New alien race, comments (PS would my players please not read?)

By Darkmittens, in Dark Heresy Gamemasters

alrighty, so here is a basic idea for an alien race that i had built but never really finished, was wondering what you guys thought of it...

so without further ado.. i present the Welt‘ran

The welt'ran are a race of raiders that come from a single meteroid planet, whose atmosphere consists of a methanogous compound that is highly volatile when mixed with Oxygen...the Welt'ran are a stocky, simplistic insectoid race, they are similar in appearance to the Weta (a new zeleand cricket).

The evolution and ensuing classes of the Welt'ran are based on a holy astronomic system, where their planet (which is actually a comet stuck in a perpetual orbit that takes it many a terran year to complete) passes by a number of "moons", these moons have an odd effect where their gravitational pull, and also the conditions on the meteor in that timeframe causes the egg cases of the Welt'ran to develop into different species (the Welt'ran are very closely linked and attuned to position both geographically and astrologically)... 5 different castes of Welt'ran are identified as of now.

Drukbrone (classified as Darkborn)- long limbed, pale, and hideously deformed, these creatures have lost most of thier sanity but retain a fiendish intelligence. Thier birth is caused by the passing of a warp abnormality, which results in the deformity and wholesale killing of any nurses or attendants, as well as the bulk of egg cases in the great egg chambers, so the exact birth and begginings of Darkborn can only be guessed at.. even by the Welt'ran

Slorbrone (classified as Sunborn)- These Welt'ran are born while the planet is in orbit over a large gas giant, and they are born with a golden yellow coloration, compared to the brown of thier fellow Welt'ran, they are inducted into the highest of Castes, where they oversee the pheremone distribution to the other castes and religous duties of thier race (leading to a increase in size and mental potential), they are extreemly gifted psykers, and are always the commanders of large hords of Welt'ran. Additionally these are the only Welt'ran with Bipedal potential, other Welt'ran prefer thier hexapedal existence though they can rear onto 2 legs for a short time (such as takeoff and landing).

Crubrone (classified as Rustborn)- Born with a deadworld as their backdrop, these Welt'ran are taken by the solider caste and trained to be fighters, they posses multiple sets of large tusks, that although formidibal in appearance are little more than showy status indicators. This caste is ferociously loyal to the Slorbrone and hates the Drukbrone.

Rathbrone (classified as moonborn)- These are the most valuble of the Welt'ran race, as they are born with a small moon in orbit, they are natural builders with a set of simple jawlike structures that allow them to cut and form basic materials, thier saliva also acts as a mortar and paste in buildings, they make up a large percent of the population.

Blackborn (unclassified by the Welt'ran)- These unfortunate Welt'ran hatch outside the holy cycle, given the 50 to 60 terran years between each cycle it is not surprising that they are the most numerous, born small but strong, these wretches form the slave class, labouring for each of the higher castes and being used as property and the base staple food in the Welt'ran diet (and the sole test subject for Drukbrone Weaponry).

These 5 castes are not in complete agreement, and disputes lead to large chunks of Welt'ran history (which is recorded in cycles rather than years, causing it to be difficult to estimate thier races age) to be devoted to civil wars between each faction. the Dominant faction is always the Slorbrone, but each faction vies for more power over the others, with numerous Blackborn revolts mixed in..

What do you guys think?? Comments? questions?

I will be posting some stats and items later, after i finish some playtesting

That is a very original idea Darkmittens! They seem to be very threatening in thier own right. My question is, what beef do they have with the Imperium? Is it just that they raid supplies and plunder any and all races they run into? Or do they have an agenda of their own when not fighting eachother? Other than those questions I only have good things to say about this race. You have a great comprehensive back story set up already in my mind. The way you created the different variants actualy born do to astrological reasons is genius. My other question what kinda hardware and weaponry these guys got? Hope to read more, thanks Darkmittens!

Nice work and as the Inquisitor said, very origional. :) I'll be looking forward for some stats to these xenos and more stuff to read about them.

To answer you questions inquisitor, as to thier hatred of the imperium, firstly, they stand upright, something they view as sacred and reserved for only the greatest in thier society (the sunborn) and therefore the fact that humans stand is a giant problem for them. also their planet has nonexistant resources as they used them all to build themselves a space faring vessel, so constant raiding is a requirement for survival.. so they often attack imperial settlements.

