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Something Other than Human

Abhuman Player Characters in Dark Heresy, by Nathan “N0-1_H3r3” Dowdell

Ogryn
“The common Ogryn is large and physically powerful, but lacking in intellect or insight. Their physique is their primary advantage, as
soldiers and labourers, but their dull-witted nature and simple obedience make them
enthusiastic servants of Him-on-Terra, as loyal bodyguards and willing enforcers.
Indeed, their unquestioning obedience makes them almost incorruptible, mainly because
they lack the wit to even understand corruption.”

Ogryn Careers Humankind colonised a vast range of worlds during the original
Ogryns may take the following Career expansions, and as can be expected, many of those worlds left their mark on the
Paths: generations of people raised upon them. Harsh, cold, high-gravity worlds, commonly
used as prison planets by the petty human star empires of ancient times, led to the
development of human beings into Homo sapiens giganticus – better known as Ogryns.
Guardsman
Ogryns are commonly „trained‟ to
serve alongside the Imperial Guard, Ogryn Evolution
making use of their size, resilience and Ogryns are built to survive. Everything else is secondary. Their kind is the
devotion as shock assault troops or product of harsh, uncaring worlds with little food beyond competing predators and
bodyguards for officers and Commissars. rugged herbivores.
Those that go far are often augmented The most obvious facet of this is their size. The average Ogryn stands
into “Bone‟eads”, allowing them to lead between 2.5 and 3 metres tall, and are far bulkier and more muscular than humans,
others of their kind. having a muscle mass to height ratio of about double that of a human being. All in all,
the Ogryn is built to be able to fight and win against fierce predators, with only the
Scum most primitive and rudimentary of weaponry.
Ogryn scum comprise most other The other most notable facet of their evolution is their digestive system.
Ogryn characters, be they labourers or The worlds upon which Ogryns came to exist in the first place were comparatively
merely shiftless outcasts. Lacking in barren, lacking in many of the foodstuffs that most humans take for granted. As a
subtlety, charisma or ambition, they tend result, the Ogryn digestive system is rugged and efficient, able to derive nourishment
to act as enforcers and thugs for those from even the most unpalatable and inedible of organic substances. Further, the
who take them in, or simply roam around already prodigious bulk of Ogryns is often enhanced by vast reserves of stored food,
beating people up for food and money. developed because few Ogryns know where or when the next meal will be coming
Even then, Ogryns take quickly to the from.
Imperial Creed, and are intolerant of All this, however, comes at a price. Ogryns are not the most intelligent of
those who turn against the Imperium, creatures. As a result of generations of brutal survival and nothing else, in situations
meaning that they rarely serve anti- where higher reasoning was utterly unnecessary, the Ogryn brain is atrophied. In the
Imperial cults unless deceived about their most basic terms, Ogryns are stupid. However, their adaptations mean that, on their
employer‟s nature. terms – those of fighting, eating and general survival – Ogryns have a great many
advantages.

Ogryn Appearance

Ogryns would look almost farcical if not for their sheer size and aggressive temperament. Hugely-built, with thick, heavy bones
beneath thicker, heavier slabs of dense muscle, often layered with thick layers of fat and thick, hairy skin, they resemble crudely-made oversized
humans. Their skulls – large and solidly-constructed – seem disproportionately big, with heavy brows and almost tusk-like teeth giving them an
almost feral mien.
Almost all Ogryns are scarred and battered from a lifetime of fighting. Such is the brutality and resilience of such creatures that even
friendly altercations (and Ogryns are such enthusiastic fighters that such altercations are commonplace, even expected) lead to injuries.
The majority of Ogryns maintain a personal appearance in keeping with the crude cultures of their homeworlds – furs, coarse cloth,
animal hides and primitive chain armour are all commonplace, and often accompanied by ritual tattoos, body-painting and scarification. Their
hair varies from thick and coarse, and generally dark in colour, to naturally bald in some cases. Those inducted into the Imperial Guard often
adopt the styles of the military, shaving their heads or wearing their hair close-cropped, wearing heavy boots (Ogryn-issue boots normally
weighs in the region of 5 kilos each), and fatigue-style clothing. This is combined with devotional tattoos – regimental insignia and crude
examples of the Aquila and other symbols of the Imperium.
Ogryns are notable for their lack of hygiene. Few Ogryns wash regularly and most are infested with some form of parasite, some of
which can be quite disturbingly large – sometimes as large as rats! Some of these parasite colonies are even cultivated by their „owners‟ as
emergency food supplies or even as pets. However, such is their hardiness that few Ogryns are ever particularly bothered by the results of their
lack of cleanliness.

