dark heresy alien races

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Dark Heresy alien Races Characteristic Generation Kroot Mercenary Starting Skills:), Carouse (T), Survival (Int) or Tracking (Int), (Speak Language Tribal, Low Gothic) Starting Talents: Basic Weapon Training (Primitive), Melee Weapon Training (Primitive). Starting Gear: Kroot Riffle† (Basic; S/2/-; 90m; 1d10+3 E; Pen 2; Clip 8; 2 Full; Primitive, Unreliable; Wt. 7kg) and 16 Charged Rounds, Knife, Quilted Vest or 5 Knarloc Quills (Toxic Throwing Knives), 1d5 Charms, Backpack. Kroot Riffle Comes with a built in Spear. Starting Rank: Kindred Starting Traits: Jungle Fighter: The Kroot come from the feral, tropical world Pech. A lush, tree filled jungle world that is far from Hospitable. Benefit: Kroot gain +10 to any tests made in feral, jungle or other natural environments. Carrion Eater: This race is infamous for their barbaric habit of eating the carcass of their fallen enemies. This habit is lengthy and annoying for the Kroot’s allies. However the effects of the Kroot doing this a very visible, for his allies will see him gain the strength and speed of his slain enemy. Benefit: If the Kroot passes an Survival test followed by a passed Carouse test and spends 10 minutes to eat the carcass of the enemy they may have one of the following effects: -They gain 1d5+TB lost wounds back or heal 1 critical damage. -Gain +10 to any Characteristic for 1d10 rounds. -Gain +10 to all tests for 1d5 rounds. -Lose 1d5 Fatigue. -Gain 1d10xIB experience. Characteris tic Base Kroo t Elda r Ork Weapon Skill 2d10 + 25 25 25 Ballistic skill 2d10 + 15 25 10 Strength 2d10 + 25 15 20 Toughness 2d10 + 20 15 25 Agility 2d10 + 20 25 20 Intelligen ce 2d10 + 20 20 15 Perception 2d10 + 20 25 20 Willpower 2d10 + 20 20 20 Fellowship 2d10 + 15 20 10 Wounds 1d5+ 8 6 8

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Page 1: Dark Heresy Alien Races

Dark Heresy alien Races

Characteristic Generation

Kroot MercenaryStarting Skills:), Carouse (T), Survival (Int) or Tracking (Int), (Speak Language Tribal, Low Gothic)Starting Talents: Basic Weapon Training (Primitive), Melee Weapon Training (Primitive).Starting Gear: Kroot Riffle† (Basic; S/2/-; 90m; 1d10+3 E; Pen 2; Clip 8; 2 Full; Primitive, Unreliable; Wt. 7kg) and 16 Charged Rounds, Knife, Quilted Vest or 5 Knarloc Quills (Toxic Throwing Knives), 1d5 Charms, Backpack.†Kroot Riffle Comes with a built in Spear.Starting Rank: Kindred Starting Traits:

Jungle Fighter: The Kroot come from the feral, tropical world Pech. A lush, tree filled jungle world that is far from Hospitable.

Benefit: Kroot gain +10 to any tests made in feral, jungle or other natural environments.

Carrion Eater: This race is infamous for their barbaric habit of eating the carcass of their fallen enemies. This habit is lengthy and annoying for the Kroot’s allies. However the effects of the Kroot doing this a very visible, for his allies will see him gain the strength and speed of his slain enemy.

Benefit: If the Kroot passes an Survival test followed by a passed Carouse test and spends 10 minutes to eat the carcass of the enemy they may have one of the following effects:

-They gain 1d5+TB lost wounds back or heal 1 critical damage.

-Gain +10 to any Characteristic for 1d10 rounds.

-Gain +10 to all tests for 1d5 rounds.-Lose 1d5 Fatigue.-Gain 1d10xIB experience.Primitive: Though star faring, the

Kroot are and have always been feral beings; sticking to tradition and primitive close combat weaponry as oppose to evolving their technology along with those that found them, the Tau. It is for this reason that the creatures are inadaptable with everyday society. But unlike Imperial feral worlders, theirs is a choice.

Drawback: You take a -10 Penalty to Tech-use (Int) Tests and a -10 penalty to Fellowship tests in formal or civilized surroundings.

