stats and "blurb text" now that populate this PDF resting in my dropbox.
 

Edited by Gregorius21778

Share this post


Link to post
Share on other sites

This entry is completely cheeky, and was made to mess with my players on a humorous occasion. 

med.jpg?1436968223

Salt Daemon Profile (Master)

 

WS BS S T Ag Int Per WP Fel Inf

15 15 15 15 60 60 60 60 60 --

 

Half: 6 Full: 12 Charge: 18 Run: 36

Wounds: 1d10+8

Fate Points: 1d10

Skills: Dodge (Ag) +30, Logic (Int) +30, Common Lore (All) (Int) +30. Scholastic Lore (All) (Int) +30, Forbidden Lore (All) (Int) +30

Talents: Mastery (Common Lore, Scholastic Lore, Forbidden Lore) 

Traits: Daemonic (6), Warp Instability, Baneful Presence (6)

Weapons: Daemonic Salt (Melee; 1d10+10 I; Pen 0; Warp Weapons, Corrosive)

None of My Business: The Salt Daemon purpose and existence in the materium is to torment the unfortunate victim of it's focus. The Salt Daemon will challenge and mock their victim in a series of questions and philosophical debate, pitting the challenger against opposed Lore Tests. For every Degree of Failure the victim takes, he gains 1 point of Insanity. The Salt Daemon can be banished by physical means, or banished by defeating his debates with at least 12 Degrees of Success over an extended amount of time. Additionally, insanity points caused by the daemon count towards satisfying Warp Insability.

Edited by Cogniczar

Share this post


Link to post
Share on other sites

In 2011 the FFG-Forum user Brother-Captain Belfire had asked for input regarding a game centered on a zombie infestation on a graveyard world. My contribution to his request for input: a small number of “special zombies” to beset his players with.

And now, I have revised the material for DH2nd and turned it into a PDF.

 

I learned the hard way that it is unwise not to spread your content, so you can find it on the rollforheresy website and at my dropbox account,

 

But, if you INSIST on having a plain-text version...well... here we go...   :)

 

All of these zombies are (stat-wised) based on the following warpzombie profile. These stats are meant to depict a corpse animated by a baleful warp entity, hungering for the living. These warp-zombies are capable of speech, but usually only make use of it to threaten a victim with its impending death in a short sentence. The GM is encouraged to give each of them a Fear 1 trait, but after the first or second encounter this should be ignored for all but “Special Zombies” and/or special circumstance. It would otherwise bog down the game, get boring and would make the players feel less heroic than acolytes  of the inquisition should be.

 

Warpzombie:
[Wounds:20 Move: 2 / 4 / 16* / 12]

Normal: WS:30     BS:30     S:40(8)    T:40(6)   AG:20    INT:30    PER:20    FEL:15      WP:30

Frenzied WS:40      BS:20     S:50(10)   T:40(6)  AG:20   INT:20    PER:20   FEL:15     WP:40

Talents: Melee Weapon Training (Primitive); Crushing Blow; Fearless; Frenzy (triggered after an initiated grapple); Hungry Sprint*; Resistance (Psychic Powers); From Beyond;

Skills: Awareness; Silent Move; Concealment; Intimidation+10;

Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean & Unhallowed; The Walking Dead, The Rending; Unnatural Senses (2 Meters; Warp); Infectious;

Weapons: Dead Hands (1d10+6/8; Primitive(6); I); Improvised Weapon (1w10+8/10; Primitive(7); will break on a damage role of 9 or 10).

*Hungry Sprint: as the Sprint talent, but only useable with the Charge action. The proximity of a tasty living target to devour makes a warp-zombie throwing itself forward with unexpected speed.

 

The Walking Dead: They have no need for breath, food or sleep. They cannot be stunned, are immune to fatigue, cold/heat and toxics/diseases and (in the case of a “special zombie”) cannot be destroyed with critical damage results other than those of “head” and “body”.

Unclean & Unhallowed: Damage from holy/blessed weapons is doubled. The same is true for fire & flames.

The Rending: In a grapple, the warp-zombies use their nails, teeth and strength to literally tear the victim apart. If taking the
Damage Action in a grapple a warp-zombies inflict 1d10+8 rending damage with the “Primitive(8)” & “Tearing” quality. Frenzy is already taken into account for this.