Ogryn PCs

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Ogryn Characters are those who have demonstrated more than the usual level of insight. They are more resilient, stronger and more
intimidating than even the largest, most savage Feral Worlder, and tend to be almost childlike in their obedience to superiors and representatives
of the Imperial Creed.
However, Ogryns are not intelligent creatures, and tend to be tactless and highly literal in social situations. Ogryn characters are more
adept at such tasks than most, and may one day be given the biological and Augmetic enhancements required to give them near-human intellect,
but by human standards, an Ogryn is slow-witted and naive.

Ogryn Skills
Ogryns are natural survivors, able to endure in the harshest environments with little difficulty. Ogryns gain the Survival skill.

Ogryn Traits
Ogryns gain the following traits. Record all of these on your character sheet.
Claustrophobic
The size and undeveloped mind of an Ogryn makes him reluctant to enter small, dark spaces.
Benefit: You must pass a Willpower test to enter any darkened, confined space, such as a cave, sewer, or the transport compartment of
a Chimera. Failure results in you refusing to enter, and it takes 1 minute before you can summon up the courage to try again. Though this is not a
Fear test, effects and abilities that influence Fear tests also affect this ability (so, for example, a character with the Iron Discipline talent could
allow an Ogryn character to re-roll his Willpower test to enter a dark tunnel).

Uneducated
Ogryns are slow to learn new skills.
Benefit: You must pay twice the normal experience cost to learn Intelligence and Fellowship-based skills, with the exception of the
Survival skill (see below), and cannot ever use or learn the Logic, Scholastic Lore or Forbidden Lore skills. This trait is removed should you gain
the Bone‟ead augmentation.

Densely Built
Ogryns originate from cold, high-gravity worlds, making them resistant to the deleterious effects of such environments.
Benefit: You ignore the normal penalties associated with high-gravity environments, and gain a +10 bonus on all tests to resist the
effects of exposure to the cold. In addition, you have the Unnatural Strength and Unnatural Toughness traits.

Natural Survivor
Ogryns survive with a natural ease quite at odds with their otherwise dull wits.
Benefit: You may treat Survival as a Perception-based skill instead of an Intelligence-based skill.

Hulking
Ogryns typically stand about three meters tall, and a little more than half that wide, towering over even Space Marines.
Benefit: You gain the Hulking trait, meaning that your movement is based on your Agility Bonus +1, you suffer a -10 penalty to
Concealment tests, and enemies attacking you gain a +10 bonus. This also means that it can be difficult to use some items and weapons built for
human use, at the GMs discretion. As a guideline, treat Ogryn-sized weapons and armour as twice the normal cost for human-sized equivalents.

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Ratling
“Little Thieves! Thieves and vagabonds, the lot of them. They’re petty-minded, larcenous little subhuman scum to the last. Everyone
overlooks it because they can shoot straight and can cook a decent meal. You can’t trust them... any of them. They’ll steal your chrono if you shake
hands with them, and as likely to pick your pocket as praise the Emperor’s name...”

