Вы находитесь на странице: 1из 9


Written and Illustrated by Andrew R Fawcett Warhammer, White Dwarf and Games Workshop are registered trademarks and Warhammer Fantasy Roleplay and the names of all the prominent imagery, places and characters within the Warhammer world and the Warhammer 40,000 universe are trademarks of Games Workshop Ltd. and are used without permission. Their use on these pages is not and should not be construed as a challenge to their ownership. All original material is copyright to the respective author/artist.

The ferocious predator known as the Ambull, originates from the hot Death World of Luther MacIntyre IX. Much of its life is spent underground where it shelters from the direct heat of the sun. As a carnivore, it preys on subterranean creatures and will eat almost anything it comes across in its tunnel network. In its own habitat, the Ambull lives in family groups, constructing vast tunnel systems of remarkable complexity. They can tunnel at great speeds and can now be found on quite a few planets in the Imperium, probably as a result of cultures attempting to domesticate them. Description: The Ambull is a large, barrel-chested creature which adopts an ape-like stance. Both arms and legs end in iron-hard claws used for tunnelling through stone. Its insectoid head sports two large, sharp, mandibles which it uses to assist its tunnelling and mating rituals. Basic Profile M WS BS S 6 Special Rules: An Ambull causes fear in living creatures under 3 metres tall. An Ambull is immune to psychological effects and, because of its stupidity, illusions. However, it may be stupid but it is not fearless. It will flee any combat if reduced to below half its wounds. The Ambull attacks with a mixture of claws and bite (MA(2)). An Ambull has the equivalent of carapace armour to all locations. A wound inflicted by an Ambull has a 25% chance of causing infected wounds. 50 7 T 7 W I Dex Ld Int Cl WP Fel 43 14 43 43 -

18 50 20

The Bouncer was first encountered by human settlers on the planet of Chbal. It is a strange creature which travels vast distances by floating across oceans and wind streams by virtue of its spherical body shape. They are not intelligent creatures but appear to be naturally inquisitive and even playful at times. Though not a hostile lifeform, the Bouncer can defend itself by using its concealed clawed feet and bouncing repeatedly at its attacker until it is given time to escape. Some wealthy Imperial officials have a Bouncer for a pet. Description: A Bouncer is very round and spherical and sizes vary from small to as much as 2 metres in diameter. It is red in colour with yellow veins and with no apparent arms and feet, though it does have small claw-like feet. A Bouncer is very light and its body tissue is made up of a strange inflated substance. This enables the creature to cross great distances with little effort. Despite the Bouncer's strange and alien appearance it is relatively fragile.

Basic Profile M WS BS S 10 30 Special Rules: A Bouncer is fragile and once it is dealt a killing blow it will deflate and scatter its insides over a diameter of 2 metres. Anyone within this area has a 10% chance of contracting a randomly generated disease. A Bouncer will always try to avoid combat and will attack only to give itself an opportunity to escape. The claw attack of a Bouncer has a 20% chance of causing infected wounds. 0 2 T 1 W I 5 Dex Ld Int Cl WP Fel 14 14 14 14 -

50 0


The carnivorous Sand Clam lives only in wet sand, usually by coastal areas or at the tidal margins and spends much of its time submerged in the mud or sand waiting. It preys upon anything that gets close, enough for it to be snapped into its jaw-like valves. Small creatures are crushed instantly whereas larger creatures will be trapped and are usually drowned in the tide of the sea. Description: A Sand Clam is identical to the Clams of Earth but are often 2 metres across and are dangerous to human-sized creatures. Basic Profile M WS BS S 0 33 0 * T 3 W I 11 * Dex Ld Int Cl WP Fel 0 0 0 0 -

*Strength is equal to 2 points per metre of diameter of the Clam's size. Special Rules: A Sand Clam is mindless and is therefore immune to all psychological effects, illusions and other mind influencing effects. They do fear fire and will close their shells very tightly, causing a further 1 Wound to any trapped victim. A Sand Clam always attacks by surprise, and if it Wounds a character the victim is instantly trapped. Once trapped, a creature suffers further damage only if actively struggling or trying to open the Sand Clam (1 Wound per round of struggling). Hits will always be directed to a character's legs.

