Dark Heresy Alien Races
Dark Heresy Alien Races
Dark Heresy Alien Races
Characteristic Generation
Characteristic Base Kroot Eldar Ork
Weapon Skill Ballistic skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Wounds
2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 2d10+ 1d5+
25 15 25 20 20 20 20 20 15 8
25 25 15 15 25 20 25 20 20 6
25 10 20 25 20 15 20 20 10 8
Kroot Mercenary
Starting Skills:), Carouse (T), Survival (Int) or
Tracking (Int), (Speak Language Tribal, Low Gothic) Starting Talents: Basic Weapon Training (Primitive), Melee Weapon Training (Primitive). Starting Gear: Kroot Riffle (Basic; S/2/-; 90m; 1d10+3 E; Pen 2; Clip 8; 2 Full; Primitive, Unreliable; Wt. 7kg) and 16 Charged Rounds, Knife, Quilted Vest or 5 Knarloc Quills (Toxic Throwing Knives), 1d5 Charms, Backpack. Kroot Riffle Comes with a built in Spear. Starting Rank: Kindred
enemy they may have one of the following effects: -They gain 1d5+TB lost wounds back or heal 1 critical damage. -Gain +10 to any Characteristic for 1d10 rounds. -Gain +10 to all tests for 1d5 rounds. -Lose 1d5 Fatigue. -Gain 1d10xIB experience. Primitive: Though star faring, the Kroot are and have always been feral beings; sticking to tradition and primitive close combat weaponry as oppose to evolving their technology along with those that found them, the Tau. It is for this reason that the creatures are inadaptable with everyday society. But unlike Imperial feral worlders, theirs is a choice. Drawback: You take a -10 Penalty to Tech-use (Int) Tests and a -10 penalty to Fellowship tests in formal or civilized surroundings.
Eldar Corsair
Starting Skills: Dodge (Ag) or Awareness (Per),
Literacy (Int), Speak Language (High Gothic, Low Gothic, Eldar), Forbidden Lore (Xenos). Starting Talents: Melee Weapon Training (Primitive), Exotic Weapons Training (Splinter), Sprint. Starting Gear: Mono-Sword or Splinter Riffle (Basic; S/3/6; 180m; 1d10+2 R; Pen 2; Clip 60; 2 Full; Accurate, Toxic; Wt. 2 Kg) with 2 Cartridges, Mono-Knife or Splinter Pistol (Pistol; S/-/-; 30m; 1d10 R; Pen 2; Clip 15; Full; Toxic; Wt. 1.5) with 2 Cartridges, Injector, 1 Dose of Spook or 3 Doses of Slaught, Xenon Mesh (Arms 4, Body 4, Legs 4), Kabalite Tabard (Good Quality Clothing). Starting Rank: Darkling
that makes them more dangerous adversaries wounded then at full health. Benefit: Eldar Corsairs always counted as lightly wounded for the purposes of healing. In addition, whenever they drop to half their starting wounds, they become Frenzied until healed. Darkling: The Eldar Corsairs, though spending their lives mostly on their races starships, most are born on or born from parents that are from Night Worlds. Night Worlds are horrid death worlds that are permanently shrouded in night. Their
inhabitants have either grown blind or have the ability to see at night as clear as it were day. Benefit: Eldar Corsairs gain the Dark Sight trait. With Haste: Eldar are amongst the most quick and agile of bipedal creatures. Their lanky figures and gaunt body structure make them weak, but capable of sprinting long distances without the slightest pause for breath. Benefit: Eldar Corsairs start with the Unnatural Agility (x2) trait.