Humankind colonised a vast range of worlds during the original


expansions, and as can be expected, many of those worlds left their mark on the
generations of people raised upon them. Verdant, peaceful, pastoral worlds led to
easy lives, and the people on them became smaller in stature as the rigours of
survival became a distant memory. While physically frail and weak-willed, they
Ratling Careers have excellent hand-eye coordination and keen senses, making them skilled
craftsmen and excellent shots. It also, however, makes them able thieves and
Ratlings may take the following Career
pranksters, something often noted when Ratlings – properly known as Homo
Paths:
sapiens minimus - are forced to coexist with humans.
Assassin
Some Ratlings – unusually aggressive Ratling Evolution
or amoral Ratlings in particular – seek the Where Ogryns are built for survival, Ratlings evolved due in part to the
life of the hired gun. Such characters are easy conditions of their worlds. Height, body mass and sheer resilience all ceased to
stealthy marksmen who can eliminate a be relevant factors for the colonists whose descendants would become Ratlings, and
target while remaining entirely unseen, and nimbleness, manual dexterity and good hand-eye coordination became amongst the
leave without drawing suspicion. most valuable skills for dealing with the few predators and competitors on those
worlds.
Guardsman Ratlings, then, don‟t seem particularly dangerous – indeed, when put
Ratlings are often drafted into military into a dangerous situation, a Ratling is likely to try and hide rather than confront the
service, as cooks and quartermasters, and as danger, and those who do attempt to confront peril often prefer to do so from afar.
scouts and snipers. They rarely demonstrate Their keen eyesight and naturally dextrous bodies make them skilled shots, and their
much ambition in such careers, preferring small stature and innate agility allows them to hide more effectively than a human
to remain low-key so as to continue their twice their size.
clandestine hobbies.

Scum
Ratling Appearance
Ratlings appear as essentially miniature humans. Standing about a metre
Thieves, con-artists, professional tall, with only their disproportionately large and hirsute feet to mark them as being
gamblers and all manner of other
anything other than a human child, Ratlings are easily overlooked.
unwholesome professions provide a draw
Many Ratlings play this to their advantage. Being naturally personable
for Ratlings, and many of their ilk not and outgoing, and superficially resembling children (few Ratlings grow their facial
found in the military can be found as hair in order to maintain this image – a Ratling with a beard looks much less like a
wandering jacks-of-all-trades, drifting
child), a Ratling can ingratiate themselves into a wide range of situations, at least
between settlements, and even between
when dealing with those who aren‟t aware of the reputation of the Ratling people...
worlds, stealing, tricking or scrounging a
living.
Ratling PCs

Ratling Characters are quick-witted, sociable, nimble creatures, taking easily to larceny and subtlety. This can be a considerable boon
to an Inquisitor‟s staff, as a stealthy, unobtrusive and agile operative is of great use in many situations. Additionally, their reputation as
marksmen is well-deserved, and a Ratling with a long-las or needle rifle is a potent tool.
However, Ratlings also tend to be raucous, hungry, lecherous creatures, well-used to simple pleasures and entirely willing to beg or
steal for whatever they need, rather than work honestly for it. Certainly, many Imperial Guard officers have found Ratlings to be at the centre of
illegal gambling and smuggling rings within combined-arms forces.

Ratling Skills
Ratlings are noted for their almost universal ability to cook a decent meal from simple, often foraged, ingredients, something which
partially accounts for their use amongst the Imperial Guard. Ratlings gain the Trade (Cook) skill.

Ratling Traits
Ratlings gain the following traits. Record all of these on your character sheet.
Larcenous
Ratlings are inclined towards less-than-legal activities, including gambling, theft, con games, and more besides – often as much for
the thrill of success as for the material rewards (though those are nice too...) There are few Ratlings not familiar with at least the basic games,
grifts and tricks of their „trade‟, and most are imaginative enough to come up with a few of their own as well.
Benefit: Blather (Fel) and Sleight of Hand (Ag) count as basic skills for you. In addition, you gain a +10 bonus on Gamble (Per) tests.

Scrawny
Ratlings are only about half the size of human beings, making them harder to hit and easier to hide.
Benefit: You gain the Scrawny trait, meaning that your movement is based on your Agility Bonus -1, you gain a +10 bonus to
Concealment tests, and enemies attacking you suffer a -10 penalty. This also means that it can be difficult to use some items and weapons built for
human use, at the GMs discretion.

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Squats
“I saw the Homeworlds devoured, hollowed out by the numberless tide. I saw the Leagues torn asunder by the teeth and claws of an
enemy unlike any we have ever faced. And I saw no sign of our erstwhile allies when the end came. We are forced now to the stars, to wander
and mourn and enact revenge.”

