dark heresy - hrud
DESCRIPTION
Dark Heresy - HrudTRANSCRIPT
Little is known of the Hrud. They are an old race whom hu-
manity have encountered ever since they began to explore
the galaxy's southern rim. Certain Eldar legends speak of
Hrud colonies infesting worlds millennia before humanity
began to build it's Empire. The Hrud themselves seem un-
concerned with keeping histories and refuse discuss their
ways with others.
The Hrud seem to have evolved from a burrowing mammal-
like creature. They have strong arms and sharp-clawed hands
but their bodies are small and wiry, less resistant to damage
than a Human or an Eldar. They have a well-developed sense
of smell and brilliant night vision, but they dislike bright
lights and are easily dazzled. Hrud move very fast, have
quick reflexes and a strong tail which helps them stay bal-
anced when running at speed. Imperial scholars theorise that
the Hrud originate from a hot desert environment, which
would explain their nocturnal lifestyle. It is certain that they
can exist for long periods without water. They also rarely
appear on cold or storm-wracked planets; and even in hot
regions Hrud garb themselves head-to-toe in heavy garments
consisting of scarves, shawls, robes and cloaks. Whether this
is for their comfort or for some theological reason is un-
known.
The Hrud utilise a form of Warp-Plasma engineering that the
Adeptus Mechanicus are at a loss to reproduce or under-
stand. The Hrud use their mastery of Warp-Plasma to create
efficient, if somewhat volatile, weaponry and engines. Aside
from this one area of specialisation the Hrud seem to have
very little in the way of technology. They do not seem to
produce their own interstellar craft and they method by
which they spread from planet to planet is a mystery. When
forced to make long journeys across the land the Hrud con-
struct large armoured transports which protect them from
exposure to both sun and rain. If attacked during their travels
the Hrud use these carriers as mobile firebases.
To the human eye Hrud wargear seems archaic. Long rifles
of dull iron with stocks made of wood or dried tuber, bound
together with lashed twine. They also have a very slow rate
of fire, as the loading process must be made carefully if the
Warp-Plasma ammunition is not to cause an accident. For
these reasons Hrud guns are often named after the old flint-
lock weapons of ancient earth, fusils, calivers and muskets.
However, these nicknames belay the potency of Hrud fire-
arms.
Hrud medicine is primitive but effective. They seem to have
an instinctive knack for herb-lore and it's applications. Even
when arriving in a new ecosystem the Hrud quickly seem to
classify any plant life there and how they can best exploit it.
Without this skill disease would spread quickly in the
cramped and squalid warrens. Miraculously the Hrud seem
to be able to work out how to apply this lore to other species.
This has the result that certain Rouge Traders do business
with the Hrud, supplying them with goods in exchange for
potions and panaceas for human ailments.
The sociology of the Hrud is perplexing. Individual Hrud do
not seem to have much say in their own affairs. A typical
Hrud society consists of 500-2000 members living in a
tightly-packed warren. These warrens consist mainly of
cramped living quarters, though the larger ones will include
workshops, armouries, areas for the preparation of herbal
potions, medical rooms and eerie empty chambers, seem-
ingly used for solitude and contemplation. Hrud live very
spartan lives, having few personal possessions save weap-
onry and clothing. The Hrud diet is also sparse, consisting
entirely of roots and tubers. Decision making within each
warren seems to be made by a single leader. These rulers of
the Hrud are rumoured to have psychic abilities, or some
form of extra sensory perception. This odd prescience makes
them very hard to observe unnoticed and Imperial Spies re-
peatedly fail dismally to uncover their secrets.
The Hrud recognise no central authority and warrens do not
seem to owe one another any allegiance. If a warren is at-
tacked Hrud from a neighbouring warren may come to the
aid of their fellows but are just as likely to ignore them. In
rare occasions Hrud have even been observed assisting in an
attack on another warren.
Hrud recognise no outside authority either, and this is what
starts conflict with other races. Hrud have been found stow-
ing away on spacecraft and entering territory explicitly de-
nied to them. On worlds with dry climates and plentiful edi-
ble vegetation Hrud populations can explode. This makes
them serious pests on Imperial Agri-Worlds where the num-
ber of Hrud in a single warren can reach tens of thousands.