The Catachan Devil is probably the most vicious and terrifying of all insectoids in the galaxy and are very territorial. They originate from the Death World of Catachan but have since been seen on other Death Worlds with the same conditions as Catachan. But thankfully they are relatively rare creatures, as they have been known to decimate small feral settlements. A brave feral tribesman, with designs on becoming a chief, no doubt, will sometimes attempt to cut a tentacle from the mouth of the Catachan Devil as proof of his warrior prowess or bravery, as a single tentacle contains enough paralysing chemical to kill many men. Indeed, the Catachan Devil's body contains many harmful enzymes. Description: A Catachan Devil can reach lengths of 30 metres and has a segmented body with midsections each having a pair of legs. At the creature's rear is a long scorpion-like tail of spiky barbs. Older male Devils sport two claws with one often larger than the other. The head of a Catachan Devil is small and pointed with luminous

green eyes. Along the creature' mouth is a line of short tentacles which contain paralysing chemicals designed s to subdue its prey. The mouth is extendable comprising two large mandibles. Basic Profile M WS BS S 6 55 0 8 T 7 W I Dex Ld Int Cl WP Fel 43 14 43 43 -

18 50 0

Catachan Devil profiles can vary a great deal. This one is a standard Devil of some 5 to 10 metres in length. Larger Devils will have higher S, T, W, and A, but correspondingly lower WS. Special Rules: A Catachan Devil is immune to all psychological effects but fears fire. A Catachan Devil attacks with 1 tail lash, 1 bite, and 1 stomp (MA(3)). Old males will have claw attacks too (MA(4)). The bite attack is the equivalent of a paralysing deleriant (see Adder Root on page 82 of the WFRP rulebook) of 4 doses per bite. The tail of a Catachan Devil is even move deadly as a single wound caused from its poisoned barbs will cause death in D6 turns if a T test is failed. A Catachan Devil causes fear in all living creatures and terror in living creatures under 3 metres tall.

This unpleasant creature is native to many Death Worlds throughout the Imperium, but was first encountered on Catachan. The face-eater hangs from trees, along well-used paths or areas of easy prey, where it pounces onto its chosen victim. Once on a victim' head it injects powerful enzymes as it begins to strangle and suffocate its prey. s When the victim dies it then becomes a repository for the face-eater' eggs. These eggs hatch into thousands of s maggot larvae and within hours the host has been almost completely eaten away by the face-eater' offspring. s Description: The face-eater has an almost perfect disguise as it looks nothing more like a small bathroom towel. This very fact has made the creature one of the most feared in the galaxy since it has since been ' introduced' to civilised worlds. This may be purely by accident or intent. The latter shows how far some unscrupulous assassins will go to kill their target. Basic Profile M WS BS S 4 Special Rules: A face-eater will always attack by surprise unless identified immediately before by anyone with Genetics. On this first attack its movement is doubled. Stiff resistance will cause a face-eater to flee. A face-eater will envelop itself over a character' head on a successful hand-to-hand combat hit. For s each subsequent round that the face-eater is suffocating a character, the character will suffer 1 Wound automatically. A face-eater can be removed if damaged by fire but this runs a risk of harming the suffocating character. The face-eater will not target any creature over 3 metres tall. A face-eater is immune to all psychological effects but fears fire. Similarly it is too stupid to be affected by illusions. 33 0 3 T 1 W I 4 Dex Ld Int Cl WP Fel 43 6 10 10 -

40 0


A Crawler is a species of subterranean squid and while not directly related to the aquatic species it does resemble it closely. They burrow through soft earth in search of food and will surface once in a while to catch its prey. While Crawlers prefer to eat other subterranean creatures they have been known to prey upon animals the size of a large dog and even humans have been known to be a target. They can sense the vibrations given off by surface creatures from quite a distance. Many farms throughout the Imperium use Crawlers to improve the quality of their land as these squid-like creatures eat any creatures that may be harmful to any precious crops and improve the soil at the same time. Description: A Crawler closely resembles a squid typically 1 to 2 metres long from rear to tentacle tip. The rear of a Crawler resembles a drilling tool and from this it is believed the creature propels itself through the earth as it does. Basic Profile M WS BS S 4 Special Rules: A Crawler is immune to all psychological effects but fears fire. A wounding hit from a Crawling will cause a character to become pinned (see page 214 of the WFRP rulebook). 33 0 4 T 3 W I 7 Dex Ld Int Cl WP Fel 14 2 14 14 -