Humankind colonised a vast range of worlds during the original


expansions, and as can be expected, many of those worlds left their mark on the
generations of people raised upon them. Barren, high-gravity, resource-rich
Squat Careers worlds near the core of the Galaxy gave birth to hardy, resolute people,
Ratlings may take the following Career Paths: descendants of the colonists who settled there during the Dark Age of
Technology. Unlike Ratlings and Ogryns, the Squats once had a civilisation of
Adept their own, strong and sophisticated enough to stand alongside Mankind as an
ally and protectorate of the Imperium. However, the last centuries have seen the
Scholars and record-keepers are important Squats decline swiftly – the core of their empire devoured by the Tyranid
to Squat society, especially after its destruction, menace, and the remnants pounced upon by Orks and Chaos Warbands alike,
to maintain their traditions and hold on to their leaving nothing more than scattered survivors, trying to endure in a galaxy that
past. has become increasingly hostile.
Where some have turned to piracy, others have thrown in their lot
Arbitrator with their distant genetic cousins, and live amongst the Imperium. Those few
Squats have a strong sense of justice and Strongholds that remained have pledged themselves to the Emperor in
an eagerness for vengeance that seems desperation, and now exist as remote, obscure mining colonies where once they
unhealthy at times. On those worlds where were the outposts of a proud civilisation.
they‟ve settled, Squats have been known to
work as enforcers in order to make use of these
talents. Squat Evolution
The Squat Homeworlds were harsh places, inhospitable due to a lack
Guardsman of breathable atmosphere, but immeasurably valuable due to the minerals and
metals hidden deep beneath the surface. The cramped conditions in the
The Squats are proud, tenacious warriors,
subterranean Strongholds, the high gravity of those dense worlds, and centuries
and their culture died fighting. Many Squats
of hard, heavy labour in continent-spanning mines have led to a race of short,
become mercenaries, PDF troopers or even join
densely-built humans, known properly as Homo sapiens rotundus.
Imperial Guard regiments in order to continue
Squat physiology is a product of its environment. Compact, tough,
their people‟s warrior tradition.
solidly-built and with a low centre of gravity, Squats carry loads well, and can
operate comfortably in close confines for much longer than humans. Their
Scum eyesight is keen in poor light: a side-effect of an almost entirely subterranean
Some Squats simply fail to integrate into existence and their thick-skinned, hairy bodies are quite tolerant of the cold.
human society, and become outcast, wandering Unlike most Abhumans, Squats retain some of the potential for
and living hard lives on the bottom rung of psychic power inherent in normal humans. In Squats, however, it makes itself
civilisation. Some thrive, while others seek a evident only after many decades, even centuries of life, and rarely results in as
way out of such a life. potent psykers as humans have been known to produce.

Tech-Priest
Squat Appearance
Though not actual Tech-Priests, Squat
Engineers are similar in many ways. Their The average Squat stands about 1.3m tall, but is broader and thicker-
understanding of technology is much more set than a human. Their limbs and torsos are thick and muscular, with dense,
practical and straightforward, and they lack compact skeletons at the core. However, the defining trait that many notice first
almost all of the superstitions of the Adeptus is the beard. Squat males are universally bearded (this is not the case with Squat
Mechanicus, but the technology they use, and females), and all Squats have a lot of thick body hair in general. This is to help
the ways they use it are generally quite similar. them remain warm in cold conditions, such as those once found on their
homeworlds

Squat PCs
Squats are resolute, almost stubborn, and rarely forget even the most minor slight. The strong work ethic bred into them by
generation after generation of working in cramped mines, forges and workshops means that Squats are culturally very close-knit, and trust is an
important virtue for Squats. Betrayal and deception, then, are some of the worst failings, and Squats do not react kindly towards those who have
betrayed them or wronged them in any way. The greatest of these racial grudges are those against the greenskins, a foe faced on many millions of
occasions, and more recently, the Tyranids, who dealt such a blow to the Squats that the only way to see them ended was the d estruction of the
Homeworlds – so unwilling were the Squats to yield their homes to such a relentless invader that they deliberately overloaded the vast
geothermal and plasma reactors at the heart of each Stronghold, cracking the planet and flooding the mines with searing plasma.
Squat player characters are survivors of this shattered race, now hidden amongst the masses of mankind. Their naturally direc t,
tactless demeanour has been soured further by hatred and a lust for vengeance, making them variously morose, irritable and needlessly
aggressive. However, their devotion to a worthy cause – some task or goal to direct their hatred and anger towards – and their sheer resilience of
body and mind, make them valuable assets for those Inquisitors who choose to employ them.

