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Abhumans for Only War


A fan-made supplement by Leo E Gunnemarsson
What follows is rules for abhumans in Only War. These rules are how I think various
non-represented abhumans should be represented in the game. These abhumans are
represented through different means, some are homeworld options, others are
specializations or even regiment types. Any rules in this home made supplement require
the GMs approval to be used, not only because the rules are homebrewed but also
because not all breeds of abhumans fit in all campaigns or with all regiments.

Home World Options


What follows are some new home world options made to represent different abhuman
regiments, players should discuss with the Game master before making use of them.

Afriel Strain
Little is known of the troops created by a shadowy and largely experimental program that
developed a breed of soldiers known as the Afriel Strain. Imperial scientists harvested
genetic material from a number of the Imperiums greatest heroes in an attempt to
capitalize on the characteristics that made such men and women truly great. It is rumored
that even the legendary Macharius contributed DNA to the program. However, as with all
such programs, descriptions of the donors and the warriors created by the experiment have
been suppressed.

Though the Afriel Strain is, or was, an attempt to create the perfect soldier, it failed. For no
reason the creators can ascertain, the Afriels attract the animosity of other warriors and
suffer from the most appalling bad luck. Each time soldiers of the Afriel Strain have taken
the field, they have met with some success. The Afriels are undoubtedly superior to normal
Guardsmen. However, these initial successes are inevitably followed by a rapid decline and
death of the Afriel regiment. Nonetheless, whoever the creators of the Afriel Strain may be,
they continue to experiment and field their perfect soldiers across the countless warzones
of the Imperium.

Afriels are identifiable by the fact that they are universally albino, with pale hair, alabaster
skin, and colorless eyes. Their appearance only adds to the air that something just isnt
right with these warriors.
Cost: 2
Characteristic Modifiers: +10 to any two of the following, Weapon skill, Ballistic Skill,
Willpower, -6 to Fellowship
Skills: Linguistics (Low Gothic, High Gothic), Scholastic Lore (Tactica Imperialis)
Talents: Fearless
Aptitudes: Willpower

Horrid Aura: All enemies count as having the Hatred (Afriel Strain) talent when they
are within 50m of one or more Afriel Strain.
Condemned by the Ecclesiarchy: The church harbours a mistrust for these
experiments and many priests have gone out to explain that they are heretical. An Afriel
Strain regiment may not have Ministorum Priests as part of its squads, not even through
mixed regiment rules.
Genetic Purity: An Afriel Strain character may not play an Abhuman specialisation nor
can they choose the Slave Levies regiment option.
Starting Wounds: Afriel Strain characters begin the game with two additional wounds.
Starting Fate: Afriel Strain characters begin the game with one less Fate.

Longshanks
The homo sapiens elongatus, or longshanks as they are normally called, are genetically
adapted to worlds with low gravity and are as a result tall, elongated and emaciated. They
are used to a limited degree by the Astra Militarum as troops and when they are it is most
often in void environs or low gravity worlds since they tend to tire quickly and be most
weak on worlds with high gravity.
Cost: 2
Characteristic Modifiers: +10 to Agility, -5 to Toughness
Skills: Linguistics (Low Gothic)
Talents: Leap up, Hard Target
Longshank: When a longshank is on a low gravity world it has unnatural agility (+2) but
when it is on a high gravity world it has unnatural Toughness (-2). On other worlds no
extra effect is given.
Abhumans: Longshanks are a unique type of Abhumans and cannot have any support
specialists in the squad. In addition the Gland Warrior regiment type is unavailable.
Starting Wounds: Longshanks start with one less wound at character creation

Nightsiders
The populations of many worlds in the Imperium live their lives in near, or sometimes
complete, darkness. Some planets are inhabitable only on their night side, because the
opposite surface is exposed to the full force of the systems star. Other populations exist
underground, because the surface of their world is entirely uninhabitable. Throughout the
millennia, technology may have regressed due to ignorance, isolation, or natural disaster,
and the population may have changed either by design (unsanctioned genetic
manipulation) or by some accident of nature. Such populations are considered mutants by
many, for they may sport bulbous eyes adapted to the dimmest conditions, or they may in
fact have only vestigial eyes and enhanced other senses that compensate for near or total
darkness.

Cost: 4
Characteristic Modifiers: +3 to Perception, +3 to any one other characteristic
Skills: Awareness, Survival
Talents: Heightened Senses (Hearing), Blind Fighting
Fluency: On a world with lack of light the skill of reading is of little use and thus very
few Nightsiders learn to read and write. You can speak Low Gothic as if you had
Linguistics (Low Gothic) but need to gain the skill if you desire to read and write in the
language.
Born of the Night: A Nightsider has evolved to live perfectly in total darkness. This is
commonly due to an adaption of their eyes but not necessarily so. The whole regiment
chooses one of the following options; (the whole regiment must take the same option)
Get the Blind and Sonar Sense traits or Get the Blind and Unnatural Senses (15) traits or
Get the Dark-Sight and Sensitive eyes Traits.