30 0

The Cthellean Cudbear was first encountered on the Death World of Cthelle, where it lives in an environment of cool, forested, mountain ranges. The Cudbear is just as territorial as other species of bear and has been known to ward off creatures larger even than itself such is the creature' ferocity. s Description: The Cudbear is a gigantic creature, easily exceeding 3 metres in height. Indeed, some have been known to reach 6 metres. The Cudbear' purple coat is very thick and warm, a highly sort after prize by trophy s hunters and feral humans. But what makes the Cudbear have a fearsome reputation is its long, rending, talons. These talons are capable of searing through any lightly armoured vehicle, such as a car. The Cudbear' mouth is s similarly deadly consisting of arrays of large, pointed teeth. Basic Profile M WS BS S 6 Special Rules: A Cudbear is a very large and fearsome creature and therefore causes fear in living creatures under 3 metres tall. A wounded Cudbear is subject to frenzy. A Cudbear has 1 bite and 1 claw attacks (MA(2)). 57 0 8 T 7 W I Dex Ld Int Cl WP Fel 34 10 43 24 -

23 30 -

The Ferro-Beast was first encountered by Rogue Traders on a planet rich in material content, especially ferric materials such as iron. It has evolved to actually seek out and eat ferric materials and can sense them from many miles around. From the short tentacles around the creature' mouth, it is able to secrete an acid, which enables it s to dissolve a metal ore until it has broken down into a digestive soup, after which it is eaten by the Ferro-Beast.

The Ferro-Beast has been the source of much annoyance to isolated mining settlements as once a beast senses any iron content, like vehicles and even spacecraft, it goes mad and will do almost anything to get to its ' meal' . Description: The Ferro-Beast is typically from 1 to 2 metres long with an armadillo-like body with strong horny plates. Basic Profile M WS BS S 6 Special Rules: A Ferro-Beast has the equivalent of carapace armour to all locations thanks to its horny hide. The Ferro-Beast' instinct is to find iron so it preys upon nothing else. If it is prevented from feeding it s will attack until it is able to and will be subject to frenzy. When a Ferro-Beast does attack it has 1 bite attack. Its bite is laced with its acid and any wound inflicted will cause a nasty rash to appear which will reduce a character' WS, BS, I, Dex, and Fel by s 10 for 24 hours. 30 0 5 T 7 W I Dex Ld Int Cl WP Fel 14 10 29 24 -

11 20 -

The discovery of the reptilian creature known as a Grox was a good one. The creature is able to digest almost anything no matter how poor or inedible it may seem to humans and the Grox itself provides a good nutritious meat. Grox steak has become the staple diet for many humans throughout the Imperium. The only drawback to Grox farming is that these reptilian creatures are large and the males aggressive and territorial. Description: The Grox is a large, horny, reptilian creature, capable of reaching lengths of 5 metres from nose to tail. They are quick, strong, and can be very aggressive when annoyed. Basic Profile M WS BS S 6 Special Rules: A Grox is a dimwitted reptile and is therefore immune to all psychological effects. Any bite or gore from a Grox has a 25% chance of causing infected wounds. 41 0 5 T 5 W I Dex Ld Int Cl WP Fel 14 2 14 14 -

15 20 -

The Gyrinx is a handsome cat, which is highly prized by influential or rich Imperials often as a status symbol. They are intelligent creatures and can understand simple sentences given to them by their master. A Gyrinx is a very loyal friend whose empathy actually improves the well-being of its master. Why this particular species of cat is like this is unknown. Even emotions are affected. If a Gyrinx owner is naturally an angry person then the Gyrinx will likewise be a bit ' frisky' . Gyrinxes seem to have some psychic understanding and psykers are able to telepathically communicate with them and also use them to help them channel their psychic powers. Description: A Gyrinx has very thick ginger or orange fur and can sometimes reach lengths of 1 metre. Its bright blue eyes seem to be all-knowing and all-seeing. Basic Profile