Squat Skills
The Squats were isolated from Mankind for so long that they developed an entirely distinct culture, complete with its own lan guage,
with local variants existing for each League. All Squats have the Speak Language (Squat) (Int) and Speak Language (League Dialect) (Int) skills.

Squat Traits
Squats gain the following traits. Record all of these on your character sheet.

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Grudge-bearers
Squats rarely forget even the most minor slight against them, and the gravest wrongs done to them result in hatred and loathing. Few
beings have done such terrible things to deserve such enmity, but two have – the Greenskins, and the Tyranids. For these two species, the Squats
reserve their purest detestation.
Benefit: All Squats have the talents Hatred (Orks) and Hatred (Tyranids).

Sturdy Form
The Squat body is a solid, stable form, able to support heavy weights without difficulty.
Benefit: A Squat counts his Strength Bonus as twice its normal value for the purposes of lifting and carrying (see page 215 of the Dark
Heresy rulebook)

Machine-savvy
Squat technology is quite advanced, often beyond anything the Adeptus Mechanicus can produce, and the Squats themselves do not
treat it with the superstitious reverence common in the Imperium, but rather with a pragmatic and straightforward eye. All Sq uats are at familiar
with a wide range of machines, and their irreverent understanding of them is often shocking to humans.
Benefit: Squats treat the Tech-Use (Int) Skill as a Basic Skill.

Harrowing Past
The myriad Leagues and Strongholds of the Squats are destroyed, and not long ago. For most Squats, the destruction of their
civilisation is still a recent and painful memory that haunts their nightmares.
Benefit: Squats start play with 2d10 Insanity Points and the Mental Disorder Horrific Nightmares (Minor).

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Nulls, Untouchables and Pariahs


“Dreadful creatures... utterly dreadful. Like a hole in the world, their souls are, Repugnant to be near and painful to touch, their mere
presence sets the teeth on edge like a fork scraped across a plate. It makes my skin crawl just thinking about them and how their awful aura saps
the potency from my will, snuffing out my mind-flames without a thought. Keep them away from me.”

Though appearing on the surface to be entirely normal people, but a simple genetic variance makes them fundamentally different. A
Null – also known as an Untouchable or a Pariah (though the latter term is also used for the most powerful Nulls specifically) – is absent from the
Warp, fundamentally lacking the soul-spark that exists for the vast majority of humans. As a result, they are shunned and mistrusted by most
people – their soulless nature is apparent on an instinctive level to the majority of humans, even if they don‟t know why they feel th at way.
Psykers are worse affected by this – even the strongest-willed of psykers struggles to not lash out in unreasoning violence against a Null, and
close proximity causes discomfort, while actual physical contact causes physical pain.

Beyond that, however, is the characteristic of Nulls to still the Warp around where their soul would be, blanketing an area around
them in a zone of nigh-impenetrable psychic silence. The most potent of them drag the energies of the warp into themselves like light into a black
hole, appearing to psykers as a howling abyss in the Immaterium, and so abhorrent to the minds of other humans that their mere presence is
dismissed as some form of waking nightmare. It is for these reasons that parts of the Imperium employ Nulls – most notably the Officio
Assassinorum, who train the most potent of Nulls as the deadly anti-psyker Culexus Assassins, and by Inquisitors, who often employ nulls to
protect them from the psychic attentions of heretic witches, daemons and xenos mystics.

Null Appearance
Nulls are ordinary human beings, at least from the outside. The differences between a Null and a „baseline‟ human are entirely
psychic.

Null PCs
Nulls are most commonly employed by the Inquisition, using whatever skills they happen to have as Acolytes of the Inquisition, in
addition to providing a potent defence against psychic attacks for those they work with. Even Inquisitors who are psychic in their own right have
been known to employ Nulls, using the Null‟s innate ability as a form of concealment from other psykers.