Sensitive eyes: Lights tend to hurt a nightsiders eyes,due to this they


suffer a -10 penalty to all perception tests in bright light. Special custom
made goggles can offset this penalty but they are hard to acquire.

Abhumans: Nightsiders are a unique type of Abhumans and other types of Abhumans
on the world are almost guaranteed to lack the mutations of the Nightsiders. Any
Abhuman specialist in the group will not gain the Born of the Night trait.
Starting Wounds: Nightsiders generate starting wounds normally.

Scalies
Even in the hellish pits of an underhive waste some mutant strains stabilise after a time to
form stable sub-species. In Hive Primus of Necromunda such a sub-specie was found, the
Scaly: massive reptilian mutants almost as broad as they are tall. Their durability and
strength are legendary amongst the underhive scum and they have a fearsome reputation
to match. They are undoubtedly intelligent but they seldom speak, their altered necks and
twisted voice boxes have changed too much to speak human languages any more. This
means that little is known about their origins and whether hidden clans or tribes of them
exist. The abhumans have now spread to other worlds and the Imperium has tried to use
them in battle, with a fair degree of success.
Cost: 6
Characteristic Modifiers: +10 Strength, +10 Toughness, -10 Fellowship, -10
Intelligence
Skills: Linguistics (Scalie), Intimidate
o New Skill Linguistics (Scalie): This skill represents the crude
and primitive language of the Scalies, it has no written form.
Talents: Bulging Biceps

Reptile-Tongue: While you cannot speak the human tongues you can still understand
what others say to you. You can understand Low Gothic as if you had Linguistics (Low
Gothic), however you can never speak any language other than Scalie, should you take a
Linguist skill you will gain the ability to understand the language when spoken and to
read and write with it but you will still lack the ability to speak it.
Traits: Regenerate (1), Unnatural Strength (+1), Unnatural Toughness (+1), Natural
Armour (3). Fear (1)
Abhumans: Scalies are a unique type of Abhumans and there are no shown case of their
mutations mixing with that of other abhumans. A Scaly character may not play an
Abhuman specialisation nor can they choose the Gland Warrior regiment option.
Condemned by the Imperium: As a Scaly the Ministorum Priest, Tech-Priest and
Commissar specialisations are unavailable, you could never reach such a high rank.
Starting Wounds: Scalies have three extra wounds at character creation.

Subs
There are mutants at large within the Imperium that, although of stable genetic stock, are
so physically abhorrent that they are forced to live entirely separate from mainstream
society and to hide their swollen faces behind filthy shrouds. These creatures form an
underclass, often forced to live in the unpopulated wilds, and are frequently the subject of
brutal pogroms by zealous preachers. Such mutants are often forced into criminality, and
become easy prey for those who would whisper the lies of the Ruinous Powers. Though
rare, the Imperium has on occasion utilised such creatures as soldiers, treating them as
expandable and caring nothing for their survival past their first engagement. Little wonder
then that such beings turn to Chaos, for Humanity has rejected them entirely.
Cost: 0
Characteristic Modifiers: +3 to any two of the following; Perception, Toughness,
Strength. -10 penalty to Fellowship
Skills: Survival, Intimidate, Awareness
Talents: Jaded
Fluency: Education is not for Subs, such beings can thank themselves lucky when not
purged by the Imperium and can not await any learning from their institutions. You can
speak Low Gothic as if you had Linguistics (Low Gothic) but need to gain the skill if you
desire to read and write in the language.
Fear the Whip: You fear the ordinary men of the Imperium for you know the zealous
hatred they harbour. A person from the Imperium has a +10 bonus to Intimidate tests
made towards you.
Condemned by the Imperium: As a Sub the Ministorum Priest, Tech-Priest and
Commissar specialisations are unavailable, you could never reach such a high rank.
Starting Wounds: Subs characters begin the game with one additional wound.

Regiment Types
What follows are some new regiment options made to represent different abhuman
regiments, players should discuss with the Game master before making use of them.