Eldar Corsair Starting Skills: Dodge (Ag) or Awareness (Per), Literacy (Int), Speak Language (High Gothic, Low Gothic, Eldar), Forbidden Lore (Xenos).Starting Talents: Melee Weapon Training (Primitive), Exotic Weapons Training (Splinter), Sprint.Starting Gear: Mono-Sword or Splinter Riffle (Basic; S/3/6; 180m; 1d10+2 R; Pen 2; Clip 60; 2 Full; Accurate, Toxic; Wt. 2 Kg) with 2 Cartridges, Mono-Knife or Splinter Pistol (Pistol; S/-/-; 30m; 1d10 R; Pen 2; Clip 15; Full; Toxic; Wt. 1.5) with 2 Cartridges, Injector, 1 Dose of Spook or 3 Doses of Slaught, Xenon Mesh (Arms 4, Body 4, Legs 4), Kabalite Tabard (Good Quality Clothing).Starting Rank: DarklingStarting Traits:

Fueled By Pain: The Dark Eldar are sick individuals, relishing in pain and feeling it as though it were the ripest of ecstasies. They often commit themselves to dark, sadistic

Characteristic

Base Kroot Eldar Ork

Weapon Skill 2d10+ 25 25 25Ballistic skill 2d10+ 15 25 10Strength 2d10+ 25 15 20Toughness 2d10+ 20 15 25Agility 2d10+ 20 25 20Intelligence 2d10+ 20 20 15Perception 2d10+ 20 25 20Willpower 2d10+ 20 20 20Fellowship 2d10+ 15 20 10Wounds 1d5+ 8 6 8

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rituals of pleasure and pain that no mortal man could survive. It is this high resistance to pain that makes them more dangerous adversaries wounded then at full health.

Benefit: Eldar Corsairs always counted as lightly wounded for the purposes of healing. In addition, whenever they drop to half their starting wounds, they become Frenzied until healed.

Darkling: The Eldar Corsairs, though spending their lives mostly on their race’s starships, most are born on or born from parents that are from Night Worlds. Night Worlds are horrid death worlds that are

permanently shrouded in night. Their inhabitants have either grown blind or have the ability to see at night as clear as it were day.

Benefit: Eldar Corsairs gain the Dark Sight trait.

With Haste: Eldar are amongst the most quick and agile of bipedal creatures. Their lanky figures and gaunt body structure make them weak, but capable of sprinting long distances without the slightest pause for breath.

Benefit: Eldar Corsairs start with the Unnatural Agility (x2) trait.

Fate Points 1-4 5-8 9-10Eldar 1 2 2Kroot 1 2 3

Wealth

Starting Income

Increase

Eldar 120+3d10

50 Scum

Kroot 20+1d10 50 Scum

Coloration-Kroot- -Eldar-

Roll Skin Quills Eyes Skin Hair Eyes01-30 Black White Gold Porcelain Fire Red White31-50 Reddish Grey Green Fair Dyed (Any) Grey51-70 Khaki Green Grey Bluish Auburn Fully Black71-90 Stained (Any) Brown Baby Blue Grey Copper Violet91-00 Albino Black Dark Red Sickly Black Gold

Build-Kroot- -Eldar-

Roll Description Male Description Male Female01-20 Muscular 2m/95kg Spindly 2.50m/45kg 2.35m/35kg21-50 Broad 1.90m/

85kgSvelte 2.35m/65kg 2.10m/50kg

51-80 Thin 2.25m/80kg

Lanky 2.10m/70kg 2m/55kg

81-90 Gaunt 2.20m/70kg

Stunted 1.75m/55kg 1.60m/45kg

91-00 Shaper Born 2.50/100kg Stocky 2m/85kg 1.90m/75kg

AgeRoll Kroot Eldar01-50 Kipling

(15+1d10)Youngling (100x1d10)

051-80 Warrior (30+1d10)

Adult(200x2d10)

81-00 Elder (45+1d10) Sage(500x3d10)

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Kroot Mercenary“They are fierce indeed these Kroot, and savage. I look upon them and tremble at their ferocity. I can only hope that when the enemy sees them they tremble as I do.”

-Por’vre Tau Cho, Water caste.

From the beginning, Kroot are raised in trials by fire. The Kroot Carnivore race was first discovered by the intellectual Tau Empire. They were one of the few races to not resist the Tau’s “greater good” methodology. Though no resistance was made, they Kroot were far from assimilated. The Kroot race are warriors and warriors only. Their children are raised as hunters, their hunters raised as Warriors and it is from this path that a Kroot may choose its path.

A Kroot has the choice to return home, aid its kin, or do battle among the stars. Though, hundreds flock home to learn medicine and other trades, it is the Grand Fighters that make up the fighting ranks of the Kroot.

The Kroot themselves are mercenaries. They care not for personal prejudices or glorious battles, and fight for others only with the promise of a glorious paycheck at the end of the day. It is this mentality that has forced them to do operations with the Eldar, Orks, Imperium and even dark forces of Chaos behind the extremely prejudice iron fist of the Tau Empire or risk their own annihilation.