Null characters will have been chosen to serve the Inquisition for that purpose, but otherwise are likely to come from any
background, on any world – the Null gene is rare, but not confined to any particular kinds of world.

In game terms, any Acolyte may be, at the GM‟s discretion, chosen to be a Null. The only exception to this is, for obvious reasons, any
character in the Imperial Psyker career path – Nulls cannot be psykers, and cannot ever have or use a Psy Rating, Psychic Powers, the In vocation
skill or the Psyniscience skill, under any circumstances. A character chosen to be a Null gains the Null trait, below. In exc hange, they have one
fewer Fate Point than the number rolled, and reduce their basic Fellowship score by 5 permanently. The Pariah trait is not included for player
use, but for the use of the GM.

Null Traits
Nulls gain one of the following traits, as described above. Record the relevant one on your character sheet.

Null
By some quirk of genetics, you were born soulless, absent from the Warp and utterly unaffected by Psychic Powers
Benefit: You cannot be contacted, perceived, influenced or controlled psychically, and all Psychic Powers and warp abilities targeted
directly at you fail to work as if the Psychic Test had been failed. Psychic Powers and warp abilities targeted or originating anywhere within your
Willpower Bonus in meters increase their Psychic Threshold by 10.
Beyond that, you suffer a -30% penalty on all Fellowship Tests when dealing with Psykers – they feel an unreasoning hatred towards
you, and it takes considerable resolve to overcome that instinctive loathing. Further, any Psyker who comes into physical con tact with you for
whatever reason gains a level of fatigue as their mind rebels against the contact and pain surges through their body.

Pariah
No mere Null are you, but a Pariah – a ravening void in the Warp that acts like a psychic black hole.
Benefit: You cannot be chosen as the target for any psychic power of any kind, whether harmful or beneficial, nor can you be affected
by psychic powers, psychic phenomena or Perils of the Warp if you are within the area of effect. In addition, you project an area of psychic
stillness around you that shields those nearby from psychic effects as well. This area extends out a number of metres equal to your Willpower
score in all directions, increases the Psychic Threshold of powers targeted or originating within that area by 10.
Beyond that, you cause Fear in Psykers of all kinds, as if you had the Fear 2 trait, and you are automatically detected by any creature
with the Psyniscience skill. Further, any Psyker who comes within a number of meters equal to your Willpower Bonus gains a level of fatigue as
their mind rebels against the contact and pain surges through their body. Should a Psyker touch you, they immediately lose 1d10 points from
their Strength, Toughness, and Willpower. Non-psykers are so unsettled by your presence that they dismiss you entirely as some form of waking
nightmare, requiring a Willpower Test at -20% to be able to spot you.

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Abhuman Characteristics

Table 1-1: Abhuman Characteristics


Ogryn Ratling Squats
Weapon Skill (WS) 2d10+ 20 10 30
Ballistic Skill (BS) 2d10+ 10 30 20
Strength (S) 2d10+ 30 10 20
Toughness (T) 2d10+ 30 10 30
Agility (Ag) 2d10+ 10 30 15
Intelligence (Int) 2d10+ 10 20 20
Perception (Per) 2d10+ 20 30 20
Willpower (WP) 2d10+ 20 10 30
Fellowship (Fel) 2d10+ 10 30 10
Wounds 1d5+ 13 3 9

Table 1-2: Abhuman Fate Points


Roll Ogryns Ratlings Squats
1-4 0 3 2
5-8 1 3 3
9-10 1 3 3

Abhuman Backgrounds

Appearance

Table 1-3: Build


Ogryn Ratling Squat
Roll Description Male Female Description Male Female Description Male Female
01-20 Big 2.9m/270kg 2.7m/250kg Miniscule 0.9m/13kg 0.85m/11kg Compact 1.2m/65kg 1.1m/60kg
21-50 Huge 3m/290kg 2.8m/270kg Diminutive 1m/17kg 0.9m/15kg Low-set 1.25m/70kg 1.2m/65kg
51-80 Colossal 3.1m/315kg 2.9m/290kg Tiny 1.1m/20kg 1m/18kg Rotund 1.3m/80kg 1.25m/75kg
81-90 Mammoth 3.2m/340kg 3m/310kg Little 1.2m/23kg 1.1m/20kg Chunky 1.45m/90kg 1.3m/80kg
91-00 Tremendous 3.3m/365kg 3.1m/330kg Small 1.3m/25kg 1.2m/22kg Solid 1.6m/100kg 1.4m/90kg

