Chapter 22 - Bestiary ===================== 22.1 Introduction =-=-=-=-=-=-=-=-=- There are many, many creatures in the Warhammer 40,000 universe, resident to the many, many worlds of the Galaxy. As well as the main races of Humanity, the Eldar, Squats, Orks, Ratlings and Ogryns, and the threats to the Galaxy represented by Chaos, Tyranids and the mysterious Necrons, there are countless flora and fauna in the Galaxy - some localised to one or two worlds, while others have managed to spread across Sectors or across the Galaxy. Then there are the entities that are not born of the material universe, but of Warpspace. There are many, many types of creature, those covered here are but the tip of a very large iceberg. This chapter is neither complete nor exhaustive. 22.2 Humans and Humanoids =-=-=-=-=-=-=-=-=-=-=-=-=- 22.2.1 Humans -------------- Humanity is, with the possible exception of the Orks, one of the most widely populated intelligent races of the Galaxy. The Imperium of Mankind is spread across most of the Galaxy, though it does not control the whole Galaxy by any feat of the imagination. How Humans live in the Galaxy of the 40th Millenium is dictated to a great degree to the planet on which they live. Physically they are highly similar to ourselves. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 30 40 3 3 7 30 1 30 30 30 30 30 30 22.2.2 Ratlings ---------------- Ratlings were originally Human, but at some point in their past developed a mutation that made them smaller, as tall as a Human child. This is a stable mutation, and slowly spread over the whole race. Physically they are like Humans, only their maximum adult height is approximately that of a Human child. They have a knack for sharp-shooting, making them ideal snipers for the Imperial Guard. Their feet are hairy and most prefer to walk around barefoot. Though they call themselves Halflings, most other races use other, often derogatory terms. The most common Imperial name for them is Ratlings. Ratlings have Night Vision of 20 yards. M WS BS S T W I A Dex Ld Int Cl WP Fel 3 21 41 2 2 5 50 1 41 11 31 11 41 41 22.2.3 Space Marines --------------------- Space Marines are genetically enhanced Humans, who serve as the Imperiums elite warriors in the Space Marine Chapters of the Adeptus Astartes. Born Human, they are inducted into one of the many Space Marine Chapters where they undergo psychosurgery and extensive implantation of additional glands and organs which together make them more than Human. They gain advanced eyesight and hearing, a reinforced skeleton, accelerated muscle growth, a third lung allowing them to breathe in any atmosphere, in water, or even in a vacuum, and many other advantages. As the elite Imperial fighting forces they undertake some of the most dangerous missions and are among the first to receive the newest and best equipment. Space Marines have Night Vision of 20 yards. More information and background on Space Marines can be found in the Space Marines chapter. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 50 60 4 4 11 50 2 30 40 40 50 40 30 22.2.4 Ogryns -------------- Ogryns were originally Human, but at some point in their past developed a mutation that made them much larger, and noticably less mentally agile. This is a stable mutation, and slowly spread over the whole race. Physically they are much like Humans, only much taller (they grow to approximately 7 or 8 feet) and more powerfully built. Though dim witted, they make excellent combat troops for the Imperial Guard if the instructions given to them are simple enough to understand. The Ogryn Ripper Gun is a special weapon created specially for the Ogryns in the Imperial Guard. The weapon is similar to 20th century automatic machine guns, though as Ogryns have a tendency to get overexcited and use long bursts of fire the weapon has an automatic mechanism limiting the length of any given burst. Were that not the case Ogryns would probably run of ammunition rapidly. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 31 4 5 15 16 1 16 16 16 16 31 11 22.2.5 Squats -------------- Squats were originally Human, but during the Time of Isolation of the Squat Homeworlds changed over thousands of to be smaller and more densely built. Their civilisation diverged from that of the Imperium, and when the Time of Isolation ended they had become to all intents and purposes a separate race. They grow to a height slightly taller than that of a Human child (or Ratling). They tend to be bluff and straightforward in manner, and remember slights against them. They are quick to anger and slow to forgive, and tend to hold grudges for slights against them. Their technology base is more advanced than that of the Imperium, and they have a spirit of developing new technologies and uses of existing technology that is virtually unknown in the Adeptus Mechanicus. Squats are subject to Hatred against Orks. Squats have Night Vision of 30 yards. More information and background on the Squats can be found in the Squats chapter. M WS BS S T W I A Dex Ld Int Cl WP Fel 3 41 21 3 4 8 21 1 31 51 31 51 51 21 22.2.6 Eldar ------------- The Eldar once ruled the Galaxy, before a great cataclysm hit their civilisation. The race now lives in the shadow of the Chaos god Slaanesh, and exist in two cultures (three if you count the Dark Eldar, described in the following section). Most live on the great spacecrafts called Craftworlds, where they live their lives learning many different skills (or Paths). Others settle on planets that tend to be towards the edge of the Galaxy as Exodites and live relatively simpler and rustic lives as farmers. Many Exodite farmers breed Megadons. Physically they are much like Humans, only extremely lithe and graceful. They are highly proficient in the manipulation of psychic energy, probably the best in the Galaxy. Eldar have Night Vision of 30 yards. More information and background on the Eldar can be found in the Eldar chapter. M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 31 3 3 6 50 1 41 41 51 51 41 41 22.2.7 Dark Eldar ------------------ The Eldar were once united. At around the time of the great cataclysm that all but destroyed their rulership of the Galaxy, they split. A number of them established a realm in the furthest reaches of the Eldar Webway, called Commoraugh. These Eldar became warped, revelling in pain and suffering, and began raiding Human settlements for captives to enslave and torture. They became known as the Dark Eldar, to the other Eldar at least. They are similar in technology and physical form to the mainstream Eldar, but tend to be somewhat paler skinned. They revel in killing, pain, suffering and fear, and are one of the few races in the Galaxy that can truly be called evil. Dark Eldar have Night Vision of 30 yards. More information and background on the Dark Eldar can be found in the Eldar chapter. M WS BS S T W I A Dex Ld Int Cl WP Fel 5 41 31 3 3 6 50 1 41 41 51 51 41 41 22.2.8 Orks ------------ The Orks are the most savage and warlike race in the Galaxy. Orks live for war and are constantly striving to defeat their neighbours whether they are human, Eldar, or other Orks. They are a tough, brutal, and remarkably successful race, ranking among the most powerful warriors in the Galaxy. They control a significant part of Known Space, but this sprawling territory is neither united nor cohesive, being split amongst thousands of individual Warlords scattered all over the Galaxy, and all wanting to get one over on rival Warlords... Orks live on innumerable worlds. On some they dominate, others they live in a state of war. There are Ork realms, Ork empires and Ork hordes that roam through space aboard space hulks. Wherever humans have travelled in the Galaxy, there have been Orks. It is now tens of thousands of years since Mankind first encountered Orks, and from the outset there was conflict. It is unlikely this state of affairs will ever change. Physically, Orks are green skinned, usually tall (about 8 feet), and well built. The more powerful an individual the larger and stronger he will be, making their Warlords something to be reckoned with. Orks themselves are the dominant race of a number of related Orkoid races, the others being the Gretchin, Snotlings and Squigs. Gretchin are much smaller (about half the size of an ork), more wiry, and more intelligent. They are used as servants and lackeys by the Orks. Snotlings are smaller and wirier still, used as slaves. Squigs are somewhat dim (and usualy small) creatures whose purpose appears to be to provide food, skin and other services for the larger Orkoid races. Most are small and tasty acting as convenient snacks for the Orks. Others provide excellent skin, others (such as Face Squigs) are used in eating contests (eat the Squig before the Squig bites your face off...), while others still (such as Cave Squigs) are sometimes kept as satisfactory, if rather savage, pets. More information and background on the Orks can be found in the Orks chapter. Orks: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 25 3 4 5 20 1 29 29 18 29 29 18 Gretchin: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 25 3 3 5 20 1 29 18 29 18 18 18 Snotlings: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 17 1 1 3 30 1 14 14 14 14 14 14 Squigs: Highly variable, no "average" profile can be given for Squigs. Cave Squigs and Face Squigs should be highly vicious and dangerous, others smaller and somewhat more malleable to Orky desires... 