As for tech well i will answer that now as i describe thier weapons. All is made by Darkborn, as they have an innate and sadistic love for technology as it is the only way for them to remain inside the society.

Firstly the core concept of their technology is that their weaponry changes states in it's firing and trajectory. Each round they fire consists of a simple "Charge" of a complex chemical compound which is contained in a large insulated case so that the substance is kept solid for easy transport and loading (it has a very very low freezing point). When fired the substance turns to a liquid, Then as it fires a portion of the substance is lost as it evaporates, raising it's freezing point, causing it to change back into first a semisolid and then solid form, after this it has been formed into an aerodynamic shape and then acts as a wedge between armor plates, upon impact it suddenly strikes a warm target and turns back into a liquid which helps cause the impact to be like a hot knife through butter, as the hardened bolt cuts deep into the target, melting into a very toxic substance along the way. These shells are placed into a variety of different guns which range from the simple Foebiter pistol which is built to launch the charges at a short range, with the added bonus of being aimable during flight to the Foerender rifle, which shoots them with considerable kickback, much larger charge packs and a much heftier quantity of substance in each charge.

However, The Dark born create numerous other weapons, few of which are ever traded to other castes. in fact the only reason darkborn are allowed to go on raiding groups with the other castes is because of these special weapons, which allow the Darkborn to gain the resources they need to continue their dark research, also provides them with 'sample subjects' to test more diabolical techniques on.

Dark born sadist often go into battle wielding Caraprace blasters, which are large Methane canisters loaded onto thier middle caraprace plate, these canisters contain cells loaded with Blackborn infants, each of them placed into thier own simple boltcasting system (much like a crossbow). upon activation hundreds of these boltcasters are activated sending the unfortunate infants shooting twards a target, the younglings open up thier wings and guide themselves twards a target with the hopes of finding some saftey form thier Darkborn masters, causing them to burrow into both the enviorment and the target itself, targets lacking sufficient body armor are effectivly eaten alive by the young Welt'ran, however due to the lack of a breatable atmosphere, each breath the infants take causes thier bodies to swell slightly, after about 50 seconds (so esitmate the Darkborn) their forms explode into chitinous plates and acidic juices which bubble and boil in the O2 rich atmosphere of most worlds. This resulting explosion will kill any targets that survive the initial feeding of the infants, and also will ruin any cover they try to hide in.

antoher darkborn tool is the Darkcaster rifle, so named due to it's ability to fire a stream of black particles, whose creation is a mystery even to the darkborn, capsules of ammo simply appear outside thier patriarchs chambers, but this weapon does not lack potency even for it's lack of understanding. When fired the stream of pitch black particles moves in a straight line twards the target, and upon contact the particles make small portals that allow the next particle in line to move through them and slightly farther into the target before opening it's own portal and so on and so on. until the final particle reaches the target, moving thorugh the other portals it absorbs thier matter into itself, creating a growing orb of darkness, which upon reaching the final point shatters, erupting into an ichorous solution that usually bisects the target. This weapon causes most armors to do little more that contain the portals and ussually kills a target by it's second or third shot.

The darkborn also prefer to take live captives, for which they use a foesnatcher rifle, which fires out a condensed globs of charge-like shots that form a viscous and adhering mesh that completely covers a target and incapacitates them. is also found in pistol forms.

But the darkborn are not the only ones with weaponry, the solider class has a special tool of thier own the rustshot, firing larger more powerful charges, which are built to create more sizable and larger impact points, which riddle holes in targets without armor, while leaving armored targets with broken bones and cracked armor plates that slowly boil away in the target.

Finally, the Sunborn have thier own innate psychich tech, that they keep the production of hidden from all. These tools are called sunmantels, which are effectivly psychic ampllifiers, these simple hoods are covered in conductive stones that absorb psychic energy and magnify it, causing the already considerable might of a sunborn to become far more deadly.

Also the sunborn wield Foesmiters, which serve as both a badge of office and a deadly tool of death, also covered in conductive stones, these tools rip through both armor and flesh with thier sharpness and strength. However the technology for this item is taken from a tool developed by the Rustborn, which is that of the Foeslicer, a large 2handed pike that is used as a means to cut open intruders and defenders alike. Darkborn have also been seen wielding nefarious constructs based on these models that incorperate either a foerender or foesnatcher built into it's workings.