M WS BS S 7 Special Rules: 33 0 3

T 2

W I 5

Dex Ld Int Cl WP Fel 29 29 43 43 -

50 -

A character can bond with a Gyrinx if he spends D6 weeks in the cat' company. Psykers may bond s with a Gyrinx in just D3 weeks. If a psyker has bonded with a Gyrinx, the cat increases the psyker' Force level by +5. s Additionally, if a psyker becomes psychically attuned to his Gyrinx then he will be able to see through the cat' eyes if he concentrates. To accomplish this training, the psyker must mentally bond with the s Gyrinx for 4 hours per day in 1 week. During this 4 hour period the psyker must not be disturbed otherwise he will have to start all over again. Of course, the psyker may be open to attack during this meditation process. Once this psychic attuning is complete, the psyker can pass a WP test to see through his Gyrinx' eyes wherever he may be. s

Insects throughout the galaxy can range from miniscule to huge. Some are harmless, as a virtue of being too small or vegetarian, whereas others quite deadly, as a virtue of being small and poisonous or very big and carnivorous. Some species have a rigid society consisting of gatherers and soldiers; the former of which has been known to take away Imperials from the genetor division of the Adeptus Mechanicus to their nest! Description: Due to the myriad of conditions on planets throughout the galaxy, on Death Worlds especially, insects can be very diverse indeed in appearance. They are cold-blooded and are typified by a tough exoskeleton, clicking mandibles, and erect antennae. Some are capable of flight with forewings modified to form shell-like protective elytra. Profiles There are three types of insectoid: small, medium, and large. Small insectoids are anything up to 1 metre long, medium from 1 to 2 metres, and large are over 2 metres. Size Small Large Special Rules: All insectoids are immune to psychological effects but fear fire. Large insectoids cause fear in living creatures under 3 metres tall. Some species of insect are capable of flight. Insectoids that are butterfly-like will fly as swoopers, whereas insectoids that have thick chitin, like a beetle, will fly as landers. Chitinous insectoids will posses a hard carapace shell (treat as Flak) whereas lighter species will have very little or no protection (at GM' discretion). s Some insectoids posses an acidic bite. Any wound inflicted will cause a rash if a T test is failed. This rash will reduce a character' WS, BS, I, and Dex for 12 hours minus the character' Toughness in s s hours. M WS BS S 4 6 33 33 33 0 0 0 4 5 6 T 4 5 6 W I 5 Dex Ld Int Cl WP Fel 10 23 43 2 2 2 14 6 24 6 24 6 -

30 -

Medium 5

11 20 17 10 -

Mimics are a race of small ape-like creatures with a strange metamorphic ability. Evolution, for one reason or another, has dictated that they should be able to alter their body shape, usually in the form of a similar sized creature. Perhaps the reason for this is due to the number of predators a Mimic seems to have on its homeworld planet of Yamnan and this metamorphic ability is its only real defence against this onslaught.

Mimics are, on the whole, friendly and inquisitive creatures. They can also be, at times, rather annoying animals because they enjoy stealing. Description: Mimics closely resemble gibbons. Basic Profile M WS BS S 4 Special Rules: A Mimic can shape-change into another equivalent sized creature. The transformation takes 2D6 rounds to complete. Once complete, the transformation is not perfect and a character would be able to spot pretty quickly the difference should a Mimic attempt to ape a comrade. Otherwise, the transformation can be quite effective. 24 18 2 T 2 W I 5 Dex Ld Int Cl WP Fel 14 14 14 10 14

