White Dwarf #302 featured a ‘Chapter Approved’ article by Andy Hoare, detailing new abhumans for use in Imperial Guard armies (this was back when White Dwarf featured articles with - gasp!- useful information, rather than just providing previews of upcoming GW products like it does now-a-days). Here is my attempt at adapting some of these abhumans for use in Only War .
Traditionally, abhumans are fielded in dedicated units of their own kind. Between their specialized abilities and the Imperium’s contempt for mutation, these units are ruthlessly employed in the hottest warzones, with even less regard for their survivability than regular Guard units. As a result, abhuman units suffer high casualty rates; when the unit is no longer viable, survivors are sometimes ‘folded’ into non-abhuman units. This can be a mixed blessing: while the new unit benefits from the abhumans’ special abilities, the effect on the units’ morale from being forced into close contact with troops that are not entirely human is… uncertain at best.
Note that none of these new Specialties have been play-tested: GMs allow them in their campaigns at their own risk.
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NIGHTSIDERS-
The populations of many worlds in the Imperium live their lives in near, or sometimes complete, darkness. Some planets are inhabitable only on their night side, because the opposite surface is exposed to the full force of the system’s star. Other populations exist underground, because the surface of their world is entirely uninhabitable. Throughout the millennia, technology may have regressed due to ignorance, isolation, or natural disaster, and the population may have changed either by design (unsanctioned genetic manipulation) or by some accident of nature. Such populations are considered mutants by many, for they may sport bulbous eyes adapted to the dimmest conditions, or they may in fact have only vestigial eyes and enhanced other senses that compensate for near or total darkness.
-WD#302, p.66
STARTING APTITUDES, TALENTS, AND MODIFIERS-
Characteristic Bonus: +10 Perception, -5 Fellowship.
Starting Aptitudes: Weapon Skill, Agility, Perception, Finesse, Defense, Fieldcraft.
Starting Skills: Awareness, Dodge, Navigate (Surface), Scrutiny.
Starting Talents: Combat Sense, Heightened Senses (Sight), Weapon Training (Las, Low-Tech).
Traits: Dark-sight, Light-sensitive*.
Specialist Equipment: Polarized goggles.
Wounds: 7+1d5
*LIGHT-SENSITIVE
Having adapted to a near-lightless environment, Nightsiders find bright light to be quite uncomfortable. All Tests a Nightrider takes in bright daylight or equivalent illumination suffer a -10 penalty. Darkened goggles or similar eye protection negate this penalty.
COMRADE ADVANCES
???
NIGHTSIDER RECOMMENDED ADVANCES
Weapon Skill- Simple (Characteristic) Page 102
Weapon Skill- Intermediate (Characteristic) Page 102
Agility- Simple (Characteristic) Page 102
Agility- Intermediate (Characteristic) Page 102
Perception- Simple (Characteristic) Page 102
Perception- Intermediate (Characteristic) Page 102
Acrobatics (Skill) Page 116
Awareness +10 (Skill) Page 118
Dodge +10 (Skill) Page 121
Parry (Skill) Page 129
Scrutiny +10 (Skill) Page 131
Stealth (Skill) Page 132
Stealth +10 (Skill) Page 132
Survival (Skill) Page 132
Survival +10 (Skill) Page 132
Counter Attack (Talent) Page 142
Crippling Strike (Talent) Page 142
Disarm (Talent) Page 142
Hard Target (Talent) Page 145
Light Sleeper (Talent) Page 147
Quick Draw (Talent) Page 150
Rapid Reaction (Talent) Page 150
Step Aside (Talent) Page 151
Sure Strike (Talent) Page 151
Swift Attack (Talent) Page 151
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THE AFRIEL STRAIN-
Little is known of the troops created by a shadowy and largely experimental program that developed a breed of soldiers known as the Afriel Strain. Imperial scientists harvested genetic material from a number of the Imperium’s greatest heroes in an attempt to capitalize on the characteristics that made such men and women truly great. It is rumored that even the legendary Macharius contributed DNA to the program. However, as with all such programs, descriptions of the donors and the warriors created by the experiment have been suppressed.