Infectious: After each combat where a PC suffered actual wounds from unarmed zombie attacks a Toughness(+0) needs to be passed. If failed, the wound will start to suffer from fever within (TB) minutes. This will cause a level of Fatigue which can only be countered with drugs or medical treatment (Medicine+20;  a First-Aid-Kit or similar is needed). If the fever is not treated the PC will lose 1d5 wounds and Toughness during the next hours (1 point per hour). It is up to the GM if the Toughness loss is permanent or will be regenerated after the adventure. The effect does not “stack”.

 

[special Zombie: The Blasphemous]
The unclean spirit that inhabits this corpse shouts forth a stream of blasphemies with a daemonic voice that stains the soul while fighting. After (WPB) rounds of combat, each pc hearing the zombie must pass an ordinary(+10) Willpower test or gain a corruption point (Insanely Faithful Talent allows a re-role). This pc has to repeat this every (WPB) rounds until The Blasphemous is slain. Furthermore, the ongoing sermon of ungodliness will thin the warp after 1d5+5 turns. As a result all rolls for Psychic Phenomena are immediately treated as “Perils of the Warp”. Last but not least, all Zombies gain the Hatred(Clerics) talent as long as the Blasphemous is present.

[special Zombie: Host of Decay]
Changes: Willpower+10; Fear 2 (much more decayed)

A successful test for Psyniscience(+10) will tell that this zombie reeks even more of foul energies, while each level of success will reveal its true powers. Each time this zombie parries or his attacks are parried there is a 50% change that the weapon will break, not matter what it is. For ease of use the GM may rule that this will happen if the roll to parry (by either the Zombie or the PC) was uneven.

After each round of combat a character spends within 4m of a Host of Decay he or she temporarily loses a point of Toughness. PC that lose half of their Toughness will collapse for 1d5 minutes. The attribute damage returns with a rate of 1 point per hour. A melee weapon that was used to deal the final blow to this zombie drops one stead in quality as the unbound foul energies break free, and weapons of poor quality are destroy as they decay to uselessness instantly.

 

[special Zombie: Legion]
A group of zombies that are are all controlled by one and the same Warp-Spirit (Willpower: 50). The GM only rolls for initiative once and all Zombies gain the Double-Team Talent (leading to an effective +20 WS bonus if two or more zombies are able to gang up on one pc). The coordination and/or simultaneousness of their action is eerie enough to give them Fear 1, even if the pc already encountered a fair share of warp-zombies.

 

[special Zombie: Undead Noble]
A corpse of former nobleman. It was buried within ceremonial armor and weaponry (feudal plate without headgear and either a best quality great weapon or a common quality energy sword). The zombies gains +15 to WS and AG and the Blade Master, Combat Master; Counter-Attackand Wall of Steel Talents. Furthermore, the zombie does not have the “Strange Physiology” trait. Instead, it gains the True Grit Talent and the PC have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”).

 

[special Zombie: Master of Flies]
A thick swarm of buzzing meat flies surrounds this zombie which itself is ridden with fat, squirming maggots (Fear 2). The fly swarm is “worth” a (-15) penalty on WS / BS tests made by a PC that are engaged by the flies. The Zombie can “send” part of this swarm (in “chunks” of -5 penalties) after any PC as half action. Once send after a target the swarm (-5; -10 or -15 “strong”) will move towards the it with a speed of 30m each round and it will stay with the target until the Master of Flies is destroyed.

The Master of Flies loses the “Strange Physiology” trait and instead gains the True Grit Talent so that the PC have to go all the way through the critical table with this one (which means: till a critical wound leads to “death”). In addition, the Zombie gains the Corrupted Flesh Mutation (DH p.335; each critical damage the Zombie receives calls for Fear(-10) tests due to ever-more horrid visuals.

[special Zombie: The Daemonic]
This zombie is inhabited by a particular powerful warp entity and sparks of baleful energy play around its hovering body.

Normal: WS:30 BS:30 S:40(8) T:40(8) AG:20 INT:30 PER:30 FEL:15 WP:40(8)

Talents: Melee Weapon Training (Primitive); Fearless; Resistance (Psychic Powers); Psy Rating (2);

Skills: Awareness+10; Intimidation+10; Invocation+10; Psyniscience+10;

Traits: Dark Sight; Strange Physiology; Unnatural Toughness(x2); Unnatural Strength(x2); Unclean & Unhallowed; The
Walking Dead, Unnatural Senses (8 Meters; Warp); Infectious; From Beyond; Fear 2; Hoverer (5);

Psychic Powers:  up to the GM (!)