30 20

The Psychoneuin is a race of particularly nasty wasp. It is psychic but not in the same way as psykers. The female of the species is somehow able to materialise its eggs into the mind of a psyker; untrained psykers are the preferred target as they are easier prey than, for example, a psyker of the Astra Telepathica. Once the eggs have been ' implanted' they will begin to feed on the brain of the host. The victim will begin to feel an aching sensation until a few hours pass when the victim' skull becomes a mess of writhing maggots. Within hours the carcass s will be picked clean by the maturing grubs, which will then find a safe, preferably, dark refuge to grow and mature. After only twenty four hours, the grubs will have matured to adult Psychoneuin. A female Psychoneuin lives to breed and will die within a year if it cannot find a psyker to lay its eggs in. The male Psychoneuin must fertilise a female in order for the female to be able to lay her eggs. How it does this is a complete mystery. Once a female has been fertilised she must lay her eggs or she will die within a year. Description: A Psychoneuin is essentially a very big, spindly, wasp. It is vividly coloured in yellow and black and its wings are large and transparent. Typically, though this is not substantiated, a Psychoneuin can be as large as two and a half metres. Basic Profile M WS BS S 4 Special Rules: A Psychoneuin is immune to all psychological effects but fears fire. A female Psychoneuin may target any psyker within 100 metres in which to plant her eggs. The target must pass a WP test (-5 per level for a Renegade psyker, +5 per level for an Adeptus/Homeworld/Eldar psyker) or be unable to prevent his mind from being a nest of Psychoneuin maggots. 53 0 4 T 4 W I Dex Ld Int Cl WP Fel 14 14 43 43 -

11 30 -

The Ptera-squirrel has the appearance of a cute, furry, squirrel and has made it a popular pet on many Imperial worlds. Yet it has a complex lifecycle and whilst it begins its cycle as a cute pet squirrel, towards the end it becomes a bloodsucking carnivore. Once this happens, the Ptera-squirrel becomes detached from its owner, if it was a pet, and promptly becomes independent, much like a cat. This has led to it being a common pest on many Imperial worlds, not least to farming moons where they can decimate entire herds with the infections they carry.

Description: A Petra-squirrel closely resembles a flying squirrel of Old Earth but gets progressively larger as its lifecycle develops. At its full development its mouth has grown two sharp incisor teeth to aid its blood drinking. Basic Profile M WS BS S 5 Special Rules: A Ptera-squirrel can fly as a lander. Any wound caused by a Ptera-squirrel has a 20% chance of causing infected wounds. 24 0 2 T 2 W I 4 Dex Ld Int Cl WP Fel 2 2 12 2 -

40 -

The Razorwing is the term given to a broad variety of bird-like creatures whose wings are as sharp as saws. They use the sharpness of the ends of their wings to swoop across a prey in order to deliver a nasty cut, which is enough to kill small prey and wound any larger creatures including humans. Description: Varies. Often a Razorwing is 1 metre in height with a serrated beak and clawing talons. Basic Profile M WS BS S 2* 43 *Ground movement only. Special Rules: Razorwings are strong flies and are therefore counted as swoopers. When a Razorwing attacks it swoops down onto its target and gains a free extra attacks as a result of its serrated wings. 0 2 T 2 W I 5 Dex Ld Int Cl WP Fel 24 6 24 24 -

40 -

The Rippy-Fish is a piranha-like fish that swims a shoal of several hundred of its kind. They can be quite dangerous as not only can they strip a man to the bone in minutes they are immune to most poisons and toxins. It seems that they can thrive in any watery environment no matter how salty or polluted. Shoals of Rippy-Fish are a very real threat to agri-worlds where they can swim in shallow water and pick at their leisure any animal herds. They can also sense any surface ripples, such as a trapped animal or a struggling fish, and will swim towards the source at high speeds to feed. Basic Profile The profile given here is for a shoal of Rippy-Fish. M WS BS S 6 Special Rules: 33 0 1 T 1 W I Dex Ld Int Cl WP Fel 89 5 89 89 -

10 10 -

A shoal of Rippy-Fish is counted as a swam as described on page 246 of the WFRP rulebook. A shoal of Rippy-Fish has 10 bite attacks (MA(10)). Rippy-Fish are ferocious carnivorous fish and can chew through almost any protections. As a result all primitive armour types do not protect against a shoal of Rippy-Fist, the Rippy-Fish will automatically penetrate the armour.

Похожие интересы