Though the Afriel Strain is, or was, an attempt to create the perfect soldier, it failed. For no reason the creators can ascertain, the Afriels attract the animosity of other warriors and suffer from the most appalling bad luck. Each time soldiers of the Afriel Strain have taken the field, they have met with some success. The Afriels are undoubtedly superior to normal Guardsmen. However, these initial successes are inevitably followed by a rapid decline and death of the Afriel regiment. Nonetheless, whoever the creators of the Afriel Strain may be, they continue to experiment and field their ‘perfect soldiers’ across the countless warzones of the Imperium.
Afriels are identifiable by the fact that they are universally albino, with pale hair, alabaster skin, and colorless eyes. Their appearance only adds to the air that ‘something just isn’t right’ with these warriors.
-WD#302, p.67
STARTING APTITUDES, TALENTS, AND MODIFIERS-
Characteristic Bonus: +5 Weapon Skill, +5 Ballistic Skill, +5 Willpower, -10 Fellowship.
Starting Aptitudes: Weapon Skill, Ballistic Skill, Intelligence, Willpower, Finesse.
Starting Skills: Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic), Scholastic Lore (Tactica Imperialis), Tech Use.
Starting Talents: Nerves of Steel, Unshakable Faith, Weapon Training (Las, Low-Tech, SP).
Traits: Ill-Fated*, Unnatural Aura**, Mental Deterioration***.
Specialist Equipment: Good Craftsmanship lasgun or Good Craftsmanship combat shotgun, Common Craftsmanship mono-knife.
Wounds: 10+1d5
*ILL-FATED
The soldiers of the Afriel Strain have a reputation for suffering from unusually bad luck. They subtract 1 from their starting Fate Points (to a minimum of 1). When an Afriel spends a Fate Point, roll a d10. On a ‘10’, the character receives no benefit from the spent Fate Point (this does not apply to Burning Fate).
**UNNATURAL AURA
As products of strange scientific experiments that defy the laws of nature, it is no surprise that Afriels have a disturbing aura, a vague sense that something just isn’t right about the genetically engineered warriors. This disconcerting aura causes all Willpower Tests within 3 meters of an Afriel to suffer a -5 penalty (Afriels are not effected by this penalty). While an Afriel’s presence proves disturbing to allies, it can drive enemies mad with rage. Opponents of an Afriel gain the Hatred Talent.
***MENTAL DETERIORATION
Afriels are well aware of their artificial nature and the disturbing implications of their ‘ancestry’, and this knowledge is a constant burden on the Afriel’s mind. When making Trauma Tests from gaining Insanity Points, Afriels must roll twice and take the worse result.
As the ultra-rare products of a secret cabal of mysterious progenitors, Afriels do not have Comrades.
AFRIEL STRAIN RECOMMENDED ADVANCES
Weapon Skill- Simple (Characteristic) Page 102
Weapon Skill- Intermediate (Characteristic) Page 102
Ballistic Skill- Simple (Characteristic) Page 102
Ballistic Skill- Intermediate (Characteristic) Page 102
Willpower- Simple (Characteristic) Page 102
Willpower- Intermediate (Characteristic) Page 102
Acrobatics (Skill) Page 116
Athletics (Skill) Page 117
Awareness (Skill) Page118
Dodge (Skill) Page 121
Logic (Skill) Page 125
Navigate [surface] (Skill) Page 127
Operate [surface] (Skill) Page 128
Security (Skill) Page 131
Stealth (Skill) Page 134
Survival (Skill) Page 132
Arms Master (Talent) Page 140
Blind Fighting (Talent) Page 141
Cold Hearted (Talent) Page 141
Fearless (Talent) Page 144
Lasgun Barrage (Talent) Page 147
Marksman (Talent) Page 147
Mighty Shot (Talent) Page 148
Quick Draw (Talent) Page 150
Rapid Reload (Talent) Page 150
Swift Attack (Talent) Page 151
Whirlwind of Death (Talent) Page 153
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HOMO SAPIENS VARIATUS-
Many terms are used to describe mutations that combine the appearance of human beings with something altogether more bestial. ‘Degens,’ ‘beasts,’ and ‘twists’ are common names used to describe this large range of mutations. All types of beasts do not necessarily look alike, and different traits can manifest themselves. Otherwise, however, phenotypes of Homo Sapiens Variatus are genetically fairly stable and are considered to be forms of Abhumans rather than isolated examples of unpredictable mutations. In temperament as well as appearance, degens are often bestial and have a reputation for aggression and lack of discipline. Units of beasts in the Imperial Guard are regarded as useful fighters and are ideal for suicidal assaults were brawn rather than brains is required. Other warriors dislike degens, as they are rowdy and unsanitary.