The core understanding of this technology is not known even among the Darkborn, the patriarchs of that dark race is the only ones who truly understand the chemistry and physics behind the guns the others just know it works..the patriarchs have the time to explore why.

I like these nasties too, I remeber my first encounter with a big fat Weta when I was knee high to a 'grasshopper' (oh that's cheap Zakalwe; a weta looks like a big mutant grasshopper for the folks who don't know),and they looked like monsters. Totally harmless but they're freaky. I would not like to meet the 75kg version at all. Nice idea, expressed well.

Do they say 'bro' lots and eat 'fush 'n chups'?

One thing that I'm unsure about was using the young as primary foodstuff. From an ecological and resources point of view it wouldn't work. Perhaps the rulers eat some, and they get increased health or intelligence of something, but as the main food stuff I'm a bit uncomfortable with it.

The resolving factor is it not all young used as chief foodstuf, it is the dead slave laborers or blackborn, who are not any one of the ruling cates, they are extreemly common, as they form the bulk of the population, plus they are born in batches of somewhere northword of 3 million, the castes would never dream of eating the young of one of the castes, far too precious a resource to be wasted... but the blackborn are expendable..

unfortunatly they do not eat fish and chips.. maybe they should... yeah, i met a weta when i did some spelunking, took out a flashlight and put it on a wall, and there was a giant grasshopper with freakly long legs, a whitish complexion and freaky long antenna... I thought they were perfect for a 40k race, they had all the crazy semi terrestrial and semi extra terrestiral look

Looks good. I would say that these Xenos have some very interesting weaponry.

Thanks laughing god, i forgot to add a picture... so thanks also for the link

Quick question my good man Darkmittens. Regarding your one post. Do the Wel'tran only have ONE ship or more than one vessel. And if its only one does that mean that its MASSIVE because they stripped their planet just to make it. Please reply back itd be a great help, Thanks Again Cheers.

The weltran have more than one 'ship' however, it only has ONE ship that the imperium would consider a ship, it's main vessel dubbed hellhive by many a governor and navy commanding officer, it serves as the commanding center for the weltran, this vessel is easily the size of a imperium cruiser, it is formed by all the resources taken off the main planet, however, once the weltran made a few movements around the galaxy the sunborn discovered a horrid revelation, thier newborn castlings were too weak to continue living efficiently in the hive, in short the weltran are so connected to the position to thier planet that once seperated before birth they are hideously malformed, even to put a darkborn to shame, and do not survive for long, so the weltran returned to thier dead world, rebuilt thier great birthing chambers, and retained numerous small bases on the planet while the ominous ship orbited around the planet, a defense staition and watching gaurdian. However, without resustainable resources the weltran needed an alternative means to sustain themselves and new building materials. Using a small portion of thier great hive ship the builder castes with the aid of slaves built a ramshakle fleet of splinter ships (literally fragments of materials with a few compartments burrowed into them, and a very fundemental engine added) that descended onto the next planet that thier homeworld appeared in orbit next to, raiding it for new materials and other goods, using these a new fleet was built, and set out to find new matierials, in this way the races power grows, they raid ships or planets to rebuild thier ships and send back amounts of goods to thier homeworld to be used to sustain the race. at the head of these raiding fleets is a sunborn who is appointed by the head council to lead a new fleet...

so sorry about the lack of stats. i have been super busy.

hope this clears up your question.

alrighty, here we go, finnaly after some heavy aggrevation and hard work the rules for the simplest of the Welt'ran the black born

The Black born are the unfortuate workers and slaves who make up the dominant portion of Welt'ran society, throught thier labor and sacrifice they have allowed the Welt'ran to excell...

WS:23, BS: 32, S;23 T;34 AG;37 INT:29 PER:31 WP:28 FEL: 22, wounds: 13, skills: awareness, pilot (wings) +20, common lore (one) Talents: if applicable weapon training of any sort Traits: natural armor (3), multiple arms, quadraped, alien anatomy. Gear: alien tools, some lucky black born are allowed to carry a foebiter pistol (30m, S/-/-, 2d5 +1, pen 1, clip 5, 1/2 rld, forearm mounted, reliable, wing compatable)

Any weapon with the wing compatable quality may be fired while the Welt'ran is flying/ hovering in the air without penalty, as it lacks considerable kick back or bracing requirements.