1-4 1 1
5-8 2 2
9-10 2 3
Coloration
Roll 01-30 31-50 51-70 71-90 91-00 -KrootSkin Quills Black White Reddish Grey Khaki Green Stained (Any) Brown Albino Black Eyes Gold Green Grey Baby Blue Dark Red Skin Porcelain Fair Bluish Grey Sickly -EldarHair Fire Red Dyed (Any) Auburn Copper Black Eyes White Grey Fully Black Violet Gold
Age
Roll 01-50 051-80 81-00 Kroot Kipling (15+1d10) Warrior (30+1d10) Elder (45+1d10) Eldar Youngling (100x1d10) Adult (200x2d10) Sage(500x3d10)
Build
Roll 01-20 21-50 51-80 81-90 91-00 -KrootDescription Muscular Broad Thin Gaunt Shaper Born Male 2m/95kg 1.90m/85kg 2.25m/80kg 2.20m/70kg 2.50/100kg Description Spindly Svelte Lanky Stunted Stocky -EldarMale 2.50m/45kg 2.35m/65kg 2.10m/70kg 1.75m/55kg 2m/85kg Female 2.35m/35kg 2.10m/50kg 2m/55kg 1.60m/45kg 1.90m/75kg
Kroot Mercenary
They are fierce indeed these Kroot, and savage. I look upon them and tremble at their ferocity. I can only hope that when the enemy sees them they tremble as I do. -Porvre Tau Cho, Water caste. From the beginning, Kroot are raised in trials by fire. The Kroot Carnivore race was first discovered by the intellectual Tau Empire. They were one of the few races to not resist the Taus greater good methodology. Though no resistance was made, they Kroot were far from assimilated. The Kroot race are warriors and warriors only. Their children are raised as hunters, their hunters raised as Warriors and it is from this path that a Kroot may choose its path. A Kroot has the choice to return home, aid its kin, or do battle among the stars. Though, hundreds flock home to learn medicine and other trades, it is the Grand Fighters that make up the fighting ranks of the Kroot. The Kroot themselves are mercenaries. They care not for personal prejudices or glorious battles, and fight for others only with the promise of a glorious paycheck at the end of the day. It is this mentality that has forced them to do operations with the Eldar, Orks, Imperium and even dark forces of Chaos behind the extremely prejudice iron fist of the Tau Empire or risk their own annihilation. Their primary defense is their body structure. Formed of hard quills that absorb impact and form strength stronger than muscle, their bodies form a terrifying visage that can not only intimidate their weaker opponents into submission, but slaughter the stronger one in combat. In addition, the Kroot have an empty gene structure that, upon eating their fallen enemies, bonds with their enemys compete
Kroot Characteristic Advances Characteristic Simple Weapon Skill 100 Balistic Skill 500 Strength 100 Toughness 250 Agility 250 Intelligence 500 Perception 100 Willpower 250 Fellowship 250
Intermediate 250 750 250 500 500 750 250 500 500
Trained 500 1,000 500 750 750 1,000 500 750 750 Cost 100 100 100 100 100 100 200 200 200 200 Type S S S S T T S T T T
Expert 750 2,500 750 1,000 1,000 2,500 750 1,000 1,000 Prerequisites
Kindred Advances
Kindred are hardly fighters. They are more or less drafted to fight under extreme circumstance. This is the first step on their trial by fire.
Advance Survival Tracking Speak Language (Low Gothic) Forbbiden Lore (Xenos) Resistance (Heat) Pistol Training (SP) Carouse +10 Decadence Basic Weapon Training (SP) Sound Constitiution
Carouse T 30
Huntsman Advances
The Huntsman are the hunters and gatherers of the Kroot tribes. As the Kroot grows older, the beasts he hunts grow in size and ferocity.
This symbol indicates you may take the specified talent three times.
Advance Awareness Acrobatics Climb Dodge Heightened Sense (Smell) Thrown Weapon Training (Primitive) Pistol Weapon Training (Primitive) Sound Constitution Inquiry Tracking +10 Trade (Tanner) Catfall Disturbing Voice Light Sleeper Pistol Weapon Training (Las)
Cost 100 100 100 100 100 100 100 100 200 200 200 200 200 200 200
Type S S S S T T T T S S S T T T T
Prerequisites
Tracking Ag 30 Per 30
Slayer Advances
Slayers, or guardians as some Kroot reference them, are in the third stage of their trail. They no longer hunt creatures for food, but the most dangerous beasts their homeworld has to offer.
This symbol indicates you may take the specified talent two times.
Advance Awareness +10 Concealment Dodge +10 Intimidate Navigation (Surface) Silent Move Wrangling Crippling Strike Resistance (Fear) Sound Constitution Gamble Survival +10 Ambidexterous Basic Weapon Training (Las) Die Hard Frenzy Melee Weapon Training (Chain) Swift Attack
Cost 100 100 100 100 100 100 100 100 100 100 200 200 200 200 200 200 200 200
Type S S S S S S S T T T S S T T T T T T
WS 50
Survival Ag 30 WP 40
WS 35
Warrior Advances
The Kroot has finally entered the last stage of his trial by fire: combat. They must survive this harsh period as a lowly soldier to move on and return home or fight as a guerrila.