For this reason the Imperium carries out a ruthless extermi-
nation program wherever Hrud are found in Imperial space.
The Eldar fear the Hrud infesting the Maiden Worlds, and
also tend to kill Hrud wherever they find them. Even the Tau
find it hard to tolerate the Hrud, who refuse to recognise the
greater good.
In all my years of service to he who sleeps on the golden throne I have never en-countered a hazard as dangerous and foul as that of the cursed hrud. Much like the orks who so plague our beloved Imperium, the hrud appear from nowhere and overrun indigenous peoples at such a rate that one must not misunderstand the symbolism between them and the foul plagues they spread. At first the infestation of the hrud may be easily overlook as merely another outbreak of disease amongst the unclean, the heretical and the mutant. But deeper exploration will unravel a network of slavers, poisoners and thieves seeking to tear at the very heart of our human civilisation. When my acolytes first encountered these devouring beasts, the nest was but small, perhaps a few dozen of the nefarious nocturnal warriors and the corrupt heretical priests that lead them. And do not allow their misshapen forms deceive you either. While they may seem twisted, hunchbacked and weak, they are in actuality agile, lithe and fired with a steely determination to eliminate you and all that stands in their way. My be-loved acolytes learned this much too late and the cries they made over the vox signal tore at the base of my courage and steadfast determination of the Em-peror’s will. none returned.
When I myself cleansed their foul bur-rows and dark cavernous temples with the vaunted Iron Hands chapter, many did not survive the warp fire and damnation at the beck of their technology. To this day the cursed artefacts captured that day baffle our brothers in the Adeptus Mechanicus. I myself left behind my eyes in that battle for the soul of Corpus IV. It is now unto you, my new acolytes, that I entrust this knowledge to seek out and rid the Imperium of these foul vermin and their pantheon on destruction. A curse as foul as the chaos gods courses their veins, with the ability to spread and in-fest at the rate of that of orks and ‘nids and the ability to hide as the renegade Eldar, these rat men from the void are perhaps the most dangerous foe our God-Emperor will ever face. And no one but us few know they exist.
In all my years of service to he who sleeps on the golden throne I have never encountered a
hazard as dangerous and foul as that of the cursed hrud. Much like the orks who so plague
our beloved Imperium, the hrud appear from nowhere and overrun indigenous peoples at such a
rate that one must not misunderstand the symbolism between them and the foul plagues they
spread.
At first the infestation of the hrud may be easily overlook as merely another outbreak of
disease amongst the unclean, the heretical and the mutant. But deeper exploration will
unravel a network of slavers, poisoners and thieves seeking to tear at the very heart of our
human civilisation. When my acolytes first encountered these devouring beasts, the nest was
but small, perhaps a few dozen of the nefarious nocturnal warriors and the corrupt hereti-
cal priests that lead them.
And do not allow their misshapen forms deceive you either. While they may seem twisted,
hunchbacked and weak, they are in actuality agile, lithe and fired with a steely determina-
tion to eliminate you and all that stands in their way. My beloved acolytes learned this much
too late and the cries they made over the vox signal tore at the base of my courage and
steadfast determination of the emperor’s will. none returned.
When I myself cleansed their foul burrows and dark cavernous temples with the vaunted Iron
Hands chapter, many did not survive the warp fire and damnation at the beck of their technol-
ogy. To this day the cursed artefacts captured that day baffle our brothers in the Adeptus
Mechanicus. I myself left behind my eyes in that battle for the soul of Corpus IV.
It is now unto you, my new acolytes, that I entrust this knowledge to seek out and rid the
Imperium of these foul vermin and their pantheon on destruction. A curse as foul as the chaos
gods courses their veins, with the ability to spread and infest at the rate of that of orks and
‘nids and the ability to hide as the renegade eldar, these rat men from the void are perhaps
the most dangerous foe our God-Emperor will ever face.
And no one but us few know they exist.
Senior inquisitor Darius Luecrotta
The "Hrud" is depicted as a crouched, diminutive crea-ture swathed in rags, its face obscured by a hood, and possessing a rat-like tail.
The Hrud prefer darkness and are basically scavengers and tunnel-dwellers. They are found all over the galaxy, though never in large numbers. They are considered to be parasites, and when they are referred to it is usually as "infesting" a place.