Dear goodness, i can't seem to get enough time into a day, so sorry about the wait on stats, but i should have the entire race finished by the end of the week... i am now working on another project, where i take the D and D 4.0 monster manual and transpose it's beasties into dark heresy monsters, because i want some wierd pskyers in the game and also my cults could use some xeno filth my players can cut through..

but the weltran should be done by friday, tommorow i should have the stats for the Blackborn and Rustborn posted...

Cheers to that!

Till then though heres a tidbit about the Fallen..

The Sunborn control a special resource in the Weltran race, and that is a chemical that can be used to influence the births of the Weltran, it is viewed as a holy substance given to the sunborn by thier Gods (which form a parthenon similar to the Greek parthenon for dieties) however this gift is not to be used heavily, as it is heavily guarded, and after the last civil war, given in small quantities to the solider and builder castes as well, this chemical (when placed in the birthing chamber) causes the weltran born in that cycle to be of a different caste than normal, each chemical forms a different caste (effectivly there are 3 chemicals, one for each 'good' caste). This chemical was agreed to only be used in the direst of circumstances when a caste was about to die off..however the Sunborn control far more of this chemical than any other, as they didn't give away the bulk of this great gift.
Upon birth into the Sunborn caste, a hatchling is expected to help stir the great vats of chemicals, which ocupy the inner sanctum of the Sunborn Citadel on thier home world (effectily the sunborn right of passage) and this unique exposure to brain altering chemical fumes mixed with the radiation from the sun of thier birth results in the development of thier psychic ability, however it also triggers something far worse.
The Sunborn cells become radiated and saturated with chemicals that cause thier function to be changed for the better, allowing for powerful psychic potential, however over time as the body of a sunborn ages this chemical saturation begins to change thier structure, the golden skin of the sunborn begins to flake off, thier body visibly shrinks, and withers, as more and more skin flakes off, the sunborn call this process the calling, as they view it as the call of the gods to leave thier sunborn vestments and join the parthenon, so most sunborn upon reaching this stage commit a form of ritual suicide to join the gods, however as sunborn were given command over raiding parties that went further and further away from the homeworld this calling was ignored in a few individuals, who decided to endure the calling to keep power, as thier bodies shrank and thier forms twisted, they found thier psychic abilties multiplied tenfold, and thier minds raced with brilliant theroums and ideas that had never occured to them before, ideas that pushed the very bounds of weltran society.
To thier fellow Weltran these individuals became increasingly sadistic, forgoing the normal guiding wisdom of the sunborn and embracing the headon insanity of the darkborn, many of these sunborn gained a heavy following of the brutish and the cruel...
Effectivly the Fallen are sunborn who have long outlived thier calling, thier forms are twisted and small, they look more like a darkborn than a sunborn, however they maintain their power and authority, and thier psychic potential becomes more and more powerful... They mostly turn rouge, leave the weltran society, become pirates and created hatching chambers on the outskirts of imperial space... They are incapable of producing anything but one caste in any one location and so are perpetually moving thier ships to new orbits searching for a birthing place where they can gain new caste members to continue the old ones. as such they often give the blackborn a unparraleled degree of power...not by want but by neccesity

So here is the stats for the Rustborn and moon born, sorry no darkborn stats today, decided to cover the 2 'lower classes' today then get around to the psykers and creators later this week... wish me luck on that.

without further ado the rust born

The rustborn are the fighting class of the Weltran race, this class operates on a strict regime system, and works very closely with the sunborn caste, recieveing standing orders at each shift change from the sunborn. From birth to death these welt'ran learn the sacred art of balistical fighting, weapon fighting through sparring, where weltran practice in giant mock combat against entire companies of experienced soliders (picture the battles in enders game). During this training a few gifted weltran are selected for alternative weapon training. Standing about the height of a regular weltran the rustborn cut an imposing figure from thier wide and heavily armored frames, also from thier heads sprout 2 large imposing tusks (a byproduct of the hormonal doctirne imposed upon hatchlings). The rust born view the priviledge to carry a gun as a godly gift, given down from the sunborn themselves, as most of the rustborn growth is caused and monitered by hormones distributed by the sunborn, so they often look down upon any 'lesser' castling being alowed to partake in the glorious heavenly art of war.
On the battlefield Rustborn carry simple rifles that simply act as enlarged foebiter pistols, but they also carry a kitin swarm gernade, simple shards of kitin (a material made by darkborn) composed around a small generator, upon activation the generator begins charging a field that slowly polarizes the kitin plates, after a few seconds the charge reaches a maximum point, then releases, causing the kitin to repel at great speeds, in all directions, cutting through even the strongest cover. While on the battlefield rustborn break first descend from the sky onto a battlefield, using thier kitin swarm gernades before landing to take advantage of thier hieght to take out batteries of dangerous weaponry, then once on the ground, they break into small brood swarms, then proceed to move throught the area, picking off targets with foerenders, and disposing of anything that is especially armorer or hiding in cover with a kitin swarm gernade.