Their primary defense is their body structure. Formed of hard quills that absorb impact and form strength stronger than muscle, their bodies form a terrifying visage that can not only intimidate their weaker opponents into submission, but slaughter the stronger one in combat. In addition, the Kroot have an empty gene structure that, upon eating their fallen enemies, bonds with their enemy’s compete double helix, allowing them to immediately evolve.

KindredXP Level: 0-499

HuntsmanXP Level: 500-999

SlayerXP Level: 1,000-1,999

WarriorXP Level: 2,000-2,999

Guerilla Jungle-FighterXP Level: 3,000-5,999

SageXP Level: 6,000-7,999

ShamanXP Level: 8,000-9,999

ShaperXP Level: 10,000-

14,999

Grand HunterXP Level: 6,000-7,999

Grand SlayerXP Level: 8,000-9,999

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Kroot Characteristic AdvancesCharacteristic Simple Intermediate Trained ExpertWeapon Skill 100 250 500 750Balistic Skill 500 750 1,000 2,500Strength 100 250 500 750Toughness 250 500 750 1,000Agility 250 500 750 1,000Intelligence 500 750 1,000 2,500Perception 100 250 500 750Willpower 250 500 750 1,000Fellowship 250 500 750 1,000

KindredAdvancesKindred are hardly fighters. They are more or less drafted to fight under extreme circumstance. This is the first step on their trial by fire.

HuntsmanAdvancesThe Huntsman are the hunters and gatherers of the Kroot tribes. As the Kroot grows older, the beasts he hunts grow in size and ferocity.

†This symbol indicates you may take the specified talent three times.

Advance Cost Type PrerequisitesSurvival 100 STracking 100 SSpeak Language (Low Gothic) 100 SForbbiden Lore (Xenos) 100 SResistance (Heat) 100 TPistol Training (SP) 100 TCarouse +10 200 S CarouseDecadence 200 T T 30Basic Weapon Training (SP) 200 TSound Constitiution† 200 T

Advance Cost Type PrerequisitesAwareness 100 SAcrobatics 100 SClimb 100 SDodge 100 SHeightened Sense (Smell) 100 TThrown Weapon Training (Primitive) 100 TPistol Weapon Training (Primitive) 100 TSound Constitution† 100 TInquiry 200 STracking +10 200 S TrackingTrade (Tanner) 200 SCatfall 200 T Ag 30Disturbing Voice 200 TLight Sleeper 200 T Per 30Pistol Weapon Training (Las) 200 T

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Slayer AdvancesSlayers, or guardians as some Kroot reference them, are in the third stage of their trail. They no longer hunt creatures for food, but the most dangerous beasts their homeworld has to offer.

†This symbol indicates you may take the specified talent two times.

WarriorAdvancesThe Kroot has finally entered the last stage of his trial by fire: combat. They must survive this harsh period as a lowly soldier to move on and return home or fight as a guerrila.

Advance Cost Type PrerequisitesAwareness +10 100 S AwarenessConcealment 100 SDodge +10 100 S DodgeIntimidate 100 SNavigation (Surface) 100 SSilent Move 100 SWrangling 100 SCrippling Strike 100 T WS 50Resistance (Fear) 100 TSound Constitution† 100 TGamble 200 SSurvival +10 200 S SurvivalAmbidexterous 200 T Ag 30Basic Weapon Training (Las) 200 TDie Hard 200 T WP 40Frenzy 200 TMelee Weapon Training (Chain) 200 TSwift Attack 200 T WS 35

Advance Cost Type PrerequisitesAcrobatics +10 100 S AcrobaticsCiphers (War Cant) 100 SClimb +10 100 S ClimbCommon Lore (War) 100 SDisarm 100 T Ag 30Double Team 100 TTwo-Weapon Weilder (Melee) 100 T WS 35 and Ag 35Quick Draw 100 TCommon Lore (Imperium) 200 SDodge +20 200 S Dodge +10Interrogation 200 SAssassin Strike 200 T Ag 40, AcrobaticBasic Weapon Training (Bolt) 200 TPistol Weapon Training (Bolt) 200 T

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Guerrilla Jungle-Fighter Advances

Jungle-fighters are the most skilled and feared of all the Kroot standing infantry. Only the disabled and the unworthy pass up the honor of fighting as one of these powerful hunters in the dark and turn down the chance of becoming a Shaper.