Table 1-4: Age


Roll Ogryn Ratling Squat
01-10 Warrior (15+1d10) Kid (15+1d10) Beardling (30+1d10)
11-20 Warrior (15+1d10) Kid (15+1d10) Guildsman (50+3d10)
21-30 Warrior (15+1d10) Adult (25+2d10) Guildsman (50+3d10)
31-40 Warrior (15+1d10) Adult (25+2d10) Guildsman (50+3d10)
41-50 Warrior (15+1d10) Adult (25+2d10) Guildsman (50+3d10)
51-60 Warrior (15+1d10) Adult (25+2d10) Survivor (100+5d10)
61-70 Warrior (15+1d10) Adult (25+2d10) Survivor (100+5d10)
71-80 Warrior (15+1d10) Elder (45+3d10) Survivor (100+5d10)
81-90 Old One (25+1d10) Elder (45+3d10) Survivor (100+5d10)
91-00 Old One (25+1d10) Elder (45+3d10) Ancestor (200+1d100)

Table 1-5: Colouration <Work in Progress>

Table 1-6: Quirks <Work in Progress>

Abhuman Equipment
Some abhumans require specific equipment suited to their size or capabilities, from the massive Ripper Guns used by Ogryns, to the
complex limiter devices used by some Nulls to control their anti-psychic nature.

Ogryn Ripper Gun


Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Ogryn Ripper Gun Basic 30m S/3/- 2d10 I 0 60 Full Scatter, 30kg 500 Rare
Inaccurate,
Reliable

The Ogryn Ripper Gun is a huge shotgun designed for Ogryns to wield. As a result, it‟s large, rugged and exceedingly brutal. Shells
for Ripper Guns cost three times as much as normal. Further, the Ripper Gun is so robust that it may be used as a Great Weapon in melee. In the
hands of anyone who is smaller than an Ogryn (anyone who lacks the Hulking, Enormous or Massive traits), it counts as a Heavy weapon instead
of a Basic weapon, and suffers an additional -20% penalty on their to-hit roll due to back-breaking recoil.

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Null Limiter
Name Cost Availability
Null Limiter 5000 Very Rare
Active Null Limiters project fields of psychic static that disrupt the aura that a Null projects, allowing powers to be used normally
within close proximity.
The technology to make Null Limiters is very, very rare, and each one needs to be implanted into the wearer‟s nervous system to
function, as the effect must be perfectly in-synch with the wearer to function at all. The implantation is performed as per the Attaching Bionics
and Implants sidebar in the Armoury chapter of the rulebook.
An implanted Null Limiter takes a free action to activate or deactivate, which is done using the switch on the external part of the unit
(normally on the neck). When active, the wearer no longer projects an area of psychic stillness, meaning that characters within his WP Bonus in
metres can use, and be affected by, psychic powers and phenomena. The other effects of the Null trait remain in effect even while the limiter is
active
A Null Limiter cannot be used on a Pariah – the technology is simply not adequate to suppress a Pariah‟s abilities.

Bionic Ogryn Neural Enhancement


Name Cost Availability
Null Limiter 5000 Very Rare
Bionic Ogryn Neural Enhancement, also known as Biochemical Ogryn Neural Enhancement is a procedure sometimes performed on
Ogryns who have demonstrated intellect and insight above the norm. Using a combination of Augmetic implants, biochemical trea tments,
electro-shock therapy and surgery, the subject‟s brain is enhanced, allowing it to operate more efficiently than a normal Ogryn‟s brain. An Ogryn
who has undergone this procedure is known as a BONE‟ead, a title which is worn with pride by those granted it. This procedure is performed as
per the Attaching Bionics and Implants sidebar in the Armoury chapter of the rulebook, as well as requiring a six-week course of drugs to be
administered.
An Ogryn BONE‟ead loses, and no longer suffers from, the Uneducated trait, and can spend experience on Intelligence and
Fellowship-based skills normally.

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