Observing a Hrud is often difficult even within a well light room due to a distortion field of unknown origin
emanating from the Hrud that prevents the eye from focusing on it. In addition the limbs of a Hrud have a bone structure similar to the human spine allowing the limbs to bend in any direction (hence the nickname "bendies"). They also exude various poisons from their skin. Their bodies liquefy rapidly upon death - conven-iently making detailing the creature impossible.
The Hrud are meticulous record keepers and have com-piled large libraries of data. The Hrud believe in a pan-theon of gods called the Slah-Haii.
PHYSIOLOGY AND BIOLOGY AND SOCIETY
EQUIPMENT AND TECHNOLOGY
The hrud specialise in the use of the mysterious energies cre-
ated by the warp to power their technology, from their weap-
ons and communications to their star ships and phasing
shields. But even with their experience and knowledge of im-
materium powered devices their technology is still hazardous
and risky to use, especially by those untrained.
In this effect most weapons used by the hrud are considered to
have the following weapons traits: Inaccurate (ranged) or Un-
balanced (melee) or Unstable (common for both melee and
ranged weapons). Some technology will have the Overheats
trait even when not used as weapons, basing their failures and
overheating issues on the Tech-Use skill roll employed to
operate these technologies.
Hrud are galactic scavengers and therefore may have weap-
ons, armor or equipment from any source. However, poor
upkeep and improper tools prevent any of these scavenged
weapons to have the accurate, balanced or fast traits and can
never be of best quality. In fact, must wind up becoming poor
quality quite fast.
Even with the above modifications, hrud technology still suf-
fers from a special trait called Backlash.
Backlash: Characters without the proper Talents for using
hrud technology the have the backlash trait face even harsher
dangers, as their unfamiliarity and untrained use causes distur-
bances in the Warp. Therefore they face the risk of Perils of
the Warp much like a psyker does. When a character rolls a
“9” on any of the dice used in the roll to operate hrud technol-
ogy (based on WS, BS or Tech-Use) he or she must roll on
table 6-2: Psychic Phenomenon (DH page 162) just the same
as if they were psykers. The backlash result is in addition to
any other damages and effects inflicted by Unreliable, Unsta-
ble, Overheats, and any other trait the device has.
EQUIPMENT OF NOTE
Lock Weapons: Lock Weapons are special archaic weapons
charged with energies and rare material from the Warp. They
are similar in function to primitive terran firearms but far
more dangerous and unstable. Lock weapons take a full round
to reload and can never fire more then once a round. Once
fired the shooter must wait at least a half action before he or
she can fire again as the weapon has to reprime.
Laslock Pistol: A Laslock pistol looks much like a primitive
human flintlock pistol but is powered by Phase-Shot Powder,
a special variation of terran black powder that is altered and
infused by energies from the Warp. These weapons operate
and act like normal flintlock pistols but do not have the Primi-
tive weapon trait. In addition they can use the following spe-
cial ammo from the Dark Heresy rule book: Dumdum Bullets,
Hot-Shot Charge, Inferno Shells and Man Stopper Bullets as
well as Phase-Shot (see below). Unlike human flintlock pis-
tols, a Laslock Pistol has clip size of 4 and only takes 2 full
rounds to reload.
Plaslock Pistol: As the Laslock Pistol, the Plaslock Pistol
resembles a flintlock pistol, but is more akin to a plasma
weapon. Therefore it has stats identical to the Laslock Pistol
but does damage as a plasma pistol and only has a clip size of
3. It cannot use any special ammo options (including Phase-
Shot) but can use the Hot-Shot Charge option.
Laslock Musket: The Laslock Musket is to the standard mus-
ket what the Laslock Pistol is to the normal flintlock pistol. It
may use all the special ammo the Laslock Pistol can and has
the same clip size.
Melee Weapons: Hrud usually wield simple swords and
knives in combat, but are not unknown to used special warp
fuelled melee weapons. These weapons will have the Over-
heats weapon trait but will also have the same abilities as
Phase-Shot, but using a D5 instead of a D10 and are not con-
sidered Primitive.