Slave Levies
Many worlds harbour an oppressed underclass of mutant workers, beings whose continued
existence is only justified in the eyes of the Imperium by their ceaseless toil. Whatever quirk
of genetics gave rise to such mutants will have been exacerbated by generations of
backbreaking labour, exposure to hazardous environments and filthy living conditions. The
result is a malformed creature, deemed entirely impure by the authorities of the Imperium
and fit only to serve as a slave. But a certain level of natural selection is often at work,
meaning that, though misshapen, the mutants are tremendously tough and resilient.
It is not unknown for such mutants to be levied by the Munitorum, to fight for the
Imperium that hates them so. This is normally an act bordering on desperation on the part
of the Imperium, for the teachings of the Ecclesiarchy hold that it is the right and
responsibility of the pure to fight the foes of Mankind, and this certainly does not apply to
mutants. Such a force will often be accompanied by a great many Preachers, extolling them
to acts of sacrifice in order to atone for their sin of imperfection and attain a measure of
the Emperors forgiveness.
Cost: 2
Characteristics: +3 Strength, +3 Toughness, -3 Fellowship, -3 Willpower
Starting Skills: Intimidate
Starting Talents: Resistance (Radiation) or Jaded
Starting Traits: One of the following; Amphibious, Burrower (1), Hoverer (2), Multiple
Arms (3), Natural Armour (1), Natural Weapons, Size (3), Size (5), Undying, Unnatural
Senses (6)
Starting Corruption: 10+d10 Corruption points
Starting Equipment: One M36 Lasgun with one chargepack (Main weapon)
The worth of a slave: Slave Levies have 10 points less when determining standard
regimental kit.
Specialists: Commissars, Ministorum Priests, Storm Troopers and Tech-Priests may not
be Slave Levies and are instead available through another regiment as per the rules for
mixed regiments. Discuss with the GM which regiment should be used, it might even be
fitting to make one from the same world but of better standing to represent these.

Gland Warriors
When the forge world of Dantis III was invaded by Tyranids, Imperial Guard regiments
from the nearby world of Lostok were drafted to combat the menace. The surface of Dantis

III was heavily polluted, and the infestation of deadly Tyranid organisms made fighting
outside the factory complexes almost impossible. A few companies of the Lostok 23rd were
modified by the Tech-Priests to fight in the hellish warzone. The Tech-Priests included
many organs and drug-secreting glands that enabled the Guardsmen to survive
unprotected and boost their combat abilities and aggressiveness. Only a handful of Gland
Warriors are believed to have survived the conflict, which saw the Tyranid swarm repulsed
from Dantis III.

The processes by which the companies of the Lostok 23rd became Gland Warriors are
understood only by a few Tech-Priests and used only rarely, as the Inquisition invariably
takes an interest in the use of such technologies. Nonetheless, a number of regiments have
been subjected to the process and can be found in the most hellish of war zones across the
galaxy.
Cost: 6
Characteristics: +6 Toughness, -3 Fellowship
Starting Skills: Scholastic Lore (Chymistry)
Starting Talents: True Grit, Die Hard
Lostok Augumentation: The Lostok process introduces a series of new organs and
glands to a Gland Warriors body, allowing it to survive in more toxic environments as
well as fight even more fiercely than before. These duplicate the effects of a Respirator
and make them immune to most toxins (including the extra damage caused by weapons
with the toxic quality). Their new glands also act as Injectors containing Frenzon,
Slaught, Stimm and Spur. The user may activate theur implant glands to produce any of
these drugs as a Free Action requiring a Routine (+20) Willpower test for each dosage. A
failure means that gland has malfunctioned and will need 1d5 days of recovery. Other
newly added organs are designed to filter away any chemical by-products of the
dosages, so the user does not need to take any tests afterwards for ill effects. The
augmented physiology will also ward off any effects of excessive drug use.
Starting Equipment: One good craftsmanship low-tech weapon of choice, Laspistol
with two chargepacks,

Training Doctrines
What follows are some new Training doctrines made for use with abhumans and
abhuman regiments, players should discuss with the Game master before making use of
them.

Feral Ogryns
Many high-gravity worlds within the Imperium are home to Abhumans known as Ogryns
and these have provided front line troops for the armies of Imperial Guard for millennia.
The populations of some worlds, however, are so debased and primitive as to be of no other
use than as vicious assault troops, the planet having little else to offer the Imperium.
Ogryns native to these worlds have been left to develop their own warlike society that
many view as little better than that of the orks that plague the galaxy. In times of crisis,
Imperial landing craft will descend upon these feral worlds and capture several tribes,

taking the Ogryns to fight upon battlefields many light years away from their homes. In
combat feral Ogryns are a terrible sight to behold. Very few Imperial Guard officers will
even try to teach them the relatively complex of a Ripper gun. Instead, crude but deadly
close combat weapons are hastily manufactured for newly raised regiments, thus allowing
the Ogryns to perform in combat as they know best. Once in battle, the Ogryns are almost
completely uncontrollable and so they are used sparingly, with just one or two squads
being assigned to any one action alongside existing forces.
Requirement: Regiment must be from a Feral or Feudal world.
Cost: 1
Ogryn Tribes: This Training Doctrine only affects Ogryns from the regiment.
Talents: Ogryns from the regiment loses Weapon Training (Solid Projectile) and gains
Weapon Training (Low-tech) and Frenzy.
Equipment: Ogryns from this regiment replaces all of their specialisation equipment for
the following; Greatweapon or pair of Truncheons or Warhammer or Flail

Special Equipment Doctrines


What follows are some new Special Equipment doctrines made for use with abhumans
and abhuman regiments, some work well for other regiments as well, players should
discuss with the Game master before making use of them.

