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
Starting Traits: Jungle Fighter: The Kroot come from the feral, tropical world Pech. A lush, tree filled jungle world that is far from Hospitable. Benefit: Kroot gain +10 to any tests made in feral, jungle or other natural environments. Carrion Eater: This race is infamous for their barbaric habit of eating the carcass of their fallen enemies. This habit is lengthy and annoying for the Kroot’s allies. However the effects of the Kroot doing this a very visible, for his allies will see him gain the strength and speed of his slain enemy. Benefit: If the Kroot passes an Survival test followed by a passed Carouse test and spends 10 minutes to eat the carcass of the
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
Starting Traits: Fueled By Pain: The Dark Eldar are sick individuals, relishing in pain and feeling it as though it were the ripest of ecstasies. They often commit themselves to dark, sadistic rituals of pleasure and pain that no mortal man could survive. It is this high resistance to pain
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 race’s 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
Fate Points Eldar Kroot
1-4 1 1
5-8 2 2
9-10 2 3
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.
Wealth Eldar Kroot
Starting Income Increase 120+3d10 50 Scum 20+1d10 50 Scum
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
Kindred XP Level: 0-499
Kroot Mercenary
double helix, allowing them to immediately evolve. Huntsman XP Level: 500-999
“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.” -Por’vre 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 Tau’s “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 enemy’s compete
Slayer XP Level: 1,000-1,999
Warrior XP Level: 2,000-2,999 Guerilla Jungle-Fighter XP Level: 3,000-5,999
Sage XP Level: 6,000-7,999
Grand Hunter XP Level: 6,000-7,999
Shaman XP Level: 8,000-9,999
Grand Slayer XP Level: 8,000-9,999
Shaper XP Level: 10,000-14,999
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
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.
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.
Intermediate 250 750 250 500 500 750 250 500 500
Advance Survival Tracking Speak Language (Low Gothic) Forbbiden Lore (Xenos) Resistance (Heat) Pistol Training (SP) Carouse +10 Decadence Basic Weapon Training (SP) Sound Constitiution†
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)
Trained 500 1,000 500 750 750 1,000 500 750 750 Cost 100 100 100 100 100 100 200 200 200 200
Expert 750 2,500 750 1,000 1,000 2,500 750 1,000 1,000 Type S S S S T T S T T T
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
Carouse T 30
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.
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 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
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 S S S T T T S S T T T T T T
Type S S S S T T T T S S S T T T
Prerequisites Awareness Dodge
WS 50
Survival Ag 30 WP 40
WS 35
Prerequisites Acrobatics Climb Ag 30 WS 35 and Ag 35
Dodge +10 Ag 40, Acrobatic
Guerrilla Jungle-Fighter Advances Jungle-fighters are the most skilled and feared of all the Kroot standing infantry. Only the disabled and the unworthy pass up the honor of fighting as one of these powerful hunters in the dark and turn down the chance of becoming a Shaper.
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.
Advance Carouse +20 Concealment +10 Intimidate +10 Navigation (suface) +10 Silent Move +10 Combat Master Duel Strike
Cost 100 100 100 100 100 100 100
Type S S S S S T T
Hardy Jaded Awareness +20 Command Shadowing Swim Counter Attack Fearless Heightend Sense (Sight) Rapid Reaction Unshakeable Faith Berserk Charge Lightening Reflexes
100 100 200 200 200 200 200 200 200 200 200 300 300
T T S S S S T T T T T T T
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 3800 300 300 300
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
Type S S S S S S T T T S S S T S S S T
Prerequisites
Int 30 Fel 30 Inquiry
Shaman Advances Shamans are rare and bizzare beings. They’re 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.