Cybernetics: Hrud are very fascinated with cybernetic and
bionic technology, though are unable to create and built them
on their own. Therefore many hrud with cybernetics have
taken them from others, usually against the original owners
will. Hrud have access to the full range of cybernetics, but
never of the best quality and they will freeze up or jam on any
roll to use that is 96 or higher inflicting D5 wounds ignoring
Toughness and Armour and stunning them for 1 round.
The following Talents and Traits are common cybernetics for
Hrud:
Talents: Autosanguine, Binary Chatter, Concealed Cavity
and Logis Implant.
Traits: Armour Plating, Multiple Arms, Natural Weapons,
Sonar Sense, and Toxic.
In addition any number of basic cybernetics or basic equip-
ment could easily be made into cybernetic gear.
Phase Field Generator: The primary defensive and move-
ment technology of the hrud is their phase field generators. A
hrud armed with one can go immaterial or incorporeal almost
at will. Generally it only takes a half action to phase out or
back in and requires a Tech-Use skill roll. A hrud armed with
one of these fields can use the device as a reaction the same as
a dodge or parry. See Dark Heresy pages 329 and 331 for the
descriptions of Incorporeal and Phase traits. Phase Field Gen-
erators suffer from the Overheats trait and those not properly
trained also risk Backlash.
Phase Shot: Phase Shot is a special type of ammo used by
Laslock weapons (Pistol and Musket, but not Plaslock). Phase
Shot is made up of warp energies and changes from material
to material as well as density from microsecond to microsec-
ond, allowing it to pass through various strength materials.
When employed, Phase Shot gives a weapon a random Pen
value of 0-8. Simply roll 1D10 and use the resulting number
as the Pen for that single attack. You roll for each hit. If the
roll is a 10 (or 0 if the die is so coded) the Pen is 0. On a “9”
the shot is a dud and does not inflict any damage. If Phase
Shot is used with melee weapons (see above) note any “9” or
“10” (“0”) and apply their affects before dividing by 2.
Scavenger Claw: Scavenger Claw is a special power weapon
used by hrud technicians. They appear as an odd set of straps
and attachments to the arm and end in a huge claw like device
the fits over the fist. They are rarely armoured and often ap-
pear very skeletal. The Scavenger Claw is used to pick up and
touch unknown technologies and as a weapon of war in close
combat. While it does not inflict great damage, it allows the
hrud used to use his or her normal unarmed attacks as if they
were enhanced by the Power Field, Unstable and Unwieldy
Traits.
Chitinous Armour: Hrud wear heavy, dirty and folded robes.
Layers upon layers of them, covering their bandaged and
swaddled covered bodies, these in turn cover their dirty,
mange fur and sinewy muscles. This usually provides them
with AP1 on all locations. Some hrud, most notably warriors
and Warp-Monks, wear a chitinous armour created from the
shells and hides of various insects and creatures from their
native worlds. This provides them an AP 3 to the body. Hrud
may still have scavenged armour from other races, usually
quite fond of arm armour and Imperial Guard helmets.
Vehicles: Any vehicle (be it a ground car, bike, air car or full
fledged space ship) used by a hrud is going to be stolen or
scavenged and often cobbled together from many different
vehicles. Therefore they use the stats assigned to the vehicle
normally but may be 10% fast or slower and will have its Ar-
mour modified by 1D5. There is a 50% chance that this will
be higher armour and a 50% chance it will be lower. In addi-
tion, the vehicles will always incur and additional -5 to any
pilot or drive roll. Vehicles may be given upgrades, based on
other technologies from the armoury, but each one will add a
negative trait to the vehicle as well. The most common nega-
tive trait is Overheats.
Warp Drugs: Hrud use special warp drugs that act the same
as normal combat and healing drugs (Dark Heresy page 148-
149) but will also always be considered to be a shot of Spook
as well and have the Backlash trait (use the Chem-Use skill).
If a hrud variation of Spook is used, it will be counted as two
doses. Non-hrud using any of these Warp Drugs automatically
gain 1 Corruption Point and if they fail a WP test will also
gain one Insanity Point.