Warbikes
While it is rare for the Imperial Guard to make use of warbikes it is not unheard of and
especially in worlds with a Squat population this is especially common. The regiment will
have bikes and the equipment needed for them.
Cost: 5
Standard Regimental Kit: 1 Warbike per player character (Squats may replace the
Warbike with a Squat Trike), One extra Fuel tank per player character
Special: The Regiment has a +10 bonus to Logistic tests to acquire fuel for bikes or
trikes.

Specialisations
What follows are some new Specialisations made to represent abhumans that can be
found fighting on various worlds, players should discuss with the Game master before
making use of them. Unless otherwise stated these specialisations are Support
Specialists rather than Guardsmen.

Homo Sapiens Variatus


Many terms are used to describe mutations that combine the appearance of human beings
with something altogether more bestial. Degens, beasts, and twists are common names
used to describe this large range of mutations. All types of beasts do not necessarily look

alike, and different traits can manifest themselves. Otherwise, however, phenotypes of
Homo Sapiens Variatus are genetically fairly stable and are considered to be forms of
Abhumans rather than isolated examples of unpredictable mutations. In temperament as
well as appearance, degens are often bestial and have a reputation for aggression and lack
of discipline. Units of beasts in the Imperial Guard are regarded as useful fighters and are
ideal for suicidal assaults were brawn rather than brains is required. Other warriors
dislike degens, as they are rowdy and unsanitary.

Many beasts serving in the Imperial Guard are forced to proclaim their loyalties by
wearing purity seals and devotional scripts, so as to avoid being taken for servants of the
Ruinous Powers. It is known that the more extreme of mutants in the service of the Great
Enemy tend toward gross physical mutations and sometimes have horns, cloven feet, and
even the faces of goats. Such mutants are destroyed on sight, for they are considered
beyond the pale of acceptable variation
Characteristic Bonus: +5 Weaponskill, +5 Strength, +5 Toughness, -5 Ballistic Skill, -5
Intelligence, -5 Fellowship
Starting Aptitudes: Agility, Fieldcraft, Offence, Strength, Toughness, Weaponskill,
Starting Skills: Athletics, Navigate (Surface), Common Lore (War), Intimidate, Parry
Starting Talents: Berserk Charge, Weapon Training (Las, Low-tech)
Starting Traits: Brutal Charge (2)
Equipment: Sword or Axe or Spear, Laspistol with two chargepacks or Shield,
Devotional script or Purity Seal
Wounds: 8+1d5

Comrade Advances
These are Advances that may be purchased by the Homo Sapiens Variatus to enhance
the ability of his comrade.

Dont think about it!


Type: Passive
Cost: 250exp
Effect: Your beastmaster comrade keeps close and is always there with a cracking whip
should the thoughts of deserting come to your mind. When you fail a fear or pinning test
you may take 1d5 Wounds ignoring Armour and Toughness, to re-roll the test.

Charge!
Type: Order (half-action)
Cost: 300exp
Effect: Your beastmaster comrade waits for the right moment and orders a charge with
his whip-enforced encouragement. You may take one wound ignoring armour and
toughness to make a charge action counting your AB as one higher.

Pelager Combatant Diver


Pelagers are an abhuman strain genetically created during the Dark Age of Technology to
be suitable for life on ocean worlds and thus they are common on many such worlds held
by the Imperium They possess a set of both gills and lungs, and other adaptations for an
aquatic lifestyle such as webbed hands and feet. Due to their highly specialised genes they
are mainly utilised by the Imperial Guard in conflicts on worlds with much water but on
the other hand there are plenty of worlds with at least a few seas or large lakes where their
skills as combat divers can be properly utilised. They are almost entirely used by regiments
that originate from an ocean world of some sort. As they are adapted for ocean world
environs they are salt water creatures and while their changes work well in freshwater as
well they tend to require much salt in such cases and can feel slightly sick if they spend
more than a week in freshwater.
Note: Pelager are only present on ocean worlds and although this requires no specific
choice at regiment creation (most of the worlds given can be ocean worlds) this should still
be taken into consideration when making such a character, was the world a kind of Ocean
world then this otherwise it does not. One can also make conscious decisions to make it
such a world at character creation or assume that it was sent to support the regiment the
other players are from and have picked up their culture and way to work as other
specialists.
Characteristic Bonus: +5 Strength, +5 Perception, -5 Fellowship
Starting Aptitudes: Agility, Fieldcraft, Offence, Strength, Finesse, Perception
Starting Skills: Athletics, Navigate (Surface), Tech-Use, Survival, Stealth
Starting Talents: Resistance (Suffocation), Ambush, Weapon Training (Sp, Low-tech)
Starting Traits: Amphibious
Combatant Diver: A Pelager Combatant Diver has the Unnatural Agility (+2) trait while
it is in water deep enough to swim in.
Dehydration: A Pelager takes one fatigue for each three full hours it spends on land
(unless the land environment is particularly humid which is up for the GMs approval)
but all fatigue gained thusly are removed as soon as the Pelager submerges itself in salt
water or at a rate of one per minute if it submerges itself in fresh water. Fatigue gained
in this way can only be removed by submerging in water (or otherwise being re-
moisturized).
Equipment: M32 Waterwarrior Speargun with three clips, demolition charge
(waterproof), magnoculars, two weeks of emergency salt rations, diving suit with
underwater respirator, all equipment given to a Pelager is modified so that it can be
transported safely through water without risk of its destruction
Wounds: 8+1d5

