Are stats for abhumans (ogryns, ratlings, squats, beastmen) mentioned in any of the RT books or one of it's sister games?
Not for having them as player characters (although a squat or ratling could be nice) but rather as NPCs.
Are stats for abhumans (ogryns, ratlings, squats, beastmen) mentioned in any of the RT books or one of it's sister games?
Not for having them as player characters (although a squat or ratling could be nice) but rather as NPCs.
There are Ogryn stats in Dark Heresy: Disciples of the Dark Gods if I am not wrong. They are slaves to so called Beast House. Also in Deathwatch: The Achilus Assault you can find stats for Ogryns used by the forces of Stigmartus. As a side note I must state that I hate when Ogryns are used as bad guys. They are probably Emperor's most loyal servants. As to other abhumans there are no stats that I am aware of in any FFG books. And by the way Beastmen and Squats are old outdated fluff. In current wh40k only abhumans are Ogryns and Ratlings.
In fact, I'd rather have them as crew or dockworkers. Who wouldn't want to have those hulking guys as workers/bodyguards?
As for Squats and Beastmen - in MY universe, they're still around and kickin!
Shadow Walker said:
And by the way Beastmen and Squats are old outdated fluff. In current wh40k only abhumans are Ogryns and Ratlings.
That's not quite true. Homo Sapiens Variatus (Beastmen) cropped up as recently as White Dwarf 303. And Squats are mentioned in the most recent Ork Codex.
http://www.n01h3r3.com/ Check out this unofficial material by n01h3r3. "Something Other Than Human" gives you ogryns, ratlings, and yes - squats! As for beastmen, I created a character using the normal background & selecting the options that would give me mutations. As GM, just select the ones that are beastmany.
Lightbringer said:
Shadow Walker said:
And by the way Beastmen and Squats are old outdated fluff. In current wh40k only abhumans are Ogryns and Ratlings.
That's not quite true. Homo Sapiens Variatus (Beastmen) cropped up as recently as White Dwarf 303. And Squats are mentioned in the most recent Ork Codex.
I do not own that Ork codex anymore but if my memory serves me well then it was only mentioned about abhuman population on Golghota, no word about them being Squats. As to Beastmen they are at best considered unstable mutation = too chaotic = extermination. Only stable ones are Ogryns and Ratlings and even they are not accepted by all Imperials.
One of my fellow players in a current rogue trader campaign wanted to play a squat engineer. So he and the GM agreed upon a trade-off. Explorator class with unnatural toughness (x2) but no mechanicus implants, now or ever. He also isn't going to invest in lores related to the Mechanicus beyond his basic starting knowledge from having to work with tech-priests. His lifepath AFAIK included insanity gain from his home overrun by tyranids and a lot of toughness gain. He will likely gain Carouse as an elite advance soon enough.
eBarbarossa said:
Not for having them as player characters (although a squat or ratling could be nice) but rather as NPCs.
Can't find any, I've been looking myself for an upcoming game. I plan on building them like a normal human and tossing on an inborn mutation or talent along with a negative to one characteristic for balance.
Shadow Walker said:
I do not own that Ork codex anymore but if my memory serves me well then it was only mentioned about abhuman population on Golghota, no word about them being Squats. As to Beastmen they are at best considered unstable mutation = too chaotic = extermination. Only stable ones are Ogryns and Ratlings and even they are not accepted by all Imperials.
I was going to go "Ah, but Golgotha is a Squat world, and in White Dwarf 152 Commissar Yarrick fights alongside the Squats against Ghagzghul Thraka, therefore the mention of the Abhuman population of Golgotha in the latest Ork codex is a sly reference to the Squats in a modern 40k source!"
but...
a quick Lexicanum search shows that Golgotha has been substantially retconned in a 40k BL book I haven't read, called "Gunheads." This book now abandons the squats completely (not entirely surprising, given GW's stance on them) and completely overwrites the previous canon on this topic by replacing them with Imperial Guard forces. A very clumsy retcon, in my view.