22.2.9 Necrons --------------- Millenia ago, there existed a race called the Necrontyr, who by living under a cruel star and by cursed genetics each had a very short lifespan. They lived in vast tomb cities in the very expectation of death. At the same time lived the Old Ones, precursors of the Eldar and many other modern races, and who were incredibly long lived. In time, a war started between the races, which the Necrontyr were unable to win. The Necrontyr searched for a weapon they could bring to bear against the Warp-born sorceries and magicks of the Old Ones. They found it. They found in the heart of the very stars themselves being of pure energy that had existed since the birth of the universe. By means unknown they communicated with these beings and drew them out, allowing the beings to inhabit bodies of living metal. The beings, that became known as the C'Tan ("star gods") grew to like their new existence. They were fickle virtually god like beings, and in time made the Necrontyr a faustian bargain - to give up their short lived organic bodies in favour of time defying bodies of living metal. The Necrontyr accepted, but in the process were made a slave race to the C'Tan. They became the Necrons. The C'Tan and Necrons embarked on a conquest of the Galaxy to rid it of life, and the war between the C'Tan and the Old Ones began anew. On the planets where the C'Tan ruled they were exceptionally cruel masters. The Old Ones were forced to draw more and more on Warp magicks to survive and fend off the C'Tan, to whom the Warp was anathema. At this time the Old Ones created many races including the Eldar, to help them fight the C'Tan. The war ended prematurely, however, when creatures from Warpspace invaded the material universe. The Old Ones had pushed their magicks too far, and the cracks between realms allowed the creatures of the Warp to cross over. Chief among these were the Enslavers, who threatened to destroy all life in the Galaxy. The Old Ones were all but destroyed by this turn of events. The C'Tan and withdrew to planets devoid of life, where they laid for millenia, waiting for the threat to abate. Now human re-exploration has caused scattered clusters of Necrons to become active once again. To humanity, it is not known what the Necrons want, but they strive to achieve it by attacking isolated alien planets and settlements, either killing or capturing all defenders. Imperial investigation into the Necron threat is still ongoing. From what little the other races have been able to put together, the Necrons are an ancient and advanced race with incredibly advanced technology. Some hypothesize they are trying to rebuild their race in organic form once more, others that the Necrons are no longer possessed of rational minds. Some say that millions of years of stasis has degenerated the Necrons electronically encoded personalities so that only crude instincts and half-remembered purposes remain to drive their metallic bodies. The Eldar know more, possessed of ancient psycho-memories going back to the time of the Old Ones, but even to the Eldar the C'Tan are remembered in only ancient myths. The true extent of the knowledge to which the Eldar are possessed is buried in the Black Library, for just reason. The Eldar say nothing. Instead they prepare and wait for the storm. Necrons stand at between six and seven feet tall, with powerful artificial bodies of living metal, and use weaponry that have been called Gauss, or Gauss-flayer, weapons. The few eyewitnesses that have survived Necron raids report seeing large numbers of smaller mechanical creatures dubbed Scarabs by the Imperial Guard. Scarabs are small beetle like robots (about a foot long), apparently constructed by the Nercrons, which seem to behave like mobile mines/bombs. They move to the location where they are controlled to go before self-destructing in a large explosion. Necrons seem to make many uses of teleportation technology, often teleporting in to attack by surprise, and individual Necrons each seem to have a built in mechanism whereby they automatically teleport away elsewhere (noone knows where) when incapacitated. They seem to be able to automatically repair themselves in battle also. Only the use of special experimental teleport preventers was able to capture fallen Necrons for scrutiny by the Inquisition and Adeptus Mechanicus. In some cases these captured Necrons subsequently revived during examination, often slaughtering the investigators and security personnel before escaping. Typical Necron: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 34 4 4 7 20 1 28 89 89 89 89 0 7 APs all locations, 90% chance of teleporting out of combat if reduced to 1 Wound or less, reduced by 10% per critical level over 3 on the body. Scarab M WS BS S T W I A Dex Ld Int Cl WP Fel 3 25 0 3 3 3 20 1 0 89 49 49 89 0 Counts as a small target. 3 APs all locations. More information and background on the Necrons can be found in the Necrons chapter. 22.2.10 Tau ------------ The Tau are a race recently encountered on the Eastern reaches of the Galaxy. They are a young race, barely 6000 years old, are already highly technologically advanced, and are rapidly expanding their influence in the Galaxy. Their empire, while not extensive, covers some 300 light years in diameter, with the Tau homeworld at its centre, and nearly a hundred settled worlds. A number of these worlds are home to alien races that are either subservient to the Tau, or whose services are bought. First Imperial contact with the Tau was about 6000 years ago in 789.M35, when the Adeptus Mechanicus vessel, "Land's Vision", discovered and categorised the Tau homeworld. It was mostly dry and arid, with some oceanic, aerial and terrestrial xenomorphs. The savannah dwelling aliens had mastered tools and fire, but nothing of worth was perceived and the world was earmarked for routine cleansing and colonisation. The seeding ships sent out to do this, however, were destroyed by freak Warpstorms, which persisted for some time. Imperial concerns moved onto more pressing matters. At this time the Reign of Blood of High Lord Vandire (see the Ecclesiarchy chapter) occurred in Imperial history. Meanwhile, on the Tau world, the Tau developed. Thousands of years later, the next Imperial contact with the Tau was when a Tau colony ship was detected in the Devlan system in the Ultima Segmentum. The Tau ship was attacked, and failed to escape. Genetic samples of the corpses matched those taken by "Land's Vision" 6000 years before. Less violent contact was made by traders in the eastern fringes. Tau biological and technological innovation has been proved to have been unusually rapid. From their mountain, savannah, river dwelling, or farming roots, tribes formed. These would become the Fire, Water, Air and Earth castes, according to the adaption of the peoples to the lands on which they lived. In time, tribes began to war, and a dark hour for the Tau came in the form of war and plague, as the race came close to annihalating itself. Then the Ethereals came. They calmed the fighting at one particular mountain plateau called Fio'taun, where plains dwellers and air Tau laid seige to a fortress city of the builder Tau. An Ethereal came, spoke of the tribes cooperating for a greater good, and a truce formed. Soon