Other Weapons: Hrud employ many weapons. They prefer
their Laslock technology but even they cannot afford to outfit
all their warriors and Warp-Monks with these devastating
warp weapons. The following is a list of weapons commonly
used by hrud. Ranged: Hrud prefer Shotguns, Autoguns, Las-
guns and Flamers over all other non-hrud weapons, though
some are fond of Eldar splinter weapons. Melee: Sword,
Hammer, Club, Axe, Shock Maul and Power Sword. The hrud
like to use overcharged weapons (not necessarily the over-
charge packs) which increase the damage of most weapon by
1 but adds the Overheats drawback to it. This even applies to
their use of Shock Mauls and Power Swords.
Death Sphere: A hrud innovation, these small hollow
spheres contain a noxious gas. When thrown, the sphere shat-
ters, dispersing the poison. Used extensively by Warp Monks,
these weapons are devastating to both hrud and their enemies.
To use a Death Sphere, select a target within range. Make a
Ballistic Skill Test as normal. If you fail the test, roll 1d10
and consult the following chart to see where it shatters.
Roll 1: You drop the poisoned wind globe at your feet, but
somehow it doesn’t break.
Roll 2–9: The poisoned wind globe falls 1d10 yards short of
the target. See diagram above as to where.
Roll 10: You drop the poisoned wind globe at your feet and it
shatters. When the globe shatters, it releases a cloud of poi-
sonous gas. Use the small template.
The gas remains for 1d10/2 rounds after which time it loses
potency. Any creature caught in the cloud must succeed on a
Challenging (–10%) Toughness Test or take a 1D10+4 dam-
age hit that ignores armour and Toughness Bonus.
Hrud Ranged Weapons
Na
me
C
lass
Ra
ng
e R
oF
D
am
Pen
C
lip
Rld
Sp
ecial
Wt
Co
st A
va
il
Laslo
ck M
usk
et H
rud
-Basic
30
m
S
/-/- 1
D10
+2
E
0
4
2F
ull
In
accurate,
7kg
NA
S
carce
Un
reliable,
Un
stable.
Laslo
ck P
istol
Hru
d-B
asic 1
5m
S/-/-
1D
10
+2
E
0
4
2F
ull
In
accurate,
4kg
NA
S
carce
Un
reliable,
Un
stable.
Plaslo
ck P
istol
Hru
d-P
lasma 1
5m
S
/-/- 1
D10
+6
E
6
3
2F
ull
In
accurate,
4kg
NA
S
carce
Ov
erheats,
Un
reliable,
Un
stable.
Hrud Melee Weapons
Na
me
Cla
ss D
am
Pen
Sp
ecial
Wt
C
ost
A
va
il
Ph
ase Shot W
eapo
n
Hru
d M
elee 1D
10
E
Variab
le P
hase S
hot,
3kg
N
A
S
carce
Un
balan
ced.
Scav
eng
er Claw
Hru
d M
elee 1D
5R
6
P
ow
er Field
,
10kg
N
A
V
ery R
are
Tearin
g,
U
nw
ieldy.
Hrud Armour
Arm
ou
r Ty
pe
Lo
catio
ns C
ov
ered
AP
W
t C
ost
Av
aila
bility
Ch
itinou
s Scales
B
od
y
3
7kg
NA
V
ery R
are
Rob
es and
Sw
athes
All
1
3kg
NA
S
carce
NOCTURNAL WARRIORS OF HRUD
These are the basic rank and file of the clans of the hrud.
These denizens of the tribes follow their warp-lords and
warp-monks without question and gather in communi-
ties for the purpose of protects, reproduction and swarm-
ing over local populations. Like all hrud they excel in
the dark, can burrow, have an uncanny knack for herbal-
ism and carry diseases on their persons like a Agri-
Worlder carries water in a bucket.
A hrud’s first instinct is always survival, so lone hrud
often flee from trouble. Their next instinct is the spread
of the tribe of clan, and this usually involves stealing,
killing and taking what they need to survive, including
slaves and females of other species to raise their young.
And while hrud outbreaks are usually accompanied by
vile plagues and illnesses, this is more of a side effect of
the lifestyle and ecology of the hrud then any real at-
tempt on their part to spread disease.
Most hrud warriors are armed with muskets (not Laslock
or Plaslock) , Autoguns, Lasguns or shotguns with
roughly one in ten armed with flamers and/or death
spheres. About one in five nocturnal warrior will have a
cybernetic implant and one in ten will have a Laslock
pistol or musket.
