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New Abhuman Home worlds / Regiment

Types
-Beastmen (Homeworld)
-Nightsiders (Homeworld)
-Squats (Homeworld)
-Gland Warriors (Regiment Type)

BEASTMEN
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.
Cost: 3
Characteristic Modifiers: +5 Weapon Skill, +5 Toughness, -5 Intelligence, -10
Fellowship
Skills: Athletics, Common Lore (Imperial Creed), Intimidate, Survival.
Bloodlust: Beastmen characters start with one of the following Talents: Bezerk Charge
or Frenzy
Bestial Senses: Beastmen characters start with the Heightened Sensed Talent (Smell).
Abhorred: Servants of the Imperial Cult refuse to aid or serve alongside Beastmen.
Wounds: Beastmen start with +3 wounds.

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: 3
Characteristic Modifiers: +10 Perception, -5 Fellowship.
Skills: Awareness, Dodge, Navigate (Surface), Scrutiny.
Light Sensitive: The overdeveloped eyes of Nightsiders are ill-adapted to bright light. 10 to perception tests in bright light. This can be negated with tinted eyewear or an
equivalent at the GMs discretion. All Nightsiders have the Dark Sight Trait.
Wounds: Nightsiders generate starting wounds normally.

SQUATS
Homo Sapiens Rotundus
The Squat ancestors were human colonists that reached the mineral rich worlds around
the galactic core, during the time of the initial expansion beyond Earth's own system,
long before the emergence of the Emperor. The colonisation came at the right time, as
Earth's own mineral wealth was depleted. The worlds at the galactic core were rich in
rare and unique minerals, but in terms of life were barren and unsuited for colonisation.
These worlds are dark and bleak. Their gravity is great, usually two or three times that
of Earth. Their atmospheres are either thin or non-existent. Even those planets with
atmospheres are blasted by tremendous storms.

Cost: 4
Characteristic Modifiers: +10 Toughness, +10 Strength, -10 Agility
Skills: Intimidate, Tech-Use, Commerce.
Old Grudges: Squats must take a -20 willpower test to retreat from combat from Orks
or Tyranids
Wounds: Squats have +2 starting wounds.

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 TechPriests 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: 8
Characteristic Modifiers: +5 Ballistic Skill, +5 Weapons Skill, +5 Toughness, +5
Strength, +5 Agility, +5 Perception, -5 Intelligence, -10 Willpower, -10 Fellowship,
Skills: Navigate, Medicae, Athletics, Stealth, Survival, Scholastic Lore (Chymistry).
Starting Talents: Die Hard, Iron Jaw, Orthoproxy, Resistance (Poisons), Weapon
Training (Las, SP, Low-Tech).
Standard Kit: One hot-shot lasgun with four reloads or one chainsword with mono
upgrade and a bolt pistol with four reloads. One suit of light carapace armour, two frag
grenades and two krack grenades, one monoknife, and a microbead.

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