other Ethereals came, and the message spread. Soon the Tau flourished like never before with unprecedented scientific, cultural and philosophical development. The Tau empire also grew explosively. They are composed of 5 castes. The Fire caste are the warriors. (Fire warriors start as a Shas'la, and after surviving 4 years on the line may take a trial by fire to be able to don the full battlesuit. Four years and another trial by fire later, they may advance to Shas'ui. In another four years and with a third trial by fire, they may advance to Shas'el, or Commander. Commanders who then live for four years may retire from active service and play a role in Tau politics. This is the only way other than death to leave the Tau military.) The Earth caste are the artisans, engineers and builders. The Air caste are the messengers, pilots and space crews. The Water caste are the bureaucrats, traders and diplomats. The Ethereal caste, also called the 'aun', are the rulers of Tau society. They seem to have absolute control over the other Tau, and Imperial observers would give much to learn how they do this. Theories include pheromone control or psychic means. Plans are busy being made for the Imperial capture of an Ethereal to determine answers to these questions. Whatever the means of their doing so, the Aun have forged the Tau into a dynamic where every Tau seemingly works for the 'greater good' of the Tau empire. Technologically, the primary weapons of the Tau are known as the Pulse Rifle and the Pulse Carbine, both of which appear to fire plasma energy. Imperial inspection of captured Tau weapons is ongoing to determine how these weapons work, and how the technology might be modified for the use of the Imperium. Initial reports of the Techpriesthood conclude the Pulse Rifle and Pulse Carbine utilise an induction field to propel a particle, which breaks down into a pulse of plamsa energy as it leaves the barrel. The Pulse Carbine is more portable than the Pulse Rifle, has a shorter range, and also mounts a photon grenade launcher. Also seen are technologically advanced Tau battlesuits, some of which have found their way into the hives of Necromunda as the hunting rig of the 'Spyre hunter' gangs. Apart from their contact with mankind, the Tau have also had encounters with the Eldar, Tyranids and Necrons. Being so far from the Eye of Terror, they have yet to encounter significant numbers of Chaos Marines. They also lack any psychic abilities as a race, and thus know little of the taint the Warp can have. Thus, on the occasions when Chaos forces have been encountered by the Tau, they have often been assumed to have been Imperial forces. You can imagine what view of the Imperium this could give to the Tau! Some humans have established dialogues with the Tau, including some ongoing trade. The Orks were encountered early in the expansion of the Tau, and proved to be unwilling to join the Tau empire. Many wars were fought with the Orks in Tau systems. The Tyranids have also been recognised to be a terrible danger by the Ethereal caste. The Tau live in septs, where a sept roughly equates to the star system a given Tau hails from. there are about eight primary septs forming the hub of the Tau empire, with colonies, outposts and waypoints established thoughout Tau space. These main eight are the T'au, Tau'n, Vior'la, D'yandi, Dal'yth, Sa'cea, Bork'an and Fal'shia. Some Tau septs have had more contact with mankind and other aliens than others. The Ke'lshan sept has suffered worst from alien encounters and has become mistrustful and sometimes openly hostile to aliens. The Tash'var sept has also suffered from encounters, mostly from Orks and other piratical races. The T'olku sept meanwhile has had most peaceful contact with alien species. Other major septs include the T'au (the Tau home world), the Tau'n (first offworld colony), the Vior'la (notorious for their aggression and skills in war), the D'yandi (regarded as somewhat rustic), the Dal'yth (a very cosmopolitan world with good trade contact with alien races), the Sa'cea (highly militarised with large proportions of Fire warriors), the Bork'an (a centre of Tau academia) and the Fal'shia (famed for its innovators and artisans). Smaller septs include the Au'taal (easygoing as Tau go), Elsy'eir (renowned poets and artists), Vash'ya (providing many of the initial pilots and ship crews for the early Tau expansion into space) and N'dras (a world voluntarily abandoned by the Tau over half a century ago, for reasons unknown). Within the Tau empire are planets on which live highly adaptable if primitive creatures called Kroot. These are often used as shock troops by the Tau in battle and there are many kinds of Kroot, each seemly an adaption of the Kroot for a particular purposes. Some of these adaptions, including that of Kroothounds, appear to be evolutionary dead-ends. Basic Tau M WS BS S T W I A Dex Ld Int Cl WP Fel 4 25 25 3 3 5 20 1 35 29 31 30 29 29 Kroot M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 25 4 3 6 30 1 27 25 24 29 29 24 22.3 Warp Entities =-=-=-=-=-=-=-=-=-= Many Warp entities exist within the medium of Warpspace, creatures of an altogether different order from those of the "real" world. There are many, many types of these, those covered here are but the tip of a very large iceberg. Many of them prey or are a grave threat to unprotected Human psykers, and often those around the psyker also. It is little wonder the Inquisition strive so hard to either bring unprotected psykers over to the Emperors service or sacrifice them to the Emperor. 22.3.1 Daemons --------------- Daemons, primarily creatures of Chaos, are described in both the Chaos chapter and the WFRP rulebook. The general notes on Daemons in the WFRP rulebook apply equally to WFKRP. Notes on more specific Chaos Daemons can be found in the Chaos chapter of this web site. 22.3.2 Astral Hounds --------------------- Astral Hounds resemble large, dark, shadowy dogs. They are carbivorous and extremely predatory, but are not intelligent. Brute instinct allows them to track the psychic aura of any creature with psychic abilities, the strongest and most attractive scent is that of the unprotected Human psyker. So strong is their compulsion to seek out the source of this aura that the Astral Hound is the single most dangerous foe of the emergent psyker. They use the psykers own powers to take form within the material universe. Astral Hounds attack with a numbing bite, paralysing their victim. Once helpless, unfortunate victims are taken back into Warpspace where the Hounds feed upon their psychic energy. The poor psyker simply disappears, confounding friends and neighbours. Astral Hounds are ferocious opponents and are capable of making short Warp jumps of several metres, suddenly appearing behind or beside their enemy. Astral Hounds usually attack in packs of up to six animals. For a pack to manifest itself within the material universe, the GM makes a secret roll again the psykers WP. If the WP roll is passed, the psyker resists their intrusion and the Hounds will usually try again in the following turn. If failed, the Hounds appear within D12 yards of their prey and attack in a pack. In combat, any hits from an Astral Hound cause paralysis if damage is sustained. Once disabled the victim is removed to Warpspace along with its attacking Hound. If there are no psykers (unprotected or otherwise) within 100 metres, the entire pack returns to Warpspace to share in the feast. Psykers within 100 metres will be attacked as before, the hunt continuing anew. Astral Hounds have the ability to shift themselves momentarily via Warpspace. Some have even been known to use their instinctive knowledge of the Warp to travel in time (perhaps appearing again 5 seconds before they left) though this is rare. The Hound may in any given round either move/ /attack normally or make such a Warp jump. The Hound may rematerialise anywhere within 24 yards. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 0 4 4 6 50 1 0 66 10 66 66 0 22.3.3 Astral Spectre ---------------------- The term Spectre covers a variety of entities which have no physical bodies, but which exist primarily within the medium of Warpspace. They are able to impinge upon the material world only through the activities of psychics, following the psychic trail left delibarately, or being drawn to it unintentionally. Unprotected Human psykers cannot help but attract these creatures, giving rise to poltergeist activity, apparent insanity, etc. Spectres have intelligence, bit of an order very different from Humans, and in many ways incomprehensible. They have no respect for living creatures, utilising psykers only to survive. Once divorced from Warpspace a Spectre needs a constant supply of psychic energy or else it is destroyed. The only way a Spectre can obtain this energy is to occupy the body of a living creature. Every day the Spectre occupies a body D6 points of the victims WP are drained, until the body is completely drained and then useless. Abandoned bodies do not die, but become mindless shells. The body of a psyker is more useful to the Spectre because Psi-Points can be drained as well as WP. The host cannot replenish Psi-Points lost to the Spectre, and will eventually be drained and abandoned as with other creatures. To manifest within the body of an unprotected psyker a Spectre must force himself on the victims body. The victim may resist with a WP test, failure meaning the Spectre enters the victims body. A Spectre trying failing to take over a psyker in this way would normally seek a new victim, and may make one such attempt a turn until a suitable host is found. Once installed in a material body, the Spectre may transfer to a new victim by physical contact, new victims need not be unprotected psykers but can be normal psykers, or even non-psykers. A further WP roll may be made by the new victim to resist. A Spectre acquires a certain amount of knowledge from its host, enabling it to speak the same language and accomplish the same daily routine. Only close friends and relatives would easily spot the change in character (check as for the Doppelganger in the WFRP rulebook). A Spectre cannot survive in the material universe without a body, and a bodiless Spectre is subject to Instability. M WS BS S T W I A Dex Ld Int Cl WP Fel * * * * * * * * * 66 66 66 66 * * = as victim 22.3.4 Enslavers ----------------- The origin of these creatures, known to Humanity only as Enslavers, is a complete mystery. Their ability to transcend normal space enables them to move easily through the Galaxy and perhaps beyond. They have physical bodies, although unlike any other known lifeform. Enslavers are basically spheroid or barrel shaped, approximately 2 metres tall, with tough leathery skin. At the very top of their bodies is a single large organ resembling nothing more than a large eye, and dubbed as such, although its exact function can only be guessed at. Around the middle of the creatures body is a cluster of tentacles, typically from eight to twelve, each about 1.5 metres long, often two of these tentacles are larger than the others and and in suckered pads. These tentacles appear to function as both sensory and manipulative organs. Enslavers have no legs but move by floating, sometimes assisted by their tentacles for fast or precise movement. They can move quite rapidly by this means and can change direction and speed in a way comparable to Humans and more orthodox creatures. Enslavers will float at up to three metres above the ground or floor surface, but cannot fly as such. They can climb using their tentacles. Enslavers can change their colour at will, but the normal colouration is a leathery brown with paler, sometimes white, tentacles. The eye organ is red, orange, or pinkish. In Human terms it is impossible to say whether Enslavers are intelligent. They certainly seem to act in a rational manner, and seem able to make rational decisions about their actions. However, if they are able to communicate with other races they make no attempt to do so (though have been known, in rare circumstances, to use Enslaved creatures (see later) as their mouthpieces). They make or use no tools or equipment of any kind. Even though they may theoretically be capable of using weapons, they never do. Manual work is conducted by their slaves, it being their ability to Enslave other creatures that gives them their name. These creatures Enslave other creatures by mind control, each Enslaver able to take over and control the minds of a number of other creatures equal to its Initiative divided by ten (rounding up). This means that an average Enslaver may similtaneously control up to four creatures, more powerful ones more. Victims retain all their knowledge, abilities and physical attributes, but are directed by the will of the Enslaver. This mind control ability has a range of 50 metres. Enslavers travel through Warpspace by utilising the psychic vibrations of other creatures. As usual, the strongest and most easily tracked psychic emanations come form unprotected Human psykers. Enslavers can detect such vibration from tens of light years distance, and can home in and exploit unprotected psykers in a particularly gruesome way. Once they have traced such a victim, three Enslavers may band together to form a mental bond. The victim may be unaware of this at first, but gradual changes are forced upon his body chemistry, he becomes tired and lethargic and his skin begins to discolour. After a period of 50-75 hours the victim swells as his body tissues disintegrate and reform into the shape of a living, pulsing gate of ruptured flesh. This is the end of the victim to all intents and purposes, he has been transformed into a special form of Warp gate, a physical link through Warpspace between the psykers world and that of the Enslavers. Because the gate has been formed by three specific Enslavers, only they may use it, although they are unrestricted and may enter and exit as they wish. Once on a world Enslavers can create more Warp gates from any psyker that they Enslave - even protected psykers such as Astropaths. These new Warp gates are identical in appearance to the original one, and will permit the passage of three more Enslavers. As before the new portal will permit only the passage of a specific three Enslavers. The three Enslavers permitted to use a Warp gate may include creatures already on the planets surface, such as its creator. Clearly, once it has begun, an infiltration of these creatures is very difficult to halt. These living, fleshy Warp gates have T 10 and 12 damage points. Enslavers have a natural weapon in the form of a psychic shock. This has a range of 50 metres. Normally, however, Enslavers remain hidden and let their slaves do the fighting. Enslavers may attempt to Enslave any creature within 24 yds. The victim may resist by testing against his/her WP. If failed, they fall under the control of the Enslaver. Enslavers may release control of a victim whenever they wish. Their psychic shock has a range of 48 yds. It inflicts D6+5 damage, ignoring all armour. Psychic characters, but no others, may resist with a WP roll. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 33 25 5 5 17 40 1 21 66 66 66 66 0 22.3.5 Psychneuein ------------------- The Psychoneuin resembles a huge, spindly wasp. It is not intelligent, and is a voracious hunter and killer. It is also possessed of unique, sickening, reproductive habits. Like many other Warp creatures, the Psychoneuin is sensitive to psychic emanations, the most attractive and powerful come from the unprotected Human psyker. Female Psychoneuin use these emanations to materialise a clutch of eggs directly into the mind of their victims. The normal range of this ability is only 100 metres, but is increased to several light years in the case of unprotected Human psykers. Each egg is tiny, and no initial discomfort is felt by the host, but as the eggs grow into larvae, they begin to feed on the psykers brain. So rapid is their growth that the victim may suffer no more than a minor headache in the morning, yet by evening may be dead, his skull writhing with plump maggots. Insanity, agony and death follow in quick succession. Within hours the grubs will have picked the carcass clean, and will seek a safe, dark refuge in which to pupate. By the following day they are ready to emerge as adult Psychoneuin - carnivorous winged predators. Once in adult form they are relatively easy to destroy, having no compulsion to hide. However they are still dangerous because they are capable of breeding more of their kind within the minds of nearby unprotected psykers. Over short distances (up to 100 metres) all psykers are vulnerable whether protected or not. The adult Psychoneuin