Transcript
Page 1: Dark Heresy - Aliens Bestiary

WARHAMMER 40,000 ROLEPLAY

MISCELLANEOUS ALIEN MONSTROSITIES

Written and Illustrated by Andrew R Fawcett

Warhammer, White Dwarf and Games Workshop are registered trademarks and Warhammer Fantasy Roleplay and the names of all the prominent imagery, places and characters within the Warhammer world and the Warhammer 40,000 universe are trademarks of Games Workshop Ltd. and are used without permission. Their use on these pages is not and should not be construed as a challenge to their ownership.

All original material is copyright to the respective author/artist.

AMBULL

The ferocious predator known as the Ambull, originates from the hot Death World of Luther MacIntyre IX. Much of its life is spent underground where it shelters from the direct heat of the sun. As a carnivore, it preys on subterranean creatures and will eat almost anything it comes across in its tunnel network. In its own habitat, the Ambull lives in family groups, constructing vast tunnel systems of remarkable complexity. They can tunnel at great speeds and can now be found on quite a few planets in the Imperium, probably as a result of cultures attempting to domesticate them.

Description: The Ambull is a large, barrel-chested creature which adopts an ape-like stance. Both arms and legs end in iron-hard claws used for tunnelling through stone. Its insectoid head sports two large, sharp, mandibles which it uses to assist its tunnelling and mating rituals.

Basic Profile

M WS BS S T W I Dex Ld Int Cl WP Fel 6 50 - 7 7 18 50 20 43 14 43 43 -

Special Rules:

• An Ambull causes fear in living creatures under 3 metres tall. • An Ambull is immune to psychological effects and, because of its stupidity, illusions. However, it may

be stupid but it is not fearless. It will flee any combat if reduced to below half its wounds. • The Ambull attacks with a mixture of claws and bite (MA(2)). • An Ambull has the equivalent of carapace armour to all locations. • A wound inflicted by an Ambull has a 25% chance of causing infected wounds.

BOUNCER

The Bouncer was first encountered by human settlers on the planet of Chbal. It is a strange creature which travels vast distances by floating across oceans and wind streams by virtue of its spherical body shape. They are not intelligent creatures but appear to be naturally inquisitive and even playful at times. Though not a hostile life-form, the Bouncer can defend itself by using its concealed clawed feet and bouncing repeatedly at its attacker until it is given time to escape. Some wealthy Imperial officials have a Bouncer for a pet.

Description: A Bouncer is very round and spherical and sizes vary from small to as much as 2 metres in diameter. It is red in colour with yellow veins and with no apparent arms and feet, though it does have small claw-like feet. A Bouncer is very light and its body tissue is made up of a strange inflated substance. This enables the creature to cross great distances with little effort. Despite the Bouncer's strange and alien appearance it is relatively fragile.

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Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�10� 30� 0� 2� 1� 5� 50� 0� 14� 14� 14� 14� -�

Special�Rules:���

• A� Bouncer� is� fragile� and� once� it� is� dealt� a� killing� blow� it� will� deflate� and� scatter� its� insides� over� a�diameter�of�2�metres.�Anyone�within�this�area�has�a�10%�chance�of�contracting�a�randomly�generated�disease.�

• A�Bouncer�will�always�try�to�avoid�combat�and�will�attack�only�to�give�itself�an�opportunity�to�escape.�• The�claw�attack�of�a�Bouncer�has�a�20%�chance�of�causing�infected�wounds.�

CARNIVOROUS�SAND�CLAM�

The�carnivorous�Sand�Clam�lives�only� in�wet�sand,�usually�by�coastal�areas�or�at� the�tidal�margins�and�spends�much�of�its�time�submerged�in�the�mud�or�sand�waiting.�It�preys�upon�anything�that�gets�close,�enough�for�it�to�be�snapped�into�its�jaw-like�valves.�Small�creatures�are�crushed�instantly�whereas�larger�creatures�will�be�trapped�and�are�usually�drowned�in�the�tide�of�the�sea.�

Description:�A�Sand�Clam�is�identical�to�the�Clams�of�Earth�but�are�often�2�metres�across�and�are�dangerous�to�human-sized�creatures.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�0� 33� 0� *� 3� 11� *� -� 0� 0� 0� 0� -�

*Strength�is�equal�to�2�points�per�metre�of�diameter�of�the�Clam's�size.��

Special�Rules:���

• A�Sand�Clam�is�mindless�and�is�therefore�immune�to�all�psychological�effects,�illusions�and�other�mind�influencing�effects.�They�do�fear�fire�and�will�close�their�shells�very�tightly,�causing�a�further�1�Wound�to�any�trapped�victim.�

• A�Sand�Clam�always�attacks�by�surprise,�and�if�it�Wounds�a�character�the�victim�is�instantly�trapped.�Once�trapped,�a�creature�suffers�further�damage�only�if�actively�struggling�or�trying�to�open�the�Sand�Clam�(1�Wound�per�round�of�struggling).�Hits�will�always�be�directed�to�a�character's�legs.�

CATACHAN�DEVIL�

The� Catachan� Devil� is� probably� the� most� vicious� and� terrifying� of� all� insectoids� in� the� galaxy� and� are� very�territorial.�They�originate� from�the�Death�World�of�Catachan�but�have�since�been�seen�on�other�Death�Worlds�with�the�same�conditions�as�Catachan.�But�thankfully�they�are�relatively�rare�creatures,�as�they�have�been�known�to�decimate�small�feral�settlements.��

A�brave�feral� tribesman,�with�designs�on�becoming�a�chief,�no�doubt,�will�sometimes�attempt�to�cut�a�tentacle�from�the�mouth�of�the�Catachan�Devil�as�proof�of�his�warrior�prowess�or�bravery,�as�a�single�tentacle�contains�enough� paralysing� chemical� to� kill� many� men.� Indeed,� the� Catachan� Devil's� body� contains� many� harmful�enzymes.�

Description:�A�Catachan�Devil�can�reach�lengths�of�30�metres�and�has�a�segmented�body�with�midsections�each�having�a�pair�of�legs.�At�the�creature's�rear�is�a�long�scorpion-like�tail�of�spiky�barbs.�Older�male�Devils�sport�two�claws�with�one�often�larger�than�the�other.�The�head�of�a�Catachan�Devil�is�small�and�pointed�with�luminous�

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green�eyes.�Along�the�creature's�mouth�is�a�line�of�short�tentacles�which�contain�paralysing�chemicals�designed�to�subdue�its�prey.�The�mouth�is�extendable�comprising�two�large�mandibles.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�6� 55� 0� 8� 7� 18� 50� 0� 43� 14� 43� 43� -�

Catachan�Devil�profiles�can�vary�a�great�deal.�This�one� is� a� standard�Devil�of� some�5� to�10�metres� in� length.�Larger�Devils�will�have�higher�S,�T,�W,�and�A,�but�correspondingly�lower�WS.��

Special�Rules:���

• A�Catachan�Devil�is�immune�to�all�psychological�effects�but�fears�fire.�• A� Catachan� Devil� attacks� with� 1� tail� lash,� 1� bite,� and� 1� stomp� (MA(3)).� Old� males� will� have� claw�

attacks�too�(MA(4)).�• The�bite� attack� is� the� equivalent� of� a� paralysing�deleriant� (see�Adder�Root�on�page�82�of� the�WFRP�

rulebook)�of�4�doses�per�bite.��• The�tail�of�a�Catachan�Devil�is�even�move�deadly�as�a�single�wound�caused�from�its�poisoned�barbs�will�

cause�death�in�D6�turns�if�a�T�test�is�failed.�• A�Catachan�Devil�causes�fear�in�all�living�creatures�and�terror�in�living�creatures�under�3�metres�tall.�

CATACHAN�FACE-EATER�

This�unpleasant�creature�is�native�to�many�Death�Worlds�throughout�the�Imperium,�but�was�first�encountered�on�Catachan.�The�face-eater�hangs�from�trees,�along�well-used�paths�or�areas�of�easy�prey,�where�it�pounces�onto�its�chosen�victim.�Once�on�a�victim's�head�it�injects�powerful�enzymes�as�it�begins�to�strangle�and�suffocate�its�prey.�When�the�victim�dies�it�then�becomes�a�repository�for�the�face-eater's�eggs.�These�eggs�hatch�into�thousands�of�maggot�larvae�and�within�hours�the�host�has�been�almost�completely�eaten�away�by�the�face-eater's�offspring.�

Description:�The�face-eater�has�an�almost�perfect�disguise�as�it�looks�nothing�more�like�a�small�bathroom�towel.�This�very�fact�has�made�the�creature�one�of�the�most�feared�in�the�galaxy�since�it�has�since�been�'introduced'�to�civilised�worlds.�This�may�be�purely�by�accident�or�intent.�The�latter�shows�how�far�some�unscrupulous�assassins�will�go�to�kill�their�target.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�4� 33� 0� 3� 1� 4� 40� 0� 43� 6� 10� 10� -�

Special�Rules:���

• A� face-eater� will� always� attack� by� surprise� unless� identified� immediately� before� by� anyone� with�Genetics.�On�this�first�attack�its�movement�is�doubled.�Stiff�resistance�will�cause�a�face-eater�to�flee.�

• A� face-eater� will� envelop� itself� over� a� character's� head�on� a� successful� hand-to-hand� combat� hit.� For�each�subsequent�round�that�the�face-eater�is�suffocating�a�character,�the�character�will�suffer�1�Wound�automatically.� A� face-eater� can� be� removed� if� damaged� by� fire� but� this� runs� a� risk� of� harming� the�suffocating�character.�

• The�face-eater�will�not�target�any�creature�over�3�metres�tall.�• A�face-eater�is�immune�to�all�psychological�effects�but�fears�fire.�Similarly�it�is�too�stupid�to�be�affected�

by�illusions.�

CRAWLER�

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A�Crawler�is�a�species�of�subterranean�squid�and�while�not�directly�related�to�the�aquatic�species�it�does�resemble�it�closely.�They�burrow�through�soft�earth�in�search�of�food�and�will�surface�once�in�a�while�to�catch�its�prey.�While�Crawlers�prefer�to�eat�other�subterranean�creatures�they�have�been�known�to�prey�upon�animals�the�size�of�a�large�dog�and�even�humans�have�been�known�to�be�a�target.�They�can�sense�the�vibrations�given�off�by�surface�creatures�from�quite�a�distance.�

Many� farms� throughout� the� Imperium� use� Crawlers� to� improve� the� quality� of� their� land� as� these� squid-like�creatures�eat�any�creatures�that�may�be�harmful�to�any�precious�crops�and�improve�the�soil�at�the�same�time.�

Description:�A�Crawler�closely�resembles�a�squid�typically�1�to�2�metres�long�from�rear�to�tentacle�tip.�The�rear�of�a�Crawler�resembles�a�drilling�tool�and�from�this�it�is�believed�the�creature�propels�itself�through�the�earth�as�it�does.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�4� 33� 0� 4� 3� 7� 30� 0� 14� 2� 14� 14� -�

Special�Rules:���

• A�Crawler�is�immune�to�all�psychological�effects�but�fears�fire.�• A�wounding�hit�from�a�Crawling�will�cause�a�character�to�become�pinned�(see�page�214�of�the�WFRP�

rulebook).�

CTHELLEAN�CUDBEAR�

The�Cthellean�Cudbear�was�first�encountered�on�the�Death�World�of�Cthelle,�where�it�lives�in�an�environment�of�cool,�forested,�mountain�ranges.�The�Cudbear�is�just�as�territorial�as�other�species�of�bear�and�has�been�known�to�ward�off�creatures�larger�even�than�itself�such�is�the�creature's�ferocity.�

Description:�The�Cudbear�is�a�gigantic�creature,�easily�exceeding�3�metres�in�height.�Indeed,�some�have�been�known�to�reach�6�metres.�The�Cudbear's�purple�coat�is�very�thick�and�warm,�a�highly�sort�after�prize�by�trophy�hunters�and�feral�humans.�But�what�makes�the�Cudbear�have�a�fearsome�reputation�is� its�long,�rending,�talons.�These�talons�are�capable�of�searing�through�any�lightly�armoured�vehicle,�such�as�a�car.�The�Cudbear's�mouth�is�similarly�deadly�consisting�of�arrays�of�large,�pointed�teeth.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�6� 57� 0� 8� 7� 23� 30� -� 34� 10� 43� 24� -�

Special�Rules:���

• A�Cudbear�is�a�very�large�and�fearsome�creature�and�therefore�causes� fear� in�living�creatures�under�3�metres�tall.�

• A�wounded�Cudbear�is�subject�to�frenzy.�• A�Cudbear�has�1�bite�and�1�claw�attacks�(MA(2)).�

FERRO-BEAST�

The�Ferro-Beast�was�first�encountered�by�Rogue�Traders�on�a�planet� rich� in�material�content,�especially� ferric�materials�such�as�iron.�It�has�evolved�to�actually�seek�out�and�eat�ferric�materials�and�can�sense�them�from�many�miles�around.�From�the�short�tentacles�around�the�creature's�mouth,�it�is�able�to�secrete�an�acid,�which�enables�it�to�dissolve�a�metal�ore�until�it�has�broken�down�into�a�digestive�soup,�after�which�it�is�eaten�by�the�Ferro-Beast.�

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The�Ferro-Beast�has�been�the�source�of�much�annoyance�to�isolated�mining�settlements�as�once�a�beast�senses�any�iron�content,�like�vehicles�and�even�spacecraft,�it�goes�mad�and�will�do�almost�anything�to�get�to�its�'meal'.�

Description:�The�Ferro-Beast�is�typically�from�1�to�2�metres�long�with�an�armadillo-like�body�with�strong�horny�plates.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�6� 30� 0� 5� 7� 11� 20� -� 14� 10� 29� 24� -�

Special�Rules:���

• A�Ferro-Beast�has�the�equivalent�of�carapace�armour�to�all�locations�thanks�to�its�horny�hide.�• The�Ferro-Beast's�instinct�is�to�find�iron�so�it�preys�upon�nothing�else.�If�it�is�prevented�from�feeding�it�

will�attack�until�it�is�able�to�and�will�be�subject�to�frenzy.�• When� a� Ferro-Beast� does� attack� it� has� 1� bite� attack.� Its� bite� is� laced� with� its� acid� and� any� wound�

inflicted�will�cause�a�nasty�rash�to�appear�which�will�reduce�a�character's�WS,�BS,�I,�Dex,�and�Fel�by�-10�for�24�hours.�

GROX�

The�discovery�of�the�reptilian�creature�known�as�a�Grox�was�a�good�one.�The�creature�is�able�to�digest�almost�anything�no�matter�how�poor�or�inedible�it�may�seem�to�humans�and�the�Grox�itself�provides�a�good�nutritious�meat.�Grox�steak�has�become�the�staple�diet�for�many�humans�throughout�the�Imperium.�The�only�drawback�to�Grox�farming�is�that�these�reptilian�creatures�are�large�and�the�males�aggressive�and�territorial.�

Description:�The�Grox�is�a�large,�horny,�reptilian�creature,�capable�of�reaching�lengths�of�5�metres�from�nose�to�tail.�They�are�quick,�strong,�and�can�be�very�aggressive�when�annoyed.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�6� 41� 0� 5� 5� 15� 20� -� 14� 2� 14� 14� -�

Special�Rules:���

• A�Grox�is�a�dimwitted�reptile�and�is�therefore�immune�to�all�psychological�effects.�• Any�bite�or�gore�from�a�Grox�has�a�25%�chance�of�causing�infected�wounds.�

GYRINX�

The�Gyrinx�is�a�handsome�cat,�which�is�highly�prized�by�influential�or�rich�Imperials�often�as�a�status�symbol.�They�are�intelligent�creatures�and�can�understand�simple�sentences�given�to�them�by�their�master.�A�Gyrinx�is�a�very�loyal�friend�whose�empathy�actually�improves�the�well-being�of�its�master.�Why�this�particular�species�of�cat�is�like�this�is�unknown.�Even�emotions�are�affected.�If�a�Gyrinx�owner�is�naturally�an�angry�person�then�the�Gyrinx�will�likewise�be�a�bit�'frisky'.�

Gyrinxes� seem� to� have� some� psychic� understanding� and� psykers� are� able� to� telepathically� communicate� with�them�and�also�use�them�to�help�them�channel�their�psychic�powers.�

Description:�A�Gyrinx�has�very�thick�ginger�or�orange�fur�and�can�sometimes�reach�lengths�of�1�metre.�Its�bright�blue�eyes�seem�to�be�all-knowing�and�all-seeing.�

Basic�Profile�

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M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�7� 33� 0� 3� 2� 5� 50� -� 29� 29� 43� 43� -�

Special�Rules:���

• A�character�can�bond�with�a�Gyrinx� if�he� spends�D6�weeks� in� the�cat's�company.�Psykers�may�bond�with�a�Gyrinx�in�just�D3�weeks.�

• If�a�psyker�has�bonded�with�a�Gyrinx,�the�cat�increases�the�psyker's�Force�level�by�+5.�• Additionally,�if�a�psyker�becomes�psychically�attuned�to�his�Gyrinx�then�he�will�be�able�to�see�through�

the�cat's�eyes�if�he�concentrates.�To�accomplish�this�training,� the�psyker�must�mentally�bond�with�the�Gyrinx� for� 4� hours� per� day� in� 1� week.� During� this� 4� hour� period� the� psyker� must� not� be� disturbed�otherwise�he�will�have�to�start�all�over�again.�Of�course,�the�psyker�may�be�open�to�attack�during�this�meditation�process.�Once�this�psychic�attuning�is�complete,�the�psyker�can�pass�a�WP�test�to�see�through�his�Gyrinx's�eyes�wherever�he�may�be.�

INSECTOID�

Insects� throughout� the� galaxy� can� range� from� miniscule� to� huge.�Some�are�harmless,� as� a� virtue�of� being� too�small� or� vegetarian,� whereas� others� quite� deadly,� as� a� virtue� of� being� small� and� poisonous� or� very� big� and�carnivorous.�Some�species�have�a�rigid�society�consisting�of�gatherers�and�soldiers;�the�former�of�which�has�been�known�to�take�away�Imperials�from�the�genetor�division�of�the�Adeptus�Mechanicus�to�their�nest!�

Description:� Due� to� the� myriad� of� conditions� on� planets� throughout� the� galaxy,� on� Death� Worlds� especially,�insects�can�be�very�diverse�indeed�in�appearance.�They�are�cold-blooded�and�are�typified�by�a�tough�exoskeleton,�clicking�mandibles,�and�erect�antennae.�Some�are�capable�of� flight�with� forewings�modified� to� form�shell-like�protective�elytra.�

Profiles�

There�are�three�types�of�insectoid:�small,�medium,�and�large.�Small�insectoids�are�anything�up�to�1�metre�long,�medium�from�1�to�2�metres,�and�large�are�over�2�metres.�

Size� M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�Small� 4� 33� 0� 4� 4� 5� 30� -� 10� 2� 14� 6� -�Medium� 5� 33� 0� 5� 5� 11� 20� -� 23� 2� 24� 6� -�Large� 6� 33� 0� 6� 6� 17� 10� -� 43� 2� 24� 6� -�

Special�Rules:���

• All�insectoids�are�immune�to�psychological�effects�but�fear�fire.�• Large�insectoids�cause�fear�in�living�creatures�under�3�metres�tall.�• Some� species� of� insect� are� capable� of� flight.� Insectoids� that� are� butterfly-like� will� fly� as� swoopers,�

whereas�insectoids�that�have�thick�chitin,�like�a�beetle,�will�fly�as�landers.�• Chitinous�insectoids�will�posses�a�hard�carapace�shell�(treat�as�Flak)�whereas�lighter�species�will�have�

very�little�or�no�protection�(at�GM's�discretion).�• Some�insectoids�posses�an�acidic�bite.�Any�wound�inflicted�will�cause�a�rash�if�a�T�test�is�failed.�This�

rash� will� reduce� a� character's� WS,� BS,� I,� and� Dex� for� 12� hours� minus� the� character's� Toughness� in�hours.�

MIMIC�

Mimics�are�a�race�of�small�ape-like�creatures�with�a�strange�metamorphic�ability.�Evolution,� for�one�reason�or�another,� has�dictated� that� they� should�be�able� to�alter� their�body�shape,�usually� in� the� form�of�a� similar� sized�creature.�Perhaps�the�reason�for�this�is�due�to�the�number�of�predators�a�Mimic�seems�to�have�on�its�homeworld�planet�of�Yamnan�and�this�metamorphic�ability�is�its�only�real�defence�against�this�onslaught.�

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Mimics�are,�on�the�whole,�friendly�and�inquisitive�creatures.�They�can�also�be,�at�times,�rather�annoying�animals�because�they�enjoy�stealing.�

Description:�Mimics�closely�resemble�gibbons.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�4� 24� 18� 2� 2� 5� 30� 20� 14� 14� 14� 10� 14�

Special�Rules:���

• A�Mimic�can�shape-change�into�another�equivalent�sized�creature.�The�transformation�takes�2D6�rounds�to� complete.� Once� complete,� the� transformation� is� not� perfect� and� a� character� would� be� able� to� spot�pretty�quickly�the�difference�should�a�Mimic�attempt�to�ape�a�comrade.�Otherwise,�the�transformation�can�be�quite�effective.�

PSYCHONEUIN�

The� Psychoneuin� is� a� race� of� particularly� nasty� wasp.� It� is� psychic� but� not� in� the� same� way� as� psykers.� The�female�of�the�species�is�somehow�able�to�materialise�its�eggs�into�the�mind�of�a�psyker;�untrained�psykers�are�the�preferred�target�as�they�are�easier�prey�than,�for�example,�a�psyker�of�the�Astra�Telepathica.�Once�the�eggs�have�been�'implanted'�they�will�begin�to�feed�on�the�brain�of�the�host.�The�victim�will�begin�to�feel�an�aching�sensation�until�a� few�hours�pass�when� the�victim's�skull�becomes�a�mess�of�writhing�maggots.�Within�hours� the�carcass�will� be�picked� clean�by� the� maturing� grubs,� which� will� then� find� a� safe,� preferably,� dark� refuge� to� grow�and�mature.�After�only�twenty�four�hours,�the�grubs�will�have�matured�to�adult�Psychoneuin.��

A�female�Psychoneuin�lives�to�breed�and�will�die�within�a�year�if�it�cannot�find�a�psyker�to�lay�its�eggs�in.�The�male�Psychoneuin�must�fertilise�a�female�in�order�for�the�female�to�be�able�to�lay�her�eggs.�How�it�does�this�is�a�complete�mystery.�Once�a�female�has�been�fertilised�she�must�lay�her�eggs�or�she�will�die�within�a�year.�

Description:�A�Psychoneuin�is�essentially�a�very�big,�spindly,�wasp.�It�is�vividly�coloured�in�yellow�and�black�and�its�wings�are�large�and�transparent.�Typically,�though�this�is�not�substantiated,�a�Psychoneuin�can�be�as�large�as�two�and�a�half�metres.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�4� 53� 0� 4� 4� 11� 30� -� 14� 14� 43� 43� -�

Special�Rules:���

• A�Psychoneuin�is�immune�to�all�psychological�effects�but�fears�fire.�• A�female�Psychoneuin�may�target�any�psyker�within�100�metres�in�which�to�plant�her�eggs.�The�target�

must�pass�a�WP�test�(-5�per�level�for�a�Renegade�psyker,�+5�per�level�for�an�Adeptus/Homeworld/Eldar�psyker)�or�be�unable�to�prevent�his�mind�from�being�a�nest�of�Psychoneuin�maggots.�

PTERA-SQUIRREL�

The�Ptera-squirrel�has�the�appearance�of�a�cute,�furry,�squirrel�and�has�made�it�a�popular�pet�on�many�Imperial�worlds.�Yet� it� has� a� complex� lifecycle� and� whilst� it� begins� its� cycle� as� a� cute� pet� squirrel,� towards� the� end� it�becomes�a�bloodsucking�carnivore.�Once�this�happens,�the�Ptera-squirrel�becomes�detached�from�its�owner,�if�it�was�a�pet,�and�promptly�becomes�independent,�much�like�a�cat.�This�has�led�to�it�being�a�common�pest�on�many�Imperial�worlds,�not�least�to�farming�moons�where�they�can�decimate�entire�herds�with�the�infections�they�carry.�

Page 8: Dark Heresy - Aliens Bestiary

Description:�A�Petra-squirrel�closely�resembles�a�flying�squirrel�of�Old�Earth�but�gets�progressively�larger�as�its�lifecycle�develops.�At�its�full�development�its�mouth�has�grown�two�sharp�incisor�teeth�to�aid�its�blood�drinking.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�5� 24� 0� 2� 2� 4� 40� -� 2� 2� 12� 2� -�

Special�Rules:���

• A�Ptera-squirrel�can�fly�as�a�lander.�• Any�wound�caused�by�a�Ptera-squirrel�has�a�20%�chance�of�causing�infected�wounds.�

RAZORWING�

The�Razorwing�is�the�term�given�to�a�broad�variety�of�bird-like�creatures�whose�wings�are�as�sharp�as�saws.�They�use� the� sharpness�of� the� ends�of� their� wings� to� swoop� across� a� prey� in�order� to� deliver� a� nasty� cut,� which� is�enough�to�kill�small�prey�and�wound�any�larger�creatures�including�humans.�

Description:�Varies.�Often�a�Razorwing�is�1�metre�in�height�with�a�serrated�beak�and�clawing�talons.�

Basic�Profile�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�2*� 43� 0� 2� 2� 5� 40� -� 24� 6� 24� 24� -�

*Ground�movement�only.��

Special�Rules:��

• Razorwings�are�strong�flies�and�are�therefore�counted�as�swoopers.�• When�a�Razorwing�attacks�it�swoops�down�onto�its�target�and�gains�a�free�extra�attacks�as�a�result�of�its�

serrated�wings.�

RIPPY-FISH�

The� Rippy-Fish� is� a� piranha-like� fish� that� swims� a� shoal� of� several� hundred� of� its� kind.� They� can� be� quite�dangerous�as�not�only�can�they�strip�a�man�to�the�bone�in�minutes�they�are�immune�to�most�poisons�and�toxins.�It�seems�that�they�can�thrive�in�any�watery�environment�no�matter�how�salty�or�polluted.��

Shoals�of�Rippy-Fish�are�a�very�real�threat�to�agri-worlds�where�they�can�swim�in�shallow�water�and�pick�at�their�leisure�any�animal�herds.�They�can�also�sense�any�surface�ripples,�such�as�a�trapped�animal�or�a�struggling�fish,�and�will�swim�towards�the�source�at�high�speeds�to�feed.�

Basic�Profile�

The�profile�given�here�is�for�a�shoal�of�Rippy-Fish.�

M� WS� BS� S� T� W� I� Dex� Ld� Int� Cl� WP� Fel�6� 33� 0� 1� 1� 10� 10� -� 89� 5� 89� 89� -�

Special�Rules:��

Page 9: Dark Heresy - Aliens Bestiary

• A�shoal�of�Rippy-Fish�is�counted�as�a�swam�as�described�on�page�246�of�the�WFRP�rulebook.�• A�shoal�of�Rippy-Fish�has�10�bite�attacks�(MA(10)).�• Rippy-Fish�are�ferocious�carnivorous�fish�and�can�chew�through�almost�any�protections.�As�a�result�all�

primitive�armour�types�do�not�protect�against�a�shoal�of�Rippy-Fist,�the�Rippy-Fish�will�automatically�penetrate�the�armour.�


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