Rustborn boarder (simple millitary fighter)
WS:43 BS:42 S:37 T:45 Agi:30 Int: 29 Per: 32 WP: 28 Fel: 22
wounds: 18, skills: intimidate, awareness, pilot (wings) +10, common lore (War) +20
talents: bulging biceps, basic and pistol weapon training (wel'tran), Iorn jaw
traits: natural armor (4), multiple arms, quadreped, natural weapon
Armor: Some rustborn are othewise none(4 all round)
weapons: Foerender rifle (90M, S/2/-, 1d10+ 3, Pen 1, clip 6, full rld, toxic, tearing), kitin swarm gernade (1d10 +3, Pen 6, blast (4)) x2, Rustborn tusks (1d10 +3, prim) includes str bonus
gear: 1d6 tusk rings, 1 rust flare (to communicate to the ships in orbit about a drop site), 3 clips of foerender ammo

Prestigous titles: because of class structure of the rustborn they are all trained in the same ways, leading to a single 'true' ability distribution, however there are rustborn who have shown promise with other weapons, and who have been found spiritually deserving of the ability and responsibility to carry alternative relic gear (although not relics the rustborn do not have many and cannot make more, so do not lightly carry these tools of battle into the fray), usually a fragment fleet will have 10 or 15 different specialist weapons in the group, and these fighters are guarded by blocks of boarders, and the objects are protected with as many lives as necesary, the titles of prestige and the weapons and skill changes assosiated are listed below.

--foehewer: allowed to carry rustshot rifle (60m, S/-/-, 2d10+ 2, Pen 0, clip 4, 2 full rld, blast (2)), gain the heavy weapon training (welt'ran)
--sadist: very rare, but a few brutal rustborn are allowed to carry a foesnatcher blaster (50m, S/-/-, 1d10-5 (min 0), clip 3, rld full, snare, flame (without chance to catch fire)), +5 to intimidate given thier brutal appearance, carries shards of bone, skin and other parts as a tatty robe.
--Tactician: granted 2 foebiter pistols (see blackborn entry), also gains +10 to int, the command (using INT, rather than fel, the rustborn only really value sound tactics rather than fellowship) skill +10, also recieves another 1d6 tusk rings, and increases S by 10, gains a roughly drawn map, and a farseer (effectivly a small telescope).
--Torcher: granted an extra 3 kitin swarm gernades (for later redistribution) and 1 demo pack, also recieves the demolition skill +20
--Guardian: given a caraprace husk shield (grants +2 armor to 1 arm and body, can be used as 3 points of cover), a foeslicer (mele, 1d10 +5R, pen 1, 2 handed) includes str bonus, and a foebiter pistol

Now on to the moon born, really simple guys.

the moonborn caste is the builder caste, and they are hardly ever seen on a battlefield, feel free if they are found to use the black born stats for them as they effectivly preform about as well in combat. however sometimes the caste prepares it's forces for battle and then they are somewhat usefull. the moonborn caste is simple, teaching a life of work, and little attachment to material possesions, the only thing a moonborn truly owns are his tools, and they are gloriously engraved with all manner of etchings of day to day life, combat experiences, and crafts built by the worker (any tools owned by a moonborn are always best quality). the buiders found in the caste are thoughtful and dilligent in whatever task is assigned to them, moreoften than not they are part of an invasion force to act as a mapmaker, or a building analyzer to plan future attacks. truly sucessful moonborn may have an ancient cover projector somewhere in thier archives that may be brought out to war, but usually not. Note that the moonrotter is actually a moonborn that is sent out to destroy buildings, and isn't treated as a moonborn anymore, but rather as a rustborn solider.