Advance Acrobatics +10 Ciphers (War Cant) Climb +10 Common Lore (War) Disarm Double Team Two-Weapon Weilder (Melee) Quick Draw Common Lore (Imperium) Dodge +20 Interrogation Assassin Strike Basic Weapon Training (Bolt) Pistol Weapon Training (Bolt)
Cost 100 100 100 100 100 100 100 100 200 200 200 200 200 200
Type S S S S T T T T S S S T T T
Advance Carouse +20 Concealment +10 Intimidate +10 Navigation (suface) +10 Silent Move +10 Combat Master Duel Strike Hardy Jaded Awareness +20 Command Shadowing Swim Counter Attack Fearless Heightend Sense (Sight) Rapid Reaction Unshakeable Faith Berserk Charge Lightening Reflexes Advance Barter Charm Chem-use Literacy Medicae Scolastic Lore (Legend) Foresight Meditation Peer (Feral Worlders) Evaluate Inquiry +10 Search Minor Psychic Power Forbidden Lore (Psykers) Forbideen Lore (Warp) Forbedden Lore (Inquisision) Psy Rating 1
Cost 100 100 100 100 100 100 100 100 100 200 200 200 200 200 200 200 200 200 300 300 Cost 100 100 100 100 100 100 100 100 100 200 200 200 200 3800 300 300 300
Type S S S S S T T T T S S S S T T T T T T T Type S S S S S S T T T S S S T S S S T
Prerequisites Carouse +10 Concealment Intimidate Navigation (Surface) Silent Move WS 30 Ag 40, Two- Weapon Wielder T 40 WP 40 Awareness +10
WS 40
Ag 40
Prerequisites
Sage Advances
These souls have returned to their homeworld after their time in combat to study the universe.
This symbol indicates you may take the specified talent two times.
Cost 100 100 100 100 100 100 100 100 100 100 100 100 100 100 200 200 200 200 200 200 200 200 200 200 300 300 300 300 300 300 300 300 400
Type S S S S S S S S S T T T T T S S S T T T T T T T S S S S S S S T T
Shaman Advances
Shamans are rare and bizzare beings. Theyre self aware nature is very much different to their Kroot brethren. Some have been reported to gain inate psychic abilities, which, in combination with their militant past makes them formitable oppenents.
Charm +10 Chem-use +10 Ciphers (Secret Society) Medicae +10 Scolastic Lore (Archaic) Scolastic Lore (Astronomy) Scolastic Lore (Chymisty) Scolastic Lore (Numerology) Armor of Contempt Dark Soul Heightened Sense (Touch) Minor Psychic Power Orthopoxy Evaluate +10 Psyniscience Scrutiny Corpus Conversion Insanely Faithful Mimic Peer (Academics) Peer (The Insane) Psy Rating 2 Resistance (Psychic Powers) Deceive Forbbiden Lore (Cults) Forbidden Lore (Heresy) Forbidden Lore (Daemonology) Inquiry +20 Navigation (Stellar) Security Nerves of Steel Power Well
WP 40
Evaluate
Psy Rating 2
Psy Rating 1
Inquiry +10
Psy Rating 2
Advance Acrobatics +20 Concealment +20 Intimidate +20 Heavy Weapon Training (SP) Heavy weapon Training (Primitive) Hip Shooting Navigation (Surface) +20 Search Shadowing +10 Basic Weapon Training (Flamer) Basic Weapon Training (Melta) Basic Weapon Training (Plasma) Dead Eye Shot Marksman Peer (Military) Rapid Reload Two-Weapon Weilder (Balistic)
Cost 100 100 100 100 100 100 200 200 200 200 200 200 200 200 200 200 300 Cost 100 100 100 100 100 100 100 200 200 200 200 200 300 300
Type S S S T T T S S S T T T T T T T T Type S S S T T T T S S S T T T T
BS 30 BS 35 Fel 30 BS 40 Prerequisites Command +10 Search Basic Training (Flame) BS 40, Two-Weapon BS 40 BS 40, Deadeye Shot Shadowing +10 Wrangling BS 40 Ag 40, Two-Weilder
Advance Command +20 Demolition Search +10 Cleanse and Purify Gunslinger Independent Targeting Sharpshooter Shadowing +20 Sleight of Hand Wrangling +10 Crack Shot Duel Shot Melee Training (Shock) Resistance (Psychic Powers)
Shaper Advances
Fuck it Im tired.
Advance Common Lore (Imperial) +10 Common Lore (War) +10 Performer (Storyteller) Secret Tongue (Military) Wrangling +20 Evaluate +20 Air of Authoirty Battle Rage Bulging Biceps Combat Master Iron Discipline Iron Jaw Sure Strike Total Recall Climb +20 Demoltion +10 Gamble +10 Search +20 Arms Master
Cost 100 100 100 100 100 100 100 100 100 100 100 100 100 100 200 200 200 200 200
Type S S S S S S T T T T T T T T S S S S S
Hard Target Into the Jaws of Hell Lightening Attacks Mental Fortress Mighty Shot Paranoia Sprint Takedown Talented (Carouse) Wall of Steel
200 200 300 300 300 300 300 300 300 300
T T T T T T T T T T
Wrangling +10 Evaluate +10 Fel 30 Frenzy S 45 WS 30 WP 30, Command T 40 WS 30 Int 30 Climb +10 Demolition Gamble Search +10 BS 30, Basic Weapon (Any two) Ag 40 Iron Discipline Swift Attack WP 50, Strong Minded BS 40
Ag 35