Many beasts serving in the Imperial Guard are forced to proclaim their loyalties by wearing purity seals and devotional scripts, so as to avoid being taken for servants of the Ruinous Powers. It is known that the more extreme of mutants in the service of the Great Enemy tend toward gross physical mutations and sometimes have horns, cloven feet, and even the faces of goats. Such mutants are destroyed on sight, for they are considered beyond the pale of acceptable variation.
-WD#302, p.68
STARTING APTITUDES, TALENTS, AND MODIFIERS-
Characteristic Bonus: +5 Weapon Skill, +5 Toughness, -5 Intelligence, -10 Fellowship.
Starting Aptitudes: Weapon Skill, Strength, Toughness, Offence, Fieldcraft.
Starting Skills: Athletics, Common Lore (Imperial Creed), Intimidate, Survival.
Starting Talents: Berserk Charge, Iron Jaw, Unarmed Warrior, Weapon Training (Las, Low-Tech).
Specialist Equipment: Common Craftsmanship sword or axe or warhammer, Common Craftsmanship laspistol (replaces lasgun) and 4 charge packs, devotional script.
Wounds: 8+1d10
Fluency: Degens do not start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging in any verbal communication that does not require a Skill Test.
COMRADE ADVANCES
???
HOMO SAPIENS VARIATUS RECOMMENDED ADVANCES
Weapon Skill- Simple (Characteristic) Page 102
Weapon Skill- Intermediate (Characteristic) Page 102
Strength- Simple (Characteristic) Page 102
Strength- Intermediate (Characteristic) Page 102
Toughness- Simple (Characteristic) Page 102
Toughness- Intermediate (Characteristic) Page 102
Athletics +10 (Skill) Page 117
Awareness (Skill) Page 118
Navigate [surface] (Skill) Page 127
Parry (Skill) Page 129
Survival (Skill) Page 132
Combat Master (Talent) Page 141
Crushing Blow (Talent) Page 142
Die Hard (Talent) Page 142
Double Team (Talent) Page 142
Frenzy (Talent) Page 144
Furious Assault (Talent) Page 144
Hardy (Talent) Page 145
Heightened Senses [smell] (Talent) Page 145
Sidearm (Talent) Page 151
Sprint (Talent) Page 151
Takedown (Talent) Page 152
Two-Weapon Wielder (Talent) Page 152
Unarmed Master (Talent) Page 152
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GLAND WARRIORS-
When the forge world of Dantis III was invaded by Tyranids, Imperial Guard regiments from the nearby world of Lostok were drafted to combat the menace. The surface of Dantis III was heavily polluted, and the infestation of deadly Tyranid organisms made fighting outside the factory complexes almost impossible. A few companies of the Lostok 23 rd were modified by the Tech-Priests to fight in the hellish warzone. The Tech-Priests included many organs and drug-secreting glands that enabled the Guardsmen to survive unprotected and boost their combat abilities and aggressiveness. Only a handful of Gland Warriors are believed to have survived the conflict, which saw the Tyranid swarm repulsed from Dantis III.
The processes by which the companies of the Lostok 23 rd became Gland Warriors are understood only by a few Tech-Priests and used only rarely, as the Inquisition invariably takes an interest in the use of such technologies. Nonetheless, a number of regiments have been subjected to the process and can be found in the most hellish of war zones across the galaxy.