Comrade Advances

These are Advances that may be purchased by the Pelager to enhance the ability of his
comrade.

Submerged Sabotage
Type: Passive
Cost: 250exp
Effect: Your Pelager comrade is ready to help you with the demolition charge and time
the sabotage so that you can better serve the Imperium. If your comrade helps you he
grants you a +10 bonus to all tech-use tests to deal with demolitions or similar (Up to
GMs approval) and such tests are finished in half the time they would normally take.

Drown him!
Type: Order (Full-action)
Cost: 300exp
Effect: Your Pelager comrade grabs on to an unfortunate victim swimming around and
drags him beneath the waves. As part of this action choose an enemy adjacent to your
comrade who is swimming or who is standing next to the water and is your size
category or smaller. That target must take a Strength test or be considered grappled and
under the effects of suffocation for as long as the grapple lasts. Tests to escape this
grapple are not opposed but instead simply succeed if the target succeeds.


Squat Guildmember
Like much of ancient Squat culture, the Engineers Guild traces its origins back to the Age of
Isolation. Squats as a whole developed a considerable technical expertise in order to
survive without support from Terra, and there was a regular traffic between strongholds in
mechanical supplies and techniques. From this traffic arose a distinct class of travelling
engineers, moving constantly between strongholds, spreading knowledge ans solving
technical problems. The Guild arose to protect these individuals who often found
themselves caught up in inter-stronghold wars a long way from their native strongholds.
The Guild soon developed into a real power throughout Squat society, and Engineers
enjoyed a considerable prestige. The most gifted offspring of each stronghold were
inducted into the Guild at an early age, and intensively trained in all aspects of technology,
engineering and machine maintenance. This was aeons ago but the Guild did not fall with
the fall of the Homeworlds. The society lived on with the refugees and it has become a
secret society within the Imperium. The Adeptus Mechanicus is jealous of the technological
knowledge of the Guild and have branded them hereteks and traitors for their refusal to
share it with non-Squats. These days the guildmembers are wise to hide their membership
lest they find themselves hunted down by the Inquisistion.
Characteristic Bonus: +10 Toughness, +10 Intelligence, -10 Agility
Starting Aptitudes: Ballistic Skill, Fieldcraft, Knowledge, Tech, Toughness, Intelligence
Starting Skills: Common Lore (Tech), Forbidden Lore (Archeotech), Linguistics (Squat,
Lodge Dialect), Operate (Surface), Trade (Armourer), Tech-Use, Scholastic Lore (Squats).

Starting Talents: Hatred (Tyranids, Orks, Gretchin) Weapon Training (Las), Weapon
Training (Chain or Solid Projectile or Plasma or Bolt or Flame or Needlepistol), Enemy
(Adeptus Mechanicus, Inquisition)
Starting Traits: Size (Weedy)
Equipment: Two Laspistols with two chargepacks each, Squat trike, Squat Leathers,
Tough Monkey Boots, Bandana, Mirror Shades or Goggles
Wounds: 8+1d5

Comrade Advances
These are Advances that may be purchased by the Squat Guildmember to enhance the
ability of his comrade.

Trike Platform
Type: Passive
Cost: 400exp
Effect: Your trike holds a weapon platform where your comrade can stand and utilise
the weapons at your disposal. When you spend a full turn driving you may also make a
Ranged Attack Action using a laspistol (your comrades) or a heavy weapon you have
mounted on the trike. This uses the Comrades Full Action for that Turn.

Repairs
Type: Order (Full action)
Cost: 250exp
Effect: You can order your comrade to help with reapairs in order to give you a +10
bonus to a repair test you do this turn.