Edited by Gregorius21778

Share this post


Link to post
Share on other sites
6 hours ago, Techpriest support said:

Can someone add a listing for the slaugth?

Uh, it wouldn't be easy conversion, they have a ton of special rules for every creature...

Share this post


Link to post
Share on other sites

Just for training, let's try...

Slaugth Infiltrator (Elite)

WS 38, BS 32, S 48, T (9)58, Ag 53, Int (9)50, Per 40, WP 62, Fel 21

Movement: 5/10/15/30

Wounds: 27

Armor: 3 (All)

Weapons: Necrotic grasp (1d10+4 R; Tearing, Toxic[1]) / Ripper Ray (Pistol, 20m; S/–/–; 1d10+6 X; Pen 4; Clip 15; Reload Full; Reliable).

Skills: Athletics (S), Commerce (Int), Deceive (Fel), Dodge (Ag), Intimidate (S) +20, Logic (Int), Medicae (Int), Parry (WS), Security (Per), Stealth (Ag), Tech-Use (Int)

Talents: Ambidextrous, Exotic Weapon Training (Ripper Ray), Fearless, Leap Up, Rapid Reaction

Traits: Dark-Sight, Deadly Natural Weapons, Elasticity *1, Fear 3, Psychic Null *2, Regeneration [1d5], Stuff of Nightmares *3, Toxic, Unnatural Intelligence (4), Unnatural Toughness (4)

*1 Elasticity: The Slaugth can flatten their bodies down or stretch them out to over three times their normal length, increasing their reach and providing a +20 bonus on Grapple attacks and Athletics tests while climbing.

*2 Psychic Null: They cannot be contacted, perceived, influenced or controlled telepathically, and all Psychic Powers and warp abilities targeted directly at them receive -20 penalty to Focus Power tests.

*3 Stuff of Nightmares: Being xenos, Slaugth have no special weakness against psychis powers, force weapon or holy attacks, so they ignore all Critical Effets other than one that would destroy them outright. On the other hand, they can't survive without air.

Gear:

Shroud Cloak: In order to pass unseen and conceal their horrific nature, these multi-layered robes and mantles absorb light and seem to move and twitch of their own accord. They provide 3 Armour Points on all locations, and increase the Difficulty of detecting the wearer on auspexes/scanners by –30, and grants them a +10 bonus on Stealth Tests. By constraining their bodies and commanding the shrouds to conceal them, the Slaugth can pass for misshapen humans.

Enunciator: Held in front of the creature’s many-tendrilled mouth, this jagged metal orb translates its gurgling rasps into audible speech using sampled fragments of the voices of its many victims, as well as using tailored sub-harmonics to work upon the emotion centres of the human brain. The device lets them speak any language at will, and adds +20 bonus on any test to influence, frighten or interrogate humans.

Parasite Eyes: Numerous glowing implants, studded into the writhing clump of worms that compose the creature’s head, allow it to see with Dark Sight, as well as see into the electromagnetic spectrum. These eyes give the Slaugth a +40 bonus on tests made to resist blinding attacks.

Edited by Jargal

Share this post


Link to post
Share on other sites
6 hours ago, Techpriest support said:

BTW I always thought it bit that the slaugth were not covered in deathwatch.

They are Calixis-only threat. And, in theory, you can just take them and insert in DW.

Slaugth Warrior Vassal Construct (troop. Yes, Slaugth call this "troop")

WS 44, BS 35, S (8)48, T 53, Ag 30, Int 11, Per 46, WP 44, Fel 02

Movement: 3/6/9/18

Wounds: 25

Armor: 6 (All) - reinforced endo-plates

Weapons: Bone-blades (1d10+8 R, Pen 3) / Necrotic Beam (Heavy, 80 m, -/2/8, 1d10+10 E, Pen 4, Clip -, Reload -, Special: Diffuse Fire, Disintigrate, 20 kg, Unique)*

* Necrotic Beam: Little is known about this brutal weapon carried by Slaugth shock-constructs, except they project raking beams of energy capable of turning their victims to clouds of drifting dust.
Disintegrate: Any victim suffering Critical Damage from this weapon is blasted into a cloud of dust and vapour and completely destroyed.
Diffuse Fire: When fired on Full Auto, the weapon does 1d10+5 damage.