WD#302, p.69
STARTING APTITUDES, TALENTS, AND MODIFIERS-
Characteristic Bonus: +5 Toughness, +5 Agility, -5 Intelligence, -5 Fellowship.
Starting Aptitudes: Weapon Skill, Toughness, Agility, Defense, Fieldcraft.
Starting Skills: Athletics, Parry, Scholastic Lore (Chymistry), Survival.
Starting Talents: Die Hard, Iron Jaw, Orthoproxy, Resistance (Poisons), Weapon Training (Las, SP, Low-Tech).
Starting Traits: Gland Warrior Augmentation*.
Specialist Equipment: Good Craftsmanship spear or Common Craftsmanship sword, Common Craftsmanship hand cannon with 2 reloads.
Wounds: 12+1d5
Starting Insanity Points: 1d10
*GLAD WARRIOR AUGMENTATION
Soldiers who undergo the grueling series of surgeries and chymical treatments to become Glad Warriors gain advantages that set them apart from the rest of the Imperial Guard- if they survive the process. The implantation of genetically engineered vat-grown organs and glands allows a Gland Warrior to survive in a variety of hostile environments- they are treated as having ‘built-in’ respirators and survival suits. Also, the implanted glands allow one of these abhumans to release certain chymical substances into their system at will. As a Full Action, a Gland Warrior can ‘inject’ himself with a dose of De-Tox, Frenzon, Slaught, or Stimm (a Gland Warrior gains 1 Insanity Point every time a dose of Frenzon is triggered). Each type of drug can be used once each hour- it takes that long for the glands to replenish the supply (the GM can increase this time depending on factors such as lack of food or sleep). These chymical surges are not without risk: each time a Glad Warrior triggers the release of a drug into his system, he must make an Easy (+30) Toughness test or suffer 1d5 (I) Wounds to the Body location, not reduced by armour or Toughness. The difficulty of this test increases by 1 increment for every drug currently active in the Gland Warrior’s system (hence, if a Gland Warrior currently has both Frenzon and Slaught active, and he triggers a dose of Stimm, the Toughness test is reduced to Ordinary [+10]).
The Adeptus Mechanicus carefully guards the secret s of creating Gland Warriors, keeping their numbers strictly limited. Also, Gland Warriors tend to see themselves as something ‘beyond’ regular Guardsmen. As a result, Gland Warriors do not have Comrades.
GLAND WARRIOR RECOMMENDED ADVANCES
Weapon Skill- Simple (Characteristic) Page 102
Weapon Skill- Intermediate (Characteristic) Page 102
Toughness- Simple (Characteristic) Page 102
Toughness- Intermediate (Characteristic) Page 102
Agility- Simple (Characteristic) Page 102
Agility- Intermediate (Characteristic) Page 102
Athletics +10 (Skill) Page 116
Awareness (Skill) Page 118
Awareness +10 (Skill) Page 118
Dodge (Skill) Page 121
Intimidate (Skill) Page 123
Navigate [surface] (Skill) Page 127
Parry +10 (Skill) Page 129
Stealth (Skill) Page 132
Stealth +10 (Skill) Page 132
Survival +10 (Skill) Page 132
Blind Fighting (Talent) Page 141
Combat Master (Talent) Page 141
Die Hard (Talent) Page 142
Furious Assault (Talent) Page 144
Hard Target (Talent) Page 145
Hardy (Talent) Page 145
Jaded (Talent) Page 146
Never Die (Talent) Page 149
Preternatural Speed (Talent) Page 150
Sprint (Talent) Page 151
Swift Attack (Talent) Page 151
Whirlwind of Death (Talent) Page 153
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I’m currently drawing a blank on what kind of Comrade advances to give Nightsiders and Degens, so if anyone wants to make suggestions, it would be much appreciated. Keep in mind that Nightsiders are depicted as basically standard Guardsmen who just happen to see in the dark, and Degens are treated pretty much as cannon fodder.
Also, does my version of Gland Warriors seem too powerful? I’m not sure that their built-in drawbacks adequately balance their substantial advantages…
Edited by Adeptus-B