Squat Hearthguard
In the ancient realm of the squats the Hearthguard was a warrior elite and their status
was reflected in their fondness for lavishly-ornamented gold jewellery. Belts, buckles,
chains, pieces of armour and even weapon were decorated with traditional designs in gold
and other precious metals, and a Hearthguards prowess was displayed in the form of these
decorative items.
It was traditional for a Lord to present a Hearthguard with a gift in recognition of valour
and loyalty, which was nearly always specially made sometimes by the hand of the Lord
himself, the highest of honours and was often decorated with scenes of the event which it
commemorated. These archaic trophies was passed down from father to son and so is still
the case for the Squats are not quick to abandon tradition and although these lines are
disappearing there are still some Hearthguards left although they now serve the Imperium
as best they can for there are no warlords left to serve.
Characteristic Bonus: +10 Toughness, +5 Willpower, +5 Weaponskill, +5 Ballistic Skill,
-10 Agility

Starting Aptitudes: Ballistic Skill, Defence, Leadership, Toughness, Weapon Skill,


Willpower
Starting Skills: Scholastic Lore (Squats). Linguistics (Squat), Parry, Command
Starting Talents: Hatred (Tyranids, Orks, Gretchin) Weapon Training (Power, Las,
Heavy)
Starting Traits: Size (Weedy)
Equipment: Laspistol with two chargepacks, Carapace Armour, two krak grenades, two
frag grenades
Wounds: 10+1d5

Hearthguard Advances
The Hearthguard are dwindling and there are not enough left for them to serve in pairs.
A Hearthguard has no comrade and the following advances instead let him aid his squad
with his elite training and skill.

Defender
Type: Passive
Cost: 300exp
Effect: The Hearthguard are trained to protect, their ancient duty was after all to defend
the warlord. Once per battle when an ally within 10 metres of the Hearthguard would
take a hit the Hearthguard may take the hit instead, rolling damage as normal.

Hold your Ground!


Type: Sweeping Order (Free Action)
Cost: 200exp
Effect: As part of this orders the Hearthguard must make a Challenging (+0) Command
Test. If he succeeds all comrades and squadmembers within communication range gets
+10 against fear and pinning until the beginning of the Hearthguards next turn.

Squat Living Ancestor


The typical lifespan for a Squat is about 300 years. A small proportion of the population
however reaches the age of 400, and once a Squat has lived this long, his chance of
longevity is drastically increased lifespans of 800 years are common among this group,
and there are some individuals whose true age can only be guessed at.
This small proportion of the dwindling Squat population which lives to great old age are
treated with enormous respect by other Squats and are known as Living Ancestors, Spirit
Lords or Ancestor Lords; they are treated as living members of the ancestor group which
formed the basis of the old Squat religion. Their long lives have filled them with wisdom
and they carry the knowledge of their old realm forward to any Squat they meet.
Also, at about the age of 500, certain physiological changes begin to occur. As age begins to
sap their speed and strength, they develop an incredible degree of mental and physical

resilience, along with certain psychic powers. The fact that psychic powers are practically
unknown amongst other Squats makes the Living Ancestors even more unique and
venerated. These psychic powers come from their spiritual closeness to the dead ancestors
of their clan, which they tap as a source of psychic energy. This connection can however
unfortunately be broken as the Squats learned the hard way during the fall of the
homeworlds, the Shadow in the Warp created by tyranids breaks a Living Ancestors
connection to his clans dead ancestors which was one of the reasons for the Squats defeat
at the hands of these beasts.
Since no rite of sanctioning is made for a Living Ancestor they are not approved by the
Imperium and many find them hunted down and destroyed.
Characteristic Bonus: +15 Willpower, +15 Intelligence, -10 Agility, -10 Strength
Starting Aptitudes: Knowledge, Tech, Fieldcraft, Psyker, Intelligence, Willpower
Starting Skills: Common Lore (Imperium, War, Tech), Linguistics (Squat), Logic,
Psyniscience ,Scholastic Lore (Squats, Legends, any three), Tech-Use
Starting Talents: Hatred (Tyranids, Orks, Gretchin) Weapon Training (Las), Enemy
(Inquisistion, Adeptus Astra Telepathica)
Starting Traits: Size (Weedy), Psyker, Psy Rating (2)
Equipment: High Collar Robe, Ornate neck-chain
Wounds: 6+1d5
Special: A Living Ancestor chooses his powers from the Ancestral Calling Discipline and
cannot learn more disciplines. The Living Ancestor is an unbound psyker.

Living Ancestor Advances


A Living Ancestor does not have a comrade; he remains mainly with the spirits of his lost
stronghold. He does however have the ability to increase his psy-rating as per the rules
used for a Sanctioned Psyker. This does not represent his own power increasing but
rather him finding more of the scattered ancestors of his old stronghold and being able
to call upon their help.