Advance
Cost
Type
Prerequisites
Barter +10
100
S
Barter
Charm +10
100
S
Charm
Chem-use +10
100
S
Chem-Use
Ciphers (Secret Society)
100
S
Medicae +10
100
S
Scolastic Lore (Archaic)
100
S
Scolastic Lore (Astronomy)
100
S
Scolastic Lore (Chymisty)
100
S
Scolastic Lore (Numerology)
100
S
Armor of Contempt
100
T
Dark Soul
100
T
Heightened Sense (Touch)
100
T
Minor Psychic Power†
100
T
Orthopoxy
100
T
Evaluate +10
200
S
Psyniscience
200
S
Scrutiny
200
S
Corpus Conversion
200
T
Insanely Faithful
200
T
Mimic
200
T
Peer (Academics)
200
T
Peer (The Insane)
200
T
Psy Rating 2
200
T
Resistance (Psychic Powers)
200
T
Deceive
300
S
Forbbiden Lore (Cults)
300
S
Forbidden Lore (Heresy)
300
S
Forbidden Lore (Daemonology)
300
S
Inquiry +20
300
S
Navigation (Stellar)
300
S
Security
300
S
Nerves of Steel
300
T
Power Well
400
T
Medicae
WP 40
Evaluate
Psy Rating 2
Psy Rating 1
Inquiry +10
Psy Rating 2
Grand Hunter Advances Grand Hunters are celebrated veterans of the Kroot fighting force. They have begun their long, viscious path to joining their Shaper brethren.
Grand Slayer Advances The Grand Slayers have ridden the backs of Krootox and Knarloc alike and have expirenced countless battles. Their training has ended and their skills are honed. They are steps away from the Shaper.
Advance
Cost
Type
Prerequisites
Acrobatics +20
100
S
Acrobatics +10
Concealment +20
100
S
Concealment +10
Intimidate +20
100
S
Intimidate +10
Heavy Weapon Training (SP)
100
T
Heavy weapon Training (Primitive)
100
T
Hip Shooting
100
T
BS 40, Ag 40
Navigation (Surface) +20
200
S
Navigation (Surface) +10
Search
200
S
Shadowing +10
200
S
Basic Weapon Training (Flamer)
200
T
Basic Weapon Training (Melta)
200
T
Basic Weapon Training (Plasma)
200
T
Dead Eye Shot
200
T
BS 30
Marksman
200
T
BS 35
Peer (Military)
200
T
Fel 30
Rapid Reload
200
T
Two-Weapon Weilder (Balistic)
300
T
BS 40
Advance
Cost
Type
Prerequisites
Command +20
100
S
Command +10
Demolition
100
S
Search +10
100
S
Search
Cleanse and Purify
100
T
Basic Training (Flame)
Gunslinger
100
T
BS 40, Two-Weapon
Independent Targeting
100
T
BS 40
Sharpshooter
100
T
BS 40, Deadeye Shot
Shadowing +20
200
S
Shadowing +10
Sleight of Hand
200
S
Wrangling +10
200
S
Wrangling
Crack Shot
200
T
BS 40
Duel Shot
200
T
Ag 40, Two-Weilder
Melee Training (Shock)
300
T
Resistance (Psychic Powers)
300
T
Shadowing +10
Shaper Advances Fuck it… I’m tired.
Advance Common Lore (Imperial) +10
Cost 100
Type S
Common Lore (War) +10
100
S
Performer (Storyteller) Secret Tongue (Military) Wrangling +20 Evaluate +20 Air of Authoirty Battle Rage Bulging Biceps Combat Master Iron Discipline
100 100 100 100 100 100 100 100 100
S S S S T T T T T
Iron Jaw Sure Strike Total Recall Climb +20 Demoltion +10 Gamble +10 Search +20 Arms Master
100 100 100 200 200 200 200 200
T T T S S S S S
Hard Target Into the Jaws of Hell Lightening Attacks Mental Fortress
200 200 300 300
T T T T
Mighty Shot Paranoia Sprint Takedown Talented (Carouse) Wall of Steel
300 300 300 300 300 300
T T T T T T
Prerequisites Com. Lore (Imperial) Common Lore (War)
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