Abhuman stats ??

By gatemaster71, in Dark Heresy

Does somes one knows if the stats for Ogryn, sqat and beastman are publish to play in DH. Since they are accepted in the imperial army, some of my player would like to play one of them

Thank

There's no player stats, no. However, you'll find stats on an NPC Ogryn in Disciples of the Dark Gods. Squats were purged by Games Workshop and, as such, shall never have official stats and Beastmen are no longer Abhumans, they are Chaos Mutants and, as such, no longer serve in the Imperial Guard... they're shot by the guard now.

However, there's a fan made supplement floating about somewhere written up by Peacekeeper_b (unless I'm getting my folks mixed up) with rules for playing abhumans. Unfortunately, i can not at the moment recall his web address. Hopefully someone else out there will.

Sorry I can't be of more help.

Its not mine, it was written by No_1_h3r3 and it is a pretty good supplement.

A link to my webpage, where my Abhuman rules (entitled Something Other Than Human) can be found, is in my signature, below.

There is also another version of the Ratling and Beastman chartacter gen in the Homeworlds section here:

http://www.darkreign40k.com/

N0-1_H3r3 said:

A link to my webpage, where my Abhuman rules (entitled Something Other Than Human) can be found, is in my signature, below.

As usual, N0-1 PWNS.

Ogryn

”Strong like grox; smart like rocks.”

Physically, the average adult Ogryn stands two and a half to three metres tall and weighs over three hundred kilos. They have far more muscle mass than even the mighty Space Marines and their bone structure is equivalently dense to support this additional weight. Renowned for their incredible durability, Ogryn can take punishment that would level buildings and continue to fight. Their skin has far fewer nerve endings than standard humans, allowing them to shrug off all but the most severe injuries. The perpetual conflict and ruthless conditions of their worlds have built them into tank-like behemoths.

Mentally it would not be far from the truth to compare Ogryn with children. Their close-knit clan structure fosters an intense loyalty to their clan-kin that easily transfers to other authority figures. This structure kept an oral tradition alive over the ages despite their relative lack of mental acuity. While only the very foolhardy would call an Ogryn simple to their face, the fact remains that their intellect is on par with a child. Both boon and burden, they look upon the universe with innocence and wonder – especially things that explode or make loud noises – but their intellect and conceptual capacity is much less than an adult human.

Life on an Ogryn World

At the outer edge of their systems’ habitable zone, glaciers and ice-scoured mountains dominate most Ogryn worlds, and ancient records have identified many as millennia-old prison planets. Magos Biologis of the Adeptus Mechanicus theorize that the harsh, frigid conditions favoured larger stature and greater body mass for heat retention. These conditions also favoured close social bonds since communal groups stood a greater chance of effectively gathering scarce resources. Many feel that the Ogryn’s intense loyalty stems from these bonds, reinforced over the millennia of isolation. Fragmented records from before the Age of Strife indicate that an appreciable number of Ogryn worlds may have been penal planets, though this data is woefully incomplete. As for their decreased mental capacity, there are many theories, but none have been conclusively proven. It could be that long-term exposure to toxins in the environment resulted in lowered intelligence over time, or that lack of suitable materials to build tools favoured brawn over brain. Regardless of the cause, it is clear that Ogryn are notably deficient in this regard.

When the Imperium finally renewed contact with many of these lost systems during the Great Crusade, the close social bonds of Ogryn society most likely saved them from extermination. They greeted their saviours as “angels of the star Emperor,” a legend maintained in the clans over the centuries by oral tradition. This proper piousness gave the Crusade forces pause, giving the Magos Genetor time to analyse their genetic structure before Lord Commanders made any decision regarding their right to exist.

To the great surprise of all, Ogryn proved to have a nearly pure genetic strain, even though environment and circumstance had shaped them into something far more massive – and significantly less intelligent – than the rest of humanity.

Ogryn enclaves exists on several worlds in the Calixis Sector, particularly on Karrik, its Pearl Moon, and Ganf Magna.

Ogryn PCs

Your intellect and ability to grasp more difficult concepts is far beyond that of your clan-kin, and you understand that there is a wider world beyond the wind-scoured peaks of your home. Someone has come to the cold caves of your clan and seen the fire of your spirit: a mercenary captain, a Guard Commissar, an underhive crime boss, or Inquisitor. Harsh challenges and combat have been your constant companions since birth, but now the Emperor has shown you the true breadth of the universe.

Ogryn Careers

Ogryn characters can take any of the following Career Paths:

Assassin

Ogryn Assassins tend to be protectors and bodyguards instead of paid killers. They have a bond with a mercenary or official from one of the organizations of the Adeptus Terra, where their steadfast loyalty and renowned strength make them prized guardians.

Guardsman

Ogryn Guardsmen possess a significant reputation for dogged strength, resolute stamina, abysmal intellect, and the great love of a good scrap. While most are given a Ripper Gun and simply pointed in the direction of the enemy, some exceptional individuals become bodyguards for high-ranking officers.

Scum

Ogryn Scum have escaped from the labour gangs and now find their way in the employ of far less reputable overseers. Here their ability to follow simple instructions without an abundance of ethics make them excellent strong-arms and enforcers.

Ogryn Skills

Owing to the harsh environments and difficult conditions on Ogryn worlds, they treat Survival as a basic skill.

Ogryn Traits

Ogryn gain the following Traits. Record all of these on your character sheet:

Basic Mind

Ogryn have simple, almost childlike minds, and have difficulty comprehending advanced concepts or abstract thinking.
Penalty : Ogryn pay double the listed XP to purchase an Advance for any Advanced Skill.

Iron Wall

Their huge physiques and dense muscle mass make Ogryn enormously strong and resilient to damage.
Benefit : Ogryn gain the following Traits: Size (Hulking), True Grit, Unnatural Strength (x2) and Unnatural Toughness (x2).

Courage of Ignorance

With such limited comprehension of danger and a natural predisposition to attack any threat, Ogryn have no real concept of fear or terror.
Benefit : Ogryn gain the Fearless Trait.

Ogryn Characteristics

Weapon Skill (WS) 2d10+30
Ballistic Skill (BS) 2d10+20
Strength (S) 2d10+40
Toughness (T) 2d10+30
Agility (Ag) 2d10+20
Intelligence (Int) 2d10+10
Perception (Per) 2d10+20
Willpower (WP) 2d10+20
Fellowship (Fel) 2d10+10

Geez. Dark Reign is dead.

Just checking... When you say:

Benefit : Ogryn gain the following Traits: Size (Hulking), True Grit, Unnatural Strength (x2) and Unnatural Toughness (x2).

Courage of Ignorance

...

Ogryn Characteristics

...

Strength (S) 2d10+40
Toughness (T) 2d10+30

I'm assuming you've already factored this into the stats and not (S) "2D10+80" / (T) "2D10+60" right... ?

I'm only just starting DH so I've not played any games yet, but I'm guessing your original stats are pretty big already for starting character.