Squat Trooper
The Squats once had a huge realm allied with the Imperium where whole Brotherhoods of
Squats went to war for Lord and Stronghold, this changed when the Tyranids came for the
great devourer destroyed their once proud realm. In the old days the bulk of a
Brotherhoods troops where those who were referred to simply as Brotherhood or
Brotherhood troopers. These troops lacked the individuality of the hearthguard, the
strongholds elite, and wore the colours and insignia of the Brotherhood as a uniform.
Squats have always preferred muted colours reminiscent of the rocks and sand of their now
lost Home Worlds; browns, greys and greens are popular in varying shades as are black,
white and deep red. Brotherhood troops were generally armed with lasguns but the Squats
have a characteristic fondness for heavy firepower, and heavy bolters were a favourite of
many strongholds. Back then most squads tended to have at least one heavy weapon and

often more, now a Squat is lucky to meet another of his kin and bringing a heavy weapon
with the required platform is a hard job for a lone trooper.
Today the Squats can no longer amass brotherhoods but there are still troopers who
continue the way of their ancestors in war, taking up service amongst their old allies
standing in the ranks of the Imperial Guard. Since no Squat, past or present, would
consider himself fully dressed without at least one sidearm, it is not unusual for Squats to
go about armed to the teeth.
Characteristic Bonus: +10 Toughness, +5 Willpower, +5 Weaponskill, -10 Agility
Starting Aptitudes: Ballistic Skill, Defence, Tech, Toughness, Weapon Skill, Willpower
Starting Skills: Scholastic Lore (Squats). Linguistics (Squat), Tech-Use
Starting Talents: Hatred (Tyranids, Orks, Gretchin) Weapon Training (Chain, Las,
Heavy)
Starting Traits: Size (Weedy)
Equipment: Laspistol with two chargepacks
Wounds: 8+1d5

Comrade Advances
These are Advances that may be purchased by the Squat Trooper to enhance the ability
of his comrade.

Set up Weapon Team


Type: Order (Full Action)
Cost: 200exp
Effect: Your comrade follows you ready to aid you in setting up a heavy weapon
platform in no-time. You can with this order let your comrade draw and brace a heavy
weapon you have so that you do not need to spend an action bracing it, you may not fire
the heavy weapon during the turn you do this but may aim it or make other actions.

Squat Resilience
Type: Passive
Cost: 250exp
Effect: While your comrade might not be a Squat he stays close to you and learns from
you, gritting his teeth when hit by shrapnel and stubbornly refusing to die when he
holds his intestines in. Your comrade gains an extra Wound State. He can now be
Healthy, Heavily Wounded, All but dead, or Dead.

New Weapons
What follows are new weapons specialised for use by the Abhuman regiments.

M32 Waterwarrior Speargun


The M32 Waterwarrior Speargun is an old pattern of Speargun constructed on the Ocean
Forge World of Omega Deeps where its ancient STC is kept. It is a weapon that launches a
spear or harpoon towards its foe and which has become the standard weapon for Imperial
Aquatic Assaults.

New Weapons
Solid Projectile
Name
Class Range RoF Dam
M32
Basic
Speargun

15m

S/-
/-

Pen Clip Rld Special

D10+2 2
R

Full

Wt

Availability

Underwater, 2,5kg Scarce


Crippling
(2)

New Weapon Special Abilities:


Underwater: A weapon with this trait is made for underwater use and thus suffers no
penalties when used submerged and can not rust or otherwise be damaged by water
under normal circumstances.

New Vehicles
What follows are new vehicles for use by the Imperial Guard and their Abhumans.

Imperial War Bike


Type: Ground Vehicle
Cruising Speed: 90kph
Structural Integrity: 10
Armour: Front 16, Side 12, Rear 12
Carrying Capacity: Personal gear in side-mounted saddlebags
Tactical Speed: 18m
Manoeuvrability: +8
Size: Hulking
Crew: Driver
Weapons: Twin-linked Lasguns
Targeter Array: The driver of this vehicle gains the Auto-stabilized trait for firing this
vehicles weapons.
Open-topped: Enemies may target the crew and passengers of the vehicle by using a
Called Shot Attack Action.
Availability: Very Rare

Squat Trike
Type: Ground Vehicle
Cruising Speed: 90kph
Structural Integrity: 12
Armour: Front 15, Side 13, Rear 13
Carrying Capacity: One passenger, Personal gear in side-mounted saddlebags
Tactical Speed: 18m

Manoeuvrability: +6
Size: Hulking
Crew: Driver
Weapons: Twin-linked Lasguns
Targeter Array: The driver of this vehicle gains the Auto-stabilized trait for firing this
vehicles weapons.
Squat Sized: Only creatures with size (Weedy) can drive this vehicle.
Open-topped: Enemies may target the crew and passengers of the vehicle by using a
Called Shot Attack Action.
Availability: Very Rare

Psychic Powers of the Abhumans


What follows are abhuman psychic disciplines.