Movement: 4/8/12/24 Wounds: 11 Skills: Awareness (Per), Chem-Use (Int), Climb (S), Concealment (Ag), Scholastic Lore (Int) (Herbalism), Silent Move (Ag), Tech-Use (Int). Talents: Basic Weapon Training (Las, SP, Primitive, Hrud), Heightened Senses (Hearing, Smell), Melee Weapon Training (Hrud, Primitive), Resistance (Disease). Traits: Bestial, Burrower, Dark Sight. Equipment: Hrud Robes, Autogun or Lasgun or Musket or Laslock Musket. Various members will be armed with flamers and other special weapons.
THE HRUD BESTIARY
The Hrud are meant to be used as adversaries for members of
the Inquisition and the acolytes who serve a inquisitor mas-
ter. Being so it is rare to encounter a full tribe or clan of
hrud, usually individual families or raiding parties are en-
countered.
What follows is a brief set of statistics and basic description
for the most common and important types of hrud encoun-
tered. Variations are possible and common. Mutant hrud tend
to flock together in one tribe and often have similar or identi-
cal mutations, resulting in unique tribes being created just by
a single roll on the corruption mutation chart (Dark Heresy
page 334 and 335).
At the same time Warp-Monks are not limited to Psy Rating
2 as Psy Rating 3 and 4 are not unheard of. In general there
will be roughly 8-12 warriors per hrud lord and perhaps one
Warp-Monk per 25-50 warriors. As the GM you are encour-
aged to alter this as needed.
Most of the Warp-Monks protect themselves with either a
symbite or hrud brute, and on occasions ruthless hrud lords
have released packs of either against human settlements.
THE ROLE OF DISEASE
Hrud do not cause disease intentionally, it’s a natural condi-
tion based on their culture. Close living conditions, shared
water and food and sleeping areas, unsanitary habits and lack
of good hygiene tend to cause the spread of disease causing
viruses and bacteria. Hrud are natural carriers and usually
immune or resistant to most strains they carry.
If a GM wishes he can have an area infested by hrud also
suffering a plague or other mass spreading illness.
The most common illness carried by these vermin is the
Space Pox.
Space Pox
Exposure: Contact with the ill. Test Toughness (+10) failure
results in infection.
Effects: Test Toughness everyday for ten days. Failure re-
duces S, T and AG by 1D5. If T is reduced to 0 the infected
individual dies. After ten days test Toughness again at +10
(+20 if resting, +30 if medical attention is available and
taken). If the test fails the pox continues for 10 more days.
Repeat until recovered or dead.
Symptoms: Early on the symptoms are discolouration of the
skin, inflammation of the eyes and gums, bloody discharges
and severe acne. As the days drag on the victim begins to
show sever lesions and boils. Eventually painful sores cover
the body with boils and acne bursting with movement, re-
leasing a greenish-brown fouls smelling puss.
Cures and Immunities: Anyone with Psy Rating 1 or better
is immune. Keeping cool will net a +5 Toughness test bonus.
HRUD LORD
A hrud lord is larger and more intelligent then his nor-
mal kin. Having fought his way to the top and survived
more then his fair share of trouble and pain. Hrud Lord’s
are almost always armed with Phase-Shot swords,
Laslock or Plaslock pistols (usually a brace of them) and
chitinous armour. However, they are more fond of their
cybernetics and any given lord with have two or more
implants or bionic replacements.
This creates for dangerous mad foes who are armed will
with highly volatile weapons and the insanity to use
them.
There will be about one lord per 25 hrud, and a Master
Lord if 100 or more are encountered. The master lord is
+D5 better in all characteristics, including Wounds.
A Master Lord always has a Phase Field Generator.
Movement: 4/8/12/24 Wounds: 14 Skills: Acrobatics (Ag), , Awareness (Per), Chem-Use (Int) +10, Climb (S), Command, Concealment (Ag), Dodge (Ag), Intimidation (S), Scholastic Lore (Int) (Herbalism) +10, Silent Move (Ag), Tech-Use (Int) +10. Talents: Basic Weapon Training (Hrud, Bolt, Las, SP, Primitive), Hatred (Humans), Heightened Senses (Hearing, Smell), Logis Implant, Melee Weapon Training (Hrud, Primitive), Pistol Training (Hrud), Resistance (Disease), Sprint. Traits: Bestial, Burrower, Dark Sight. Equipment: Chitinous Armour, Laslock Pistol, Cy-bernetics (Bionic Arm (poor), Auger Arrays (poor), Cybernetic Senses (Telescopic Vision)), Phase Shot Sword.