moonborn artisen
WS:33 BS:22 S:38 T:33 Ag:37 INT:29 PER:31 WP:29 FEL:22
wounds:15 Skills: awareness, pilot (wings) +20, trade (cartographer, mason, artist, scrimshawer) +10, scrutiny, climb +10
talents: basic weapon training (welt'ran), foresight
traits: natural armor (3), multiple arms, quadraped
armor: none (3 all around)
weapons: riviter pistol (20m, S/3/6, 1d10 -1I, pen 0, clip 6, rld 1/2, primitive)
gear: moonborn tools, cartography kit, 2 clips of rivits

additional jobs (and the objects found for each) these are the true militiant moonborn
--sapper: gains mele weapon training (prim), and a weltran structurefell (2d10 +6, Pen 8, 2h, unwieldy, +10 to dodge), as well as a Kitin swarm gernade
--tactical engineer: gains a cover projector gun (10m, S/-/-, -, clip 10, rld 4 ful, holocover) holocover is effectivly ghostly fields that produce cover (worth 2 points) that can be maintained as long as the gun is fired until the clip must be changed, if the target is changed then the original cover fades away and a new piece appears. and 1 extra battery clip, plus a farseer and replaces the riviter with a foebiter
--sabotour/ moonrotter: gains demolition (places remote explosives to bring down buildings), 3 sabotour charges (2d10+4x, Pen 6), a camoline cloak, and a remote detonator.

There it is, how does it look?? these guys are built for relativly mobile quick battles, with them streaming in from all around and then leaving. but do they achomplish that?

The darkborn are next on my list....

Darkborn, the crazed engineers of the weltran, they are utterly depraved, creating diabolical machines and devices to be sold to other Weltran castes, in this way the Darkborn have thier hold on Weltran society, they alone have the ability to create, for they have innate biological abilities to put a techpriest to shame, along the sides of thier odd mutanted spindly forms grow numerous static hairs, which serve as electrical batteries, which can be channeled along the side of the Darkborn and then suddenly with a violent quiver they will emit a charged burst of energy, ideal for powering thier creations with bioelectric pulses. these creations are then loosed on the populations of slaves, blackborn and other living 'subjects' the darkborn have captured in thier missions. on the battlefield the Darkborn act as warmaster, eagerly putting to work the grand dark mechinations which they use with glee, sometimes deliberatly alowing them to 'misfire' in order to fight back against the society that hates them.... because of this Darkborn are known as loose cannons among the other weltran, and are begrudgingly used, often with little or no support from thier fellow weltran, however the darkborn are not all crazed scientists, they also can be warmaster and leader of thier own small splinter fleets, if they have built something especially usefull for the sunborn... otherwise Darkborn have been known to lead splinters of rebeling Weltran out away from the hellhive in search of better raiding grounds. These parties are short lived and almost always come back to the hellhive eventualy, and as such the Darkborn are encouraged by the sunborn to lauch thier own raids..

The Darkborn created thier own subcastes and supporting castes in order to balance out the lack of support from thier fellows. each caste carries some of their own inventions on them, so feel free to create items on darkborn to your hearts content.

Darkborn basic stats
WS:33 BS:31 S:35 T:41 AG:40 INT:50 (10) PER:49 WP:51 FEL:10 wounds: 12, skills: awareness, pilot (wings) +30, common lore (one), Forbidden lore (all), Tech-use, climb, Trade (technomat, armor, scrimshaw, any others), Demolition
Talents: Basic weapon training (Weltran), Lumen charge, lumen blast,
Traits: natural armor (3), multiple arms, quadraped, alien anatomy. unnatural intelligence (x2)
Gear: alien tools, weltran energy-location matrix (functions as auspex for technological signals), foebiter pistol (30m, S/-/-, 2d5 +1, pen 1, clip 5, 1/2 rld, forearm mounted, reliable, wing compatable), Darksmiter staff(1d10+4R, pen 2, powerfield, inbuilt foerender rifle with 1/3 range), 2 Darkblast charges (gernade, 2d5 +3, Pen d5, blast 3), 2 clips of foebiter pistol ammo, and any other needed ammo