is vividly coloured in yellow and black. Its wings are transparent. Grubs are generally maggot-like in appearance. The adult is 2.5 metres long, grubs reach a maximum size of half a metre before they pupate. Adult Psychoneuin take D6 days to reach sexual maturity, a typical clutch of larvae having D6 individuals. Adult: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 57 0 5 6 10 60 3 0 66 10 66 66 0 Grub: M WS BS S T W I A Dex Ld Int Cl WP Fel 2 33 0 2 2 4 30 1 0 66 10 66 66 0 22.3.6 Vampires ---------------- The ancient legends of Old Earth were for long ages discredited for invention, folk-lore and myth. The reality, however, was to prove far more disturbing. Vampires are polymorphic creatures able to change their metabolism in order to resemble the creatures amongst whom they live. Their natural shape (if such it can be called) is bat-like, although approximately Human-sized. Vampires exist within the societies of most established intelligent races, and often assume positions of authority. They naturallt crave for power amongst the intelligent races, regarding even fellow Vampires as threatening rivals. They have no home world. Where they evolved and why they have come to occupy a parasitic position within alien society is unknown. Vampires live amongst their chosen race after the manner of that race, and cannot easily be singled out. They have psychic powers of a level comparable to Humans. Vampires maintain their lives by absorbing the life-force of other creatures, achieved by prolonged physical contact. Life-force is drained in the form of WP and, if the victim is a psyker, Psi-Points. Victims drained of all WP and Psi-Points will die. Psi-Points may be recovered as normal, but WP may only be recovered if the host is permitted D10 days complete rest. Fortunately, Vampires can derive some sustenance by normal eating and drinking, and so only require a little stolen vitae to survive. If a victim is completely drained of WP it can be revived as a Zombie - a will-less servant completely under the Vampires control. Zombies are corpses, and will slowly rot and decay until their usefulness becomes somewhat limited. Creating a Zombie is not something casually undertaken. The Vampire must drain at least 5 points of WP or Psi Points each day. If this is not done the Vampire will lapse into a catatonic state and can only be revived by the sacrifice of a member of the host race sacrificed over the sleeping form. To drain its victim a Vampire must establish close physical contact with the host over a period of at least one minute. The Vampire must then pass a WP roll (and its victim fail a WP roll) to drain a number of WP points equal to the victims WP divided by 10 - or up to 2D10 Psi Points. Points cannot be stored from day to day. A Vampire drawing more than 5 points in a day may add the surfeit to his own Psi Points. Shape changing is a natural ability of Vampires, in which they are able to take the form of any familiar human sized creature. The process takes D6 turns to complete. Once transformed the Vampire gains physical abilities associated with the creature, such as being able to fly, swim, hover, etc. The Vampire does not gain any of the creatures psychic powers or special attacks. The Vampires characteristics remain unchanged. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 57 52 5 5 17 60 3 * 66 66 66 66 66 * = depends on host species. 46 if a species capable of fine manipulation. 22.4 Tyranids =-=-=-=-=-=-=- Biovores Brood Brothers Carnifex Gargoyles Genestealers Genestealer Hybrids Genestealer Magus Genestealer Patriarch Hive Tyrant Hormagaunts Lictors Ripper Swarms Spore Mines Termagants Tyranid Warriors Zoanthropes For information and background on all these creatures, see the chapter on Tyranids. 22.5 Other Aliens =-=-=-=-=-=-=-=-=- These creatures are merely a sample of the many, many creatures native to the millions of worlds in the Galaxy. Feel free to use also the creatures in the Bestiary of the WFRP rulebook (or variants of those creatures). 22.5.1 Ambulls --------------- Ambulls originate from the dangerously hot polar rock-deserts of Luther McIntyre IX. They can survive extremely hot temperatures for long periods, a factor which has led to attempts at domestication on several desert planets. As a consequence, Ambulls can be found on many planets throughout Human space. Ambulls have huge barrel-chested bodies and an ape-like stance. Two arms reach almost to the ground whilst two legs are short and crooked. Both arms and legs end in iron-hard claws used for tunneling through the soft stone that covers their native land. Ambulls will excavate tunnels in which to live, spending much of their time underground, sheltering from the direct heat of the Sun. This subterranean lifestyle is shared with many of Luther McIntyres inhabitants, including the Ambulls favourite food, the Crawler (described later). Ambulls will persue Crawlers and other prey through the soft rock by tunnelling at considerable speed. The Ambulls huge expandable jaws are then used to grab and yank the food from the loose rubble. These jaws make the creature look extremely ferocious and are its most characteristic feature. The Ambulls eyes are adapted to sense heat, giving infra-vision at all ranges. The creatures live in family groups, often occupying the same tunnel system for years on end, slowly excavating a vast underground network many miles long. While specially evolved to live below the surface, they adapt well to most environments and will eat all manner of creatures. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 49 0 5 5 10 50 3 0 43 14 43 43 0 22.5.2 Bouncers ---------------- Bouncers are an unusual lifeform from the planet Chbal. They are spherical, 1 to 2 metres in diameter, red with yellow veins, and have no organs or limbs apart from their normally invisible claw-like feet. A bouncers body is light, its skeleton being formed from inflated sections of tissue. In the windy atmosphere of Chbal, Bouncers travel vast distances, following the wind patterns, floating across oceans and bouncing their way from continent to continent. They are lively and inquisitive creatures with playful natures and alert minds. They have an intelligence somewhat lower than any truly sentient race, but can mimic speech and take great interest in the activities of other creatures. Bouncers are not hostile unless provoked, when they will attack by bouncing onto their victim and delivering an attack with their long, taloned claws. These creatures are quite fragile and any rupture in their skin will usually deflate and kill them. M WS BS S T W I A Dex Ld Int Cl WP Fel 12 33 0 3 1 5 60 1 0 29 18 29 29 0 22.5.3 Carnivorous Sand Clams ------------------------------ This creature evolved from the mostly aquatic world of Salutation, where it lives on the wide coastal margins, preying on the many forms of semi-aquatic animals that inhabit them. The Clam is about 2 metres across, with two large serrated valves. It spends most of its life submerged in the sticky mud - waiting. If a small animal strays within its grasp the Clam feels the vibrations of movement above and rapidly opens, drawing sand and victim into its shell. Although too large to be fully drawn inside, man sized creatures can easily be trapped, and can then only escape by killing the creature. A Sand Clam is a powerful animal, and its jaws can crush a leg or sever an arm. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 57 0 4 4 7 30 1 0 0 0 0 0 0 22.5.4 Catachan Brainleaf -------------------------- This plant is unusual in that it is possessed of what appears to be animal- like intelligence, albeit of a fairly low, instinctual level. The plant itself is a small tree, not particularly conspicuous amongst the other (mostly deadly) flora of Catachan, the plants home planet. What makes this plant remarkable is its ability to detach its leaves, which are capable of flying through the air for many metres, propelled by a wing-like undulation. Each leaf is a macro-cell, and part of the plants overall intelligence. Equipped with rasping hooks and intrusive nerve bundles, a leaf aims to attach itself to a living creature, injecting fibres which grow throughout the hosts nervous system until it becomes a mere tool of the plant. Whilst incapable of high intellect, a Brainleaf can direct its victims in a sensible and rational way, enabling them to utilise weapons and equipment. The plant tends to control these pawns in one of two ways. Either to defend the plant, or to walk up to the plant, kill themselves in some grisly manner, and lie down to die at the plants base, where it is quickly rotted by the powerful enzymes secreted at the plants base to act as fertiliser. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 0 0 4 4 3 0 0 0 0 0 0 0 0 22.5.5 Catachan Devils ----------------------- These fercious animals are large, territorial carnivores. They originate from the Catachan system, but have been introduced onto several worlds. Catachan Devils are sperbly adapted to life in the hot, damp jungles of their home planet. Their bodies are segmented, the midsections each having a pair of legs, and the number of sections, legs, and the creatures overall size varies according to the creatures age. Large individuals can have twenty sections, twenty pairs of legs, and reach over thirty metres long. The rear section is modified into a long tail and poisoned barb which curves over the creatures back in the manner of a scorpion. On older, male Devils, the front pair of legs becomes grossly enlarged, taking on the appearance of crab claws. Often one claw will be much larger than the other, and locals refer to such creatures as "Fiddlers". The Devils head is small and pointed, with luminous green eyes. In front of the eyes, and surrounding the creatures mouth, is a ring of short tentacles. Each tentacle is studded with stinging cells which subdue the prey. The mouth itself is extendable, comprising two rasping mandibles. Although the creature has no teeth as such, bony hooks lining the mouth serve the same purpose and can leave an extremely ugly wound. M WS BS S T W I A Dex Ld Int Cl WP Fel * 33 0 * * 23 80 * 0 89 6 89 29 0 *: small sized Devils have M 4, S 5, T 5, A 5 medium sized Devils have M 5, S 6, T 6, A 7 large sized Devils have M 6, S 7, T 7, A 9 22.5.6 Catachan Face-Eaters ---------------------------- This is a creature native to the Death World of Catachan, but has colonised several other worlds, though whether by accident or design is unknown. The Face-Eater is one of the most unpleasant species on this generally rather dangerous world. In its natural environment the creature hangs from trees, or lies in wait by trackways and watering holes. When a likely looking victim approaches, the Face-Eater pounces, a powerful muscle spasm propelling the animal several metres towards the head of its victim. Powerful digestive enzymes combine with the creatures rasping body surface, enabling the Face-Eater to feed whilst suffocating its victim. Once dead, the victim becomes the repository for a clutch of several hundred eggs which hatch within a matter of hours. The emerging offspring pass through a maggot-like larval stage during which they feed upon the body of their host. Face-Eaters have been known to appear even on civilised worlds, and their rapid live cycle can lead to an outbreak which takes weeks to bring under control. They naturally seek warm, damp conditions, hence their propensity to turn up in bathrooms where their resemblance to a face-flannel has led to several unpleasant and well-publicised accidents. Face-Eaters attach themselves in close combat on a successful hit, and then cause an automatic hit each round unless removed. Once attached they can only be hit by a third party or by an improvised hit from the victim. Weapons, whilst effective, will always cause damage to the victim as well as the Face-Eater. The creature can double its M score in a leaping attack. No creature is too big for a Face-Eater, but its low S will prevent it harming especially large creatures. Once a Face-Eater has positioned itself the victim can do nothing other than attempt to remove it, though large, non-intelligent creatures (such as Dinosaurs) may panic and move about randomly, possibly causing damage accidentally. Creatures wearing fully enclosing helmets are immune. M WS BS S T W I A Dex Ld Int Cl WP Fel 4* 33 0 3 1 6 50 1 0 89 6 0 0 0 * doubled on first attack 22.5.7 Crawlers ---------------- Crawlers are subterranean burrowing creatures that live in soft dry sand and other loose soil. They evolved in the extensive polar deserts of Luther McIntyre IX, but were subsequently transported to many other desert worlds in an attempt at domestication. Crawlers feed on sub-soil micro-plankton, but will also attack and feed on larger animals, including Humans and similarly sized creatures. Farming these strnage animals proved fairly easy, however the effect on the ecology of their host worlds was often disastrous, and all experiments ceased after a few decades. Unfortunately, many Crawlers ran wild, and have since developed thriving colonies on several hundred worlds. They resemble squids or cuttlefish, whose rear body section has been formed into a single driving screw. This propels the Crawler underground, or along the surface of loose soil. Crawlers feed by grasping their prey with their tentacles and drawing their victims into their beak-like mouths. They can detect vibrations on the surface from a considerable distance, and will home on to unusual or excessive vibration - such as from ground vehicles. Many settlements or outposts where Crawlers are known to exist have their living and working areas raised above the ground, and ground vehicles are avoided. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 0 3 3 6 30 1 0 14 2 14 14 0 22.5.8 Creepers ---------------- Creepers are plants possessed of an animal like ability to move their long, sinuous limbs. This response is not consciously exercised, but is a basic reaction to the presence of animals. A likely victim will be seized, dragged towards the immobile main part of the plant and crushed to death by its powerful limbs. There the body will quickly rot, dissolved by powerful enzymes secreted from the trunk. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 33 0 5 5 3 30 1 0 0 0 0 0 0 22.5.9 Crotalids ----------------- The Crotalid is a semi-aquatic carnivore that lives in large tropical and sub-tropical rivers. In appearance and general habits it is very much like a crocodile, except that it is considerably larger. Crotalids live in large numbers along river banks and mud-flats, feeding on fish, other aquatic animals and creatures drinking from the river (and, in extreme circumstances, each other). Crotalids are prolific and will quickly come to dominate any area they inhabit. Once populations reach saturation point they become subject to a lemming like migration, a subconscious instinct to move on. Crotalid migrations are unique in that they move through the medium of Warpspace, drawn by the instinctive need for food and room. A migrating group seems able to exercise a collective ability to transcend Warpspace, making a jump of up to 10 light years from world to world. What controls this ability, and what mechanisms enable it to occur, are completely unknown. However it is apparent that the power is not consciously manipulated, and the creatures frequently end up on worlds not entirely suitable for them. A typical migrating group is about 100 individuals. Migrations occur only every few decades, and once a group has migrated it will not do so again for several generations. The ability seems to be generated by populaio pressure alone. Crotalids occupy many planets in a compact cluster, which would seem to indicate an origin somwehere in the region of the Death world of Lost Hope. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 0 4 5 17 20 2 0 43 6 89 89 0 22.5.10 Cthellean Cudbears --------------------------- The Cudbear is a vicious carnivore originating from the Death world of Cthelle. Its natural habitat is cool woodland and mountain, and its shaggy coat is ideal for keeping out the cold and wet. The same coat also gives the appearance of a large, purple, excessively furry bear with gaping tooth-filled mouth and long rending talons. Cudbears are highly territorial and ruthless killers, and think nothing of attacking even large numbers of well armed troops. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 57 0 7 7 17 50 3 0 89 10 89 89 0 22.5.11 Dinosaurs ------------------ Giant reptiles are a common life form throughout the Galaxy, especially on Death worlds where they are often the main predator type. The similarity of these creatures to various kinds of ancient Earth reptiles has prompted the generic title of Dinosaurs to be used to describe them. This is, however, a mere convenience, and no biological relationship is implied. Dinosaurs vary in size from animals no larger than a cat to monsters well over 30 metres long. Profiles are given for small, medium and large dinosaurs, corresponding to beasts up to 5 metres, up to 10 metres, or more. Whatever their exact dimensions, Dinosaurs tend to be dim and unpredictable. M WS BS S T W I A Dex Ld Int Cl WP Fel * 57 0 * * * 80 * 0 66 2 66 66 0 *: small sized Dinosaurs have M 5, S 5, T 5, W 11, A 2 medium sized Dinosaurs have M 7, S 6, T 6, W 17, A 3 large sized Dinosaurs have M 7, S 7, T 7, W 23, A 5 22.5.12 Ferro-Beasts --------------------- The Ferro-Beast originates from the world of Yimbo-bim, a planet generally poor in minerals of all kinds and ferric materials in particular. So acute is this deficiency that one form of native animal has evolved specific feeding mechanisms to enable it to digest ferric materials directly from mineral ores. The Ferro-Beast is about 2 metres long, quadropedal and armadillo like with a tough nobbly shell. Its mouth is surrounded by short tentacles covered in suckers, these secrete acidic juices and allow the creature to turn metal ores into digestive 'soup'. The Ferro-Beast has evolved complex sensory organs that enable it to smell metal ores over a distance of many miles. The presence of pure refined metals, such as are used on spacecraft and as component parts on vehicles and equipment, will attract Ferro-Besats from many miles around. Crazed by the nearness of refined metal, the normally placid Ferro-Beast becomes insanely heedless of danger, fighting its way through almost any obstacle to feed. At such times the creature is aggressive and dangerous. A Ferro-Beast will automatically damage any ferric metallic object it is in contact with. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 33 0 4 6 11 30 2 0 66 10 66 24 0 22.5.13 Floaters ----------------- Floaters are plants which synthesise hydrogen, store it inside their cellular tissue and, by virtue of their extreme lightness, float through the air on the prevailing wind currents. They are basically spherical and are covered with a number of short, sensitive trigger nodules. Should one of these nodules come into contact with a physical object, the Floater bursts, scattering seeds which form new Floaters within a few days. Bursting Floaters can be quite explosive, and form the chief danger associated with these otherwise harmless plants. Floaters move D6 yards per round in the direction of the prevailing wind. Bursting Floaters cause a S5 hit on anyone within 2 yds. Floaters reduced to zero or less wounds explode automatically with the same effects. If destroyed by a Flamer, Plasma Gun, Bolter, laser, or any explosive, heat based or energy based weapon the explosion (hey, this is pure hydrogen!) causes a S8 hit on anyone within 6 yds. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 0 0 0 1 3 0 0 0 0 0 0 0 0 22.5.14 Gas Fungus ------------------- This is a fairly widespread type of fungus, occuring in various unrelated but essentially similar forms throughout the Galaxy. It generally appears as a mushroom and is often quite large, possibly reaching over 2 metres in height. The Luther McIntyre IX version is purple with livid red spots. A Gas Fungus has a simple but effective defence against predation by hungry animals. Should an animal approach too close the Fungus releases a store of poisonous gas. This store is built up within the plants tissues and once released takes several hours to regenerate. The gas persists for about an hour, leaving the Fungus unprotected for only a short time. The gas itself tends to be deadly, although the specific toxicity varies from species to species. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 0 0 4 4 4 0 0 0 0 0 0 0 0 22.5.15 Giant Insectoids ------------------------- Insectoid creatures are common on many worlds, often reaching large sizes and dominating the planets fauna. Although their exact appearance may vary a great deal, such creatures are typified by their bony exoskeletons, multiple limbs, and remarkably small brains. They may be carnivorous hunters or simple vegetarians, but most will fight if pressed. They are cold-blooded, and require a well oxygenated, warm environment, such as is common on many Death worlds. Profiles are given for small, medium and large sized creatures of up to 1 metre, up to 2 metres and over 2 metres respectively. M WS BS S T W I A Dex Ld Int Cl WP Fel * 33 25 * * * 30 * 0 43 6 43 43 0 *: small sized Insectoids have M 4, S 3, T 3, W 5, A 1 medium sized Insectoids have M 5, S 4, T 4, W 11, A 2 large sized Insectoids have M 6, S 5, T 5, W 17, A 3 22.5.16 Giant Spiders ---------------------- Giant Spiders, and other similar creatures, are another common Death world lifeform. They are extremely large and territorial, with arachnoid bodies often 2 metres in diameter and legs many metres long. Unlike insects, they have the ability to spin webs in which they trap their victims. A web from a creature this size is no gassamer thread, and creatures as large as the Spider itself can become entangled. Spiders can also use web-thread to parawing the upon the wind, this works in a similar way to the parawing equipment used by Humans and some other creatures. This gives them a degree of mobility, making them even more dangerous. Profiles are given for small (up to 1 metre), medium (up to 2 metres) and large (over 2 metres) body diameters. M WS BS S T W I A Dex Ld Int Cl WP Fel * 33 25 3 3 * 30 * 0 89 6 89 89 0 *: small sized Spiders have M 4, W 5, A 1 medium sized Spiders have M 5, W 11, A 2 large sized Spiders have M 6, W 17, A 3 22.5.17 Grox ------------- The Grox is a large, horny, reptilian creature native to the Soloman system. Many years ago this system was absorbed into the Imperium, and it was quickly discovered that the animal possessed several remarkable and potentially useful qualities. Grox proved extremely palatable and nutricious, and experiments at farming were largely successful, since Grox thrive on just about any food, no matter how poor or indigestible. Apart from being able to eat vegetable or animal matter, Grox are capable of digesting minerals directly from rocks and soil, and can survive for a good many weeks on such a diet. The only drawback discovered to wholesale exploitation of the Grox was their temperament. Grox were mean! An adult averages approximately 5 metres long, is well muscled, fast, aggressive and likes its privacy. By nature territorial and loners, it was difficult to keep the animals together without driving them into a rage in which Grox and their handlers were likely to lose life or limb. The solution to the problem was to lobotomise most of the stock, while keeping breeding animals suppressed by using electro-pulsers wired directly into their rather small brains. Chemical sedation is also used, but is less predictable. Even with these sensible precautions accidents still happen and it is usual for Grox to be kept on isolated agricultural worlds, or as far as possible from Human settlement. M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 0 5 5 17 60 3 0 29 2 29 66 0 22.5.18 Gyrinx --------------- A Gyrinx resembles a large cat, with very thick and fluffy ginger or orange fur and bright blue eyes. They can grow as much as a metre in length. Gyrinx are not intelligent as such, but they have an astounding ability to empathise with other creatures, forming a mental bond with their owner which is comparable to true friendship. This mental empathy is of great benefit to the creatures owner, whose own speed of thought and action are actually improved whilst the Gyrinx is in close proximity. What benefit the Gyrinx obtains from the relationship is unclear, but there is plainly some deep-seated need being fulfilled, because an ownerless Gyrinx will actively seek out and adopt some other creature. Oddly enough, Gyrinx show a slow metabolic change so that they come to resemble their owner physically, temperamentally and in habit. Gyrinx are capable of understanding messages given by their master, and can communicate simple messages. Unless ordered away, they will remain within within three yards of their master. So long as the Gyrinx is within 12 yds its adopted owner receives +10 I. Psychic owners may use telepathy to communicate psychically with the Gyrinx using no Psi Points in the process. They may also use the Gyrinx as a store of Psi Points, storing up to 5 Psi Points in the creature for future use later (for purposes of Psi Point storage and retrieval, the Gyrinx must be within 4 yds). It takes a period of several weeks for a Gyrinx to establish a bond with an owner, possibly as many as D6 weeks, but might be less if the old owner and the new owner were close friends or relations. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 0 3 2 6 50 1 0 (as owner or 29) 22.5.19 Horses --------------- Horses are common in the Imperium, especially on more primitive worlds. The horses in use by the Imperium closely resemble those described in the WFRP rulebook. 22.5.20 Lashworms ------------------ Lashworms are Death world creatures and have become common on many planets following accidental introduction along with other cargo. They originate from the Death world of Lost Hope, where they live amongst boles of trees, rock crevices, and anywhere they can gain a footing. They are very adaptable and, as well as living in natural fissures, will settle quite readily in the corners of buildings and spacecraft. The creature has two distinct parts, the main part or "anchor", comprises all of the vital organs including mouth and stomach. The second part, the "lash", is normally kept wound tight. The creature secretes itself safely within a crevice, and normally only the sensitive tip of the lash, or "trigger", protudes outside. The trigger looks like a bundle of lichen or fine plant growth, but is in fact a sensory organ that can detect vibration in the immediate vicinity. As a creature passes the lashworms lair, the trigger picks up the vibrations and activates the lash, which is up to 5 metres long (compared with the body which about the size of a cricket ball). It is thin, whip-like and saw edged. With astounding accuracy it strikes the target, rasping away a portion of flesh and vanishing back into its hole. There the meal is digested and the Lashworm will not attack again for several hours. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 33 0 1 3 5 0 1 0 0 0 0 0 0 22.5.21 Mimics --------------- Mimics are small, ape-like creatures from the planet of Yamnan. They resemble gibbons, are inquisitive, fairly intelligent, and friendly - most of the time... Mimics have developed an unusual survival mechanism whereby they can shape-change to resemble any creature of comparable size and bulk. A Mimic can shape-change into a Human, Ork, or other man-sized alien, but will always be rather small compared to the real thing. They can even make their skin resemble clothing or equipment - although the deception would not pass close examination. As well as mimicking a creatures appearance, they can mimic its behaviour, even going so far as to use weapons and tools. Mimics just can't help copying creatures around them, reverting to their normal form only when the copied creatures go away. They tend to try to steal equipment or tools that the copied creature is using. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 25 2 2 5 30 1 30 24 24 24 24 24 22.5.22 Ptera-Squirrels ------------------------ The Ptera-Squirrel was once thought to be a peaceful and harmless animal - its cute furry appearance making it a popular pet throughout the Imperium. Then the truth emerged - the Ptera-Squirrel is merely one stage in the life cycle of the creature. Ptera-Squirrels live for generations as soft-furred bundles of fun, and then for another cycle of generations as dangerous blood-drinking carnivores. What prompts the change between the two forms is not known, as a result of which Ptera-Squirrels have become a common pest throughout the Imperium. They resemble a fluffy squirrel, but have thin membranes between their extremely long fore limbs and their rear limbs enabling them to fly (as Landers, in a similar way to flying squirrels). M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 0 2 2 5 50 1 10 18 10 43 43 10 22.5.23 Rain Spores -------------------- Rain Spores are a type of fungus, looking much like a giant mushroom. Their unique atribute is to lie in the ground throughout periods of drought and dessication only becoming active once it starts to rain. With the first sign of water, the fungus erupts from the ground in a frenzy of uncontrolled growth, reaching maturity and releasing fresh spores within a matter of moments, quickly settling into the ground to produce new fungus or await the next cycle of drought. Unfortunately, the spores tend to be poisonous to living creatures if breathed in... M WS BS S T W I A Dex Ld Int Cl WP Fel 0 0 0 4 4 4 0 0 0 0 0 0 0 0 22.5.24 Razorwings ------------------- "Razorwing" has become a generic term for a number of genetically unrelated species which are otherwise similar in appearance and habit. These are bird-like animals usually no more than 3 ft long, but with carnivorous appetites. Prey are grasped with beak or talons, but the creatures main attack comes from its wings. Razorwings have modified wings, with a sharpened, serrated edge of bone on each wing which can be compared to a saw (and giving the bird its name). They attack by swooping down on the target, aiming to slice or seriously cut with a sweep of the wings. A strike from one of these creatures can easily kill a man sized target. M WS BS S T W I A Dex Ld Int Cl WP Fel 2* 49 0 3 3 6 40 1 0 24 6 29 29 0 * M score given is for land movement - they fly as Swoopers 22.5.25 Rippy-Fish ------------------- The Rippy-Fish is a piranha-like aquatic creature with piranha-like habits. It comes from the Death world of Lost Hope, though many similar creatures exist on other planets. It is not large, rarely more than a foot in length, but its uncompromisingly carnivorous appetite and fearless disposition make it deadly. Rippy-Fish form shoals of several hundred individuals. They can live in salt or fresh water, and are immune to most poisons, extremes of temperature and pollution. M WS BS S T W I A Dex Ld Int Cl WP Fel 4* 33 0 3 1 4 30 1 0 89 6 89 89 0 * M score is given as speed in water - they have a M of zero on land 22.5.26 Rubber Moss -------------------- Rubber Moss is a very dense, resilient moss-like plant growth. It carpets large areas of many worlds, its microscopic spores travelling the Galaxy on spacecraft, amongst cargo, on personal equipment, clothing, etc. It defence against being eaten by herbivores is that it is almost impossible to move over, being incredibly bouncy and unstable. It is impossible to destroy save by anti-plant grenades or shells (as such no profile is given). Rubber Moss covered ground counts as difficult ground. 22.5.27 Spikers ---------------- The Spiker is one of the most dangerous plants in the Galaxy. A Spiker can be any size, but tends to be man-sized, about 2 metres tall and upright. They have a vaguely cylindrical shape, and are covered with a thick layer of hair- like leaves, out of which protrude countless thin, sharp spikes. These spikes are what make this plant dangerous. Piercing the skin of an animal, they release a genetically intrusive chemical that literally starts to reform the victims body tissue into that of a Spiker. A Human taking a spike in the arm will soon find his arm becoming hairy and immobile, and within a short time his whole body will be covered in spikes. Although the victim remains mobile for some time, the physiological changes destroy the mind (literally, destroy that part of the brain), so that the victim wanders aimlessly. Eventually all mobility is lost and another Spiker will have been created. A Spiker can fire spikes up to 12 yds at any available animal target. Spikes have a S of 4 and any wounding hit starts the transformation into a Spiker. Anyone foolish enough to engage the Spiker in close combat is automatically hit. After being hit and wounded by a Spiker the victim is liable to start the transformation at any time. It is best left to the GM to decide on what physiological changes occur when. While mobile the victim cannot fire spikes, but anyone hit accidentally by a wandering Spiker is judged to be hit a spike. Once mature a Spiker takes on the approximate size and shape of the creature from which it was formed. M WS BS S T W I A Dex Ld Int Cl WP Fel 0 0 34 4 4 11 0 0 0 0 0 0 0 0