AdvanceBarterCharmChem-useLiteracyMedicaeScolastic Lore (Legend)ForesightMeditationPeer (Feral Worlders)EvaluateInquiry +10SearchMinor Psychic Power†Forbidden Lore (Psykers)Forbideen Lore (Warp)Forbedden Lore (Inquisision)

Psy Rating 1 300 T

SageAdvances

Advance Cost Type PrerequisitesCarouse +20 100 S Carouse +10Concealment +10 100 S ConcealmentIntimidate +10 100 S IntimidateNavigation (suface) +10 100 S Navigation (Surface)Silent Move +10 100 S Silent MoveCombat Master 100 T WS 30Duel Strike 100 T Ag 40, Two- Weapon

WielderHardy 100 T T 40Jaded 100 T WP 40Awareness +20 200 S Awareness +10Command 200 SShadowing 200 SSwim 200 SCounter Attack 200 T WS 40Fearless 200 THeightend Sense (Sight) 200 TRapid Reaction 200 T Ag 40Unshakeable Faith 200 TBerserk Charge 300 TLightening Reflexes 300 T

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These souls have returned to their homeworld after their time in combat to study the universe.

†This symbol indicates you may take the specified talent two times.

Shaman

Advances

Shamans are rare and bizzare beings. They’re self aware nature is very much different to their Kroot brethren. Some have been reported to gain inate psychic abilities, which, in

Advance Cost Type PrerequisitesBarter +10 100 S BarterCharm +10 100 S CharmChem-use +10 100 S Chem-UseCiphers (Secret Society) 100 SMedicae +10 100 S MedicaeScolastic Lore (Archaic) 100 SScolastic Lore (Astronomy) 100 SScolastic Lore (Chymisty) 100 SScolastic Lore (Numerology) 100 SArmor of Contempt 100 T WP 40Dark Soul 100 THeightened Sense (Touch) 100 TMinor Psychic Power† 100 TOrthopoxy 100 TEvaluate +10 200 S EvaluatePsyniscience 200 SScrutiny 200 SCorpus Conversion 200 T Psy Rating 2Insanely Faithful 200 TMimic 200 TPeer (Academics) 200 TPeer (The Insane) 200 TPsy Rating 2 200 T Psy Rating 1Resistance (Psychic Powers) 200 TDeceive 300 SForbbiden Lore (Cults) 300 SForbidden Lore (Heresy) 300 SForbidden Lore (Daemonology) 300 SInquiry +20 300 S Inquiry +10Navigation (Stellar) 300 SSecurity 300 SNerves of Steel 300 TPower Well 400 T Psy Rating 2

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combination with their militant past makes them formitable oppenents.

Grand HunterAdvances

Grand Hunters are celebrated veterans of the Kroot fighting force. They have begun their long, viscious path to joining their Shaper brethren.

Grand SlayerAdvances

The Grand Slayers have ridden the backs of Krootox and Knarloc alike and have expirenced countless battles. Their training has ended and their skills are honed. They are steps away from the Shaper.

Advance Cost Type PrerequisitesCommand +20 100 S Command +10Demolition 100 SSearch +10 100 S Search

Advance Cost Type PrerequisitesAcrobatics +20 100 S Acrobatics +10Concealment +20 100 S Concealment +10Intimidate +20 100 S Intimidate +10Heavy Weapon Training (SP) 100 THeavy weapon Training (Primitive) 100 THip Shooting 100 T BS 40, Ag 40Navigation (Surface) +20 200 S Navigation

(Surface) +10Search 200 SShadowing +10 200 S Shadowing +10Basic Weapon Training (Flamer) 200 TBasic Weapon Training (Melta) 200 TBasic Weapon Training (Plasma) 200 TDead Eye Shot 200 T BS 30Marksman 200 T BS 35Peer (Military) 200 T Fel 30Rapid Reload 200 TTwo-Weapon Weilder (Balistic) 300 T BS 40

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Cleanse and PurifyGunslingerIndependent TargetingSharpshooterShadowing +20Sleight of HandWrangling +10Crack ShotDuel ShotMelee Training (Shock)Resistance (Psychic Powers)

ShaperAdvances

Fuck it… I’m tired.

Advance Cost Type PrerequisitesCommon Lore (Imperial) +10 100 S Com. Lore

(Imperial)Common Lore (War) +10 100 S Common Lore

(War)Performer (Storyteller) 100 SSecret Tongue (Military) 100 SWrangling +20 100 S Wrangling +10Evaluate +20 100 S Evaluate +10Air of Authoirty 100 T Fel 30Battle Rage 100 T FrenzyBulging Biceps 100 T S 45Combat Master 100 T WS 30Iron Discipline 100 T WP 30,

CommandIron Jaw 100 T T 40Sure Strike 100 T WS 30Total Recall 100 T Int 30Climb +20 200 S Climb +10Demoltion +10 200 S DemolitionGamble +10 200 S GambleSearch +20 200 S Search +10Arms Master 200 S BS 30, Basic

Weapon (Any two)

Hard Target 200 T Ag 40Into the Jaws of Hell 200 T Iron Discipline

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Lightening AttacksMental Fortress

Mighty ShotParanoiaSprintTakedownTalented (Carouse)Wall of Steel