WARP-MONK
The Warp-Monks are the true leaders of the clans and
tribes invading the Imperium. These beasts are powerful
psykers and cybernetic menaces, almost as much ma-
chine as they are foul rat mutants. A Warp-Monk is typi-
cally has a Psychic Rating of 2 and always has a least 4
cybernetic augmentations.
Warp-Monks are more then just spiritual leaders, they
lead the clans and tribes in migrations, mating rituals
and wars of conquest, all in the need of survival. They
are the master mechanics and doctors of the clans and
protect their own out of malice and desire to survive, but
not necessarily the savagery of the orks, the mindless
nature of the Tyranids or the blood lust of chaos. To the
Warp-Monks and the hrud in general, its all about sur-
vival to the next generation, and no other race, species
of culture matters.
A Warp-Monk always has a Phase Field Generator.
Movement: 3/6/9/18 Wounds: 14 Skills: Awareness (Per) +10, Chem-Use (Int) +20, Climb (S), Command +20, Concealment (Ag), Medi-cae +10, Scholastic Lore (Int) (Herbalism) +20, Si-lent Move (Ag), Tech-Use (Int) +20. Talents: Basic Weapon Training (Primitive, Plasma, Hrud), Concealed Cavity, Hatred (Humans), Height-ened Senses (Hearing, Smell), Litany of Hate, Logis Implant, Melee Weapons Training (Primitive, Hrud), Psy Rating 2, Resistance (Disease). Traits: Bestial, Burrower, Dark Sight. Equipment: Chitinous Armour, Scavenger Claw, Laslock Pistol, Bionics (Bionic Arm (good), Auger Arrays (good), Cybernetic Senses (Telescopic Vi-sion), Utility Mechandrite (good)). Psyker Powers: Call Creatures, Chameleon, Fearful Aura, Flashbang, Inflict Pain.
HRUD-SYMBITE
A symbite is a captured insectoid type creature used by
the hrud to guard their lairs and homes. A symbite is
almost mindless, but several Warp-Monks have discov-
ered means to control their minds and instincts and send
them out amongst the people of the Imperium.
The symbites performing hrud missions encountered by
man and other species have caused a great deal of confu-
sion as to the true nature of the hrud.
Movement: 2/4/6/12 Wounds: 15 Skills: Dodge (Ag) +10, Survival (Int) +10. Talents: Fearless, Frenzy, Lightning Reflexes, Mimic, Resistance (Cold, Disease), Takedown. Traits: Armour Plating, Fear 1, Natural Weapons (Bite and Claws) (1D10+4R), Sonar Sense, Toxic. Equipment: None.
HRUD-BRUTES
Hrud-Brutes are large ogryn sized monstrosities born
from the clans from massive mutations and curses gath-
ered from centuries of cybernetic engineering, warp ex-
posure and phase technology.
These hulking brutes are not truly members of the clans
any longer and are usually denied adequate food or mat-
ing rights, but the hrud are not above releasing their
cursed children up their foes and enemies and do so of-
ten for pleasure and safety.
Hrud-Brutes are never armed other then with cybernetic
gizmos and built in devices that are not true weapons,
but when backed by a 220 kilogram monstrosity work
quite well as weapons.
Due to their nature, Hrud-Brutes are often enraged and
full of pure hatred and only the most powerful of hrud
drugs and Warp-Monks can hope to control them.
Movement: 3/6/9/18 Wounds: 20 Skills: Awareness (Per), Tracking (Int) +10. Talents: Berserk Charge, Frenzy, Heightened Senses (Hearing, Smell), Logis Implant, Resistance (Disease), Sprint, Swift Attack.. Traits: Bestial, Dark Sight, Natural Weapons (Bite and Claws) (1D10+6R), Size (Hulking), Sturdy. Equipment: None. Notes: Logis Implant can be activated by a Lord or a Warp-Monk using their Tech-Use skill.