Skills: Awareness (Per) +20, Dodge (Ag), Intimidate (S) +20, Parry (WS)

Talents: Exotic Weapon Training (Necrotic Beam), Frenzy, Lightning Attack

Traits: Auto-Stabilised, Deadly Natural Weapons, Fear 1, From Beyond, Regeneration [1], Size (5), Sonar Sense, Strange Physiology*, Undying, Unnatural Strength (4).

* Strange Physiology: A creature with this Trait has an unusual, alien, or altogether bizarre anatomy. All hits count as Body hits and death results when Damage equals or exceeds the creature’s Wounds.

Gear: Strange xeno-tech devices of unknown purposes.

Edited by Jargal

Share this post


Link to post
Share on other sites
On 10/13/2017 at 5:43 AM, Techpriest support said:

thanks jargal.

BTW I always thought it bit that the slaugth were not covered in deathwatch. You know, the game about people who specialized in dealing with xenos threats?

As people asked:

There's only "Purger of Vigil" in Rites of Battle. Because Storm Wardens are a Calixian chapter. But that's all.

23 hours ago, Jargal said:

They are Calixis-only threat. And, in theory, you can just take them and insert in DW.

Slaugth Warrior Vassal Construct (troop. Yes, Slaugth call this "troop")

Uh, why? A general-purpose Slaugth Vassal Construct or Flesh Parasite - maybe Troop or Minion. Bullied human smugglers and other pets - Troop. This stuff would be Elite.

Though it's not trivial to map X.Extremis -> Master, X.Majoris/X.Minoris -> Elite/Handler/Minion, X.Minoris/X.Minima - Troop.

Share this post


Link to post
Share on other sites
13 minutes ago, TBeholder said:

Uh, why? A general-purpose Slaugth Vassal Construct or Flesh Parasite - maybe Troop or Minion. Bullied human smugglers and other pets - Troop. This stuff would be Elite.

Int 11. Without guidance from Intendant or Infiltrator they are little more than xenos gun-servitor.

Share this post


Link to post
Share on other sites
On 10/14/2017 at 0:20 PM, Jargal said:

Int 11. Without guidance from Intendant or Infiltrator they are little more than xenos gun-servitor.

Critters like Krootox and Khymera are no smarter. It's more about overall threat level. Warrior construct is better than a typical gun-servitor OR a typical close combat servitor. More comparable to murder-servitors (which also should be Elite, of course). Not as much armor, but  lots of immunities and Regeneration.

OW has Handler/Minion variants for such things, but they are supposed to fall under Elite as a team, and Slaugth alone… yeah.

Now, a Flesh Parasite… it's smart enough to pass for a human. It's also about as tough as a Nob, plus 2 bundles of immunities, and can shoot straight, but it's just not combat-oriented and limited to disguise-appropriate equipment, so maybe still Troop.

Share this post


Link to post
Share on other sites
1 hour ago, TBeholder said:

It's more about overall threat level.

Well, maybe you're right, I'm not very competent in this troop/elite/master separation. For me it's more about what type of creatures is more common and how straight-line/insidious is their threat, so constructs and human agents are troops, infiltrators and captains are elite etc. Flesh parasite would be a minion, yes.

Share this post


Link to post
Share on other sites

Solid, no. But…

Ripsaw Scuttler (Disciples of the Dark Gods) - cyborgized gladiator-beast made by Beast House, but you could roll back the effects of implants and make it act like a wild predator it used to be.

Mech Spider (The Radical's Handbook) - heretek construct.

Archivid (The Lathe Worlds) - AdMech servitor, from Sheol XVII

Tunnel Horrors (Warpstorm2: Citadel of Skulls) - the critter from Iniquity, and that's definitely not a planet where such a name is easy to earn.

Ariadne Helspider (The Soul Reaver) - weird critters in the Webway

Shardspider (Dark Frontier) - Yu'Vath Construct, a repair bot for other weirdness

Then again, how spidery do you want them? Tree-jumper from Fedrid is a tree-climbing, jumping mantid.

Also, there were at least 2 critter generators, IIRC? Make a Crawller of desired size and niche/attitude, then give it Quadruped (8)

Share this post


Link to post
Share on other sites

That is definitely a start. Thank you.

I want them rather spidery. Organic at the very least, but that is an easy fix with moving some traits around and what not. Maybe taking the Mech Spider and going from there.

Do you have a link to this critter generator? That would be dope.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×