Ancestral Calling
Squats do not call upon their powers in the same way as humans, their living ancestors
instead call upon the ancestors of their hold to grant them power and this is represented by
the following discipline.
Example Minor Manifestation: Make a ghostly whisper in the air, temporarily show an
ancestor, show a small vision from the Strongholds past
Special Rules: Ancestral Calling follows some special rules.

Safety and Wisdom: When using the powers on Fettered strength add
+10 to focus tests. When using powers on Unfettered strength add +5 to
focus tests.
The Shadow of the Devourer: When under the effects of Shadow in the
Warp you may not use psychic powers of any kind and suffer a -10
penalty to willpower.


Ancestors Warnings
Value: 400 exp
Prerequisite: N/a
Action: Half action
Focus Power: Challenging (-10) Willpower test
Range: 3 metres x Psy rating
Sustained: Free action
Subtype: Concentration
Description: The psyker calls the ancestors to warn him and his companions of dangers
and lead them to safety. For the duration of this power all squats within range and a
number of other allies equal to half the psykers psy rating gain a bonus to all evasion
tests equal to twice the psykers psy rating. Allies under this effect lose it if they move out
of range.

Ancestral Shield
Value: 200 exp
Prerequisite: N/a
Action: Reaction
Focus Power: Difficult (-10) willpower test
Range: Self
Sustained: No
Subtype: Concentration
Description: The Psyker projects an arcane shield before him blocking an incoming
attack. In any situation where the psyker would be called upon to make an Evasion test,
he may instead attempt to use this power. If the power is successful, the psyker avoids
the attack fully as if he had passed an Evasion test.

Courage of the Squats


Value: 300 exp
Prerequisite: N/a
Action: Half action
Focus Power: Difficult (-10) willpower test
Range: 3 metres x Psy rating
Sustained: Free Action
Subtype: Concentration
Description: The psyker brings the ancestors forth to strengthen the courage of his
allies. All squats and a number of allies equal to half the psykers psy rating count as
having the Fearless talent. Allies lose this benefit if they move out of the radius.

Dome of Steel
Value: 300 exp
Prerequisite: Power of Iron, Psy Rating 4
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 5 metres x Psy rating
Sustained: Free Action
Subtype: Concentration
Description: The Psyker calls upon the steel of the homeworlds to create a mighty
shield for protection. The psyker chooses a point in range and line of sight, and creates a
dome of psychic steel centered on that point with a radius equal to half the psykers psy
rating rounded up. The dome confers cover with a value of twice the psykers psy rating.
The dome must be broken down in order to pass through it or fire out of it.

Light of the Ancestors


Value: 200 exp
Prerequisite: N/a
Action: Half action
Focus Power: Ordinary (+10) Willpower test
Range: 15 metres x Psy rating
Sustained: No
Subtype: Concentration

Description: The psyker sends the light of his ancestors to burn his foes. This power is a
psychic barrage which causes hits dealing D10+2 Energy damage with 0 Pen.

Power of Iron
Value: 400 exp
Prerequisite: Ancestral Shield
Action: Half action
Focus Power: Hard (-20) Willpower test
Range: 1 metres x Psy rating
Sustained: Free action
Subtype: Concentration
Description: The psyker hardens the flesh of a Squat with the power of Iron from the
homeworlds. The psyker chooses one Squat within range (which may be the Psyker
himself) that gets the Natural Armour trait with a value equal to the psykers psy rating.

Resilience of the Squats


Value: 300 exp
Prerequisite: N/a
Action: Half action
Focus Power: Difficult (-10) willpower test
Range: 3 metres x Psy rating
Sustained: No
Subtype: Concentration
Description: The psyker calls upon the ancestors to mend the bones of allies and
strengthen their wills. All Squats within range and a number of other allies equal to half
the psykers psy rating rounded up recover Wounds equal to half the psykers psy rating
rounded up. They also immediately recover from Pinning and Fear. Such a favour is not
granted easily and require much of the Ancestors, thus it requires at least nine hours of
waiting until it can be used again by a Living Ancestor of the same Stronghold.

Vengeful Spirits
Value: 300 exp
Prerequisite: Light of the Ancestors
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 20 metres x Psy rating
Sustained: Free Action
Subtype: Concentration
Description: The Psyker calls upon the Ancestors to guard him and avenge any damage
caused upon him. While this power is in effect, any creatures in range and line of sight
that successfully hit the Psyker with an Attack immediately suffer Energy damage equal
to twice the Psykers Psy Rating with a Pen of three times the Psykers psy rating.

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