Confusingly, however, the author of the new Ork Codex doesn't really seem to be aware of this retconning, as there appears to be (as far as I can see) no reference to Abhumans (other than abhuman ruins) in Gunheads.
As a result, GW have now completely tied themselves in knots over this point! It frankly baffles me the lengths they go to in an attempt to write out a perfectly valid part of the canon, (the squats) while at the same time failing to prevent individual writers sneaking squat material back into it. The overall approach is schizophrenic and damaging to the continuity.
Personally, I think they should just sieze the nettle and face up to the legacy of the Squats, perhaps with a major Forgeworld book and army covering them and the destruction of their culture by the Tyranids.
As for the Beastmen, I would point out that the white dwarf that included them (303, I think?) contained rules for using Beastmen in Imperial Guard armies. Beastmen are not regarded as mutants, they are regarded as abhumans, meaning truebreeding descendants of mutants. They may be despised by the Imperium, but they are not necessarily regarded as chaotic or earmarked for extermination (usually.) They are far more likely to be utilised as cannon fodder in Guard armies.
Ale Golem said:
eBarbarossa said:
Not for having them as player characters (although a squat or ratling could be nice) but rather as NPCs.
Can't find any, I've been looking myself for an upcoming game. I plan on building them like a normal human and tossing on an inborn mutation or talent along with a negative to one characteristic for balance.
Squats : Starts play with the Sturdy trait and -1D10+1 to Fellowship (The vast majority believes this race to be dead.)
Beastmen : Start play with the Frenzy talent and -1D10+1 to Fellowship
Ogryn : Start play with the Hulking mutation, -10 to Intelligence and -1D10+1 to Fellowship (Full starting XP may be spent on the B.O.N.E. Treatment, offsetting the Int penalty.)
Nightsider : Start play with the Unnatural Senses trait and -1D10+1 to Fellowship
Ratling : Start play with any one firearm related talent, ignoring any BS prerequisite, and -1D10+1 Fellowship.
Scalies : Start play with the Regeneration trait, Tough Hide mutation, and -1D10+1 to Fellowship. (Scalies can not talk)
Afrial Strain : Start play with the Unnatural Characteristic trait for everything except Fellowship, which suffer -20. Any random roll that would determine the target of an attack, psychic power, random event etc. always targets the Afrial Strain character. If a random roll, effecting the character, would allow for the possibility of a non-detrimental outcome always ignore and roll the outcome again. (Example: A nearby character misses their BS test to throw a grenade at an enemy, instead of rolling randomly the grenade will deviate toward the nearest Afrial Strain character. Using grenades as another example, a jam always results in a detonation.)
Lightbringer said:
that included them (303, I think?) contained rules for using Beastmen in Imperial Guard armies. Beastmen are not regarded as mutants, they are regarded as abhumans, meaning truebreeding descendants of mutants. They may be despised by the Imperium, but they are not necessarily regarded as chaotic or earmarked for extermination (usually.) They are far more likely to be utilised as cannon fodder in Guard armies.
Was 303 the issue with the various abhuman regiments? I loved that one! The "beastmen" were called twists & were converted by taking plastic Catatchans & putting ungor heads on them. They removed the horns & I recall something in the text stating that horns & hooves are "too Chaos" (not that it would stop
me
) for the Imperium. Also Lightbringer, I stumbled across the write-up you did on the Afrielis &
loved
it. Well done!
Alpha Chaos 13 said:
Aren't Nightsiders already covered by the mutations table in the Corebook?
"Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered."
A quick way to do an abhuman race could be: just add one or more mutations as a standard trait. For example:
Beastmen:
"Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility by +10, reduces its Intelligence by –1d10, its Fellowship by –10."
Scalies: Brute + Tough Hide
"Tough Hide: The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue."
"Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each."
Bad guys probably want Ogryn minions for the same reason Imperials like them: Big, strong, dumb and obey faithfully.
Found a fanmade Squat setup for Dark Heresy.
Prolly not to hard to convert it to RT.
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also other Xenos races and Abhumans.
Enjoy.