Darkborn casterolls: becuase of thier specialization Darkborn take on a casteroll from the day of thier birth

Darkborn Sadist: the basic solider of the Darkborn, carry a foesnatcher gun sidearm, and also carry a foerender rifle (see rustborn entry) and have 4 Kitin swarm gernades
Sadist Mark 2: some Sadists have modified thier foerender rifles into Darkcasters, well known among the Weltran as a unstable and dangerous piece of work, replace the foerender with a Darkcaster (45m, 2/4/6, 1d10+1 E, Pen Special**, clip 18, rld full)
**a darkcaster has a penetration value equal to the number of Darkcaster shots the target has already been struck with this turn, so if a target is hit 2 times the first shot will have pen 0, and the second pen1, this bonus only applies to a single gun, the first hit always has pen 0.


Darkborn Charioteer: Insane creators who make large constructs to ride into the frays of battle, the most loose cannon of all Darkborn, gain the pilot (chariot) +10 skill, and adds a chariot to his inventory: Chariot (hulking vehicle, Cover 5 to rider, Integrity 20, base speed: 2d10m, inflicts 1d10+6 I dmg to any target charged by the charioteer, can be dodged)


Darkborn Overseer: these Darkborn lords oversee many battlefields, and although thier orders and not always obeyed they are always respected by thier peers. gains the command +10 skill, and makes thier Darksmiter staff best quality.


Darkborn blaster: the heavy support of the darkborn, these diabolical Darkborn wear bulky Charaprace blasters on thier sholders which fire scores of juvinille blackborn, which are described above in my original posts (360m, S/2/-, 2d10+5 R, Pen 1, clip 4, rld 4 full, blast 2), gains 2 more darkblast charges

Darkborn energizer: these Darkborn stalk the battlefield with great energy storage units on thier backs, so heavy they cannot fly, but instead thier movement charges the great drum to expell blasts of energy as if it were psychic force. gains 2 Darkblast charges, and exchanges it's darksmiter and foebiter pistol for a Energy tank ( 50m, S/-/-, 2d10+2, Pen2, Clip 20, rld 5 full, shocking, recharge, unstable, looses the ability to fly as long as it wears it's energy tank) and a channeling rod (1d10+1, pen 0, shocking), has photovisors, and a gas mask.. is the energy tank explodes the area is bathed in vile green smoke and counts as though a virus gernade had been thrown in the area as bolts of electricy jump into living targets in the area..

this has taken me way way to long, but here should be the Sunborn basic stat.. how am i doing??

Sunborn basic stats
WS: 35 BS:36 S:31 T:31 AG:37 INT:42 PER: 44 WP: 58 FEL:56 wounds:15 skills: awareness, pilot (wings) +30, common lore (all), Forbidden lore (all), command +10
talents: Air of authority, iorn discipline, psy rating 4, power well,
traits: natural armor (3), multiple arms, quadraped, alien anatomy
gear: sunmantle (psyfocus, adds +1 to manifesting rolls, grants the mental fortress abiltiy), forsmiter (1d10+7, pen 4, power weapon), foebiter pistol, best quality ornate gem studded robes, flask of pheremones (functions as amnesec to the nose, esp. heightened sense smell), sunstones (gernade, smoke, blind), 2 clips foebiter ammo

Sunborn psychic powers
gain inspiring aura, inspire fear, healer, wall walk, biolightning, inflict pain and

-Godwrath (threshold 30, time : full action, rng 10m, sustained: yes, effect: the sunborn recieves +30 to make attacks against the target of this spell, he also gains the tearing quality on all weapons against this target, and gains an additional attack against the target for every 2 degrees of succes when he hits in mele, addtional attacks do not grant addtional attacks, the Sunborn must attack this target whenever possible, also for every turn this power is sustained the sunborn recieves 1 level of fatuige)
- Sunstorm (threshold 15, time: full action, rng: 100m, sustained:yes, effect: the Sunborn chooses a number of different points equal to the number overbleed 10's +1, each of these spots is the target of one of the following abilites (chosen individually) 1- 1d5 +2 E dmg, ignores armor, flame, blast 2. 2- blast 5 test or be blinded 3- individual in the square recovers d5 wounds. each round the sunborn chooses a new number of squares to be targeted as long as he takes a full action to readjust his focus)