Monsters

This page details creatures and monsters that are not listed in the rules. They may turn up for special scenarios or in other circumstances.

Poxwalkers

Warp Plague has occasionally rears it's head on Farport following the Invasion 30 years ago. In wealthier areas it is often quickly contained but it sporadically appears in the poorer parts of the Slums.


Poxwalker

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M WS BS S T W I A Ld Cl Wil Int
D6 5+ - 2 2 1 6+ 2 - - - -
Skills: Fearsome, Cannibal, Infectious
Equipment: NONE
Special: Poxwalkers cannot be pinned and ignore the effects of wounds and serious injuries. Poxwalkers still accrue flesh wounds and will go out of action if they suffer 3 Flesh wounds. If a Poxwalker is Seriously injured while engaged with an enemy fighter and there are no other friendly fighters engaged in the combat, they can be taken out of action as a free action.
Poxwalkers never bottle and immune to Gas and Toxon weapons and will act normal if they are on fire, they similarly cannot try and put themselves out. Note they are effected by blind weapons - even brain dead monsters need to know where they are going!

Infectious: Anyone in base contact with a Poxwalker must roll a D6 when activated, on the roll of a 1 or a two they are affected by Warp Plague and must make a Warp Plague Test. Characters with Filter Plugs or Gas masks may re-roll a D6 result of "1" on this test by must accept the second result.

Cannibal: Should a Poxwalker take a fighter Out of Action, do not remove the model, instead, immediately roll on the Injury Chart and apply that result. The Poxwalker will stay engaged with the fighter and can only make the “Bite” action. Should the Poxwalkers no longer be in base contact with the Fighter remove the Fighter as normal
Bite (Simple): Roll to hit as normal, applying a -1 to the result. Should the attack hit and wound the target they must immediately make a Warp Plague test. Should a model be Seriously injured or Out of action and in base contact, this attack hits automatically
Warp Plague: An affected fighter must make the following test. Take a Willpower Check each activation to avoid succumbing, should they succumb, the fighter goes Out of Action. Should the model go Out of Action, they automatically succumb. If a fighter rolls a 10 or more on the Willpower check then they shrug off the affects of the Warp Plague.

Treating Warp Plague: Characters that go Out of Action while infected will Automatically gain the "Serious Injury - Infected Result!", in addition to other injuries

Infected! The Ganger must be taken to a Rogue Doc and be treated in the same manner as it was dying. A Character that is Infected! is a little easier to treat than someone dying and so this only costs D3x10 Credits. 
In addition, any Psykers may purge an infection with Willpower test, this counts as their post battle action. However, if a Psyker rolls a double 1 when attempting this, not only do they fail, they also gain the Infected! result.
Any character not treated, dies and becomes a Poxwalker. Removed the character from the roster.

Mindless unless under the direction or control by an agent of Nurgle, Poxwalkers are mindless. Poxwalkers move as quickly as possible towards the closest fighter. Poxwalkers can never use the "Coup de Grace" action.
Any Chaos Cultist with the Blessings of Nurgle upon them or a Chaos Cult Witch, may attempt to control Poxwalkers with the "Control Blight" action.

Control Blight (Simple): The Poxwalkers they must be within 12" and line of Sight and must pass a Willpower Check, if successful all the Poxwalkers within 12" and line of sight act under the Cultists control until Line of Sight is lost or the fighter is seriously injured or taken Out of Action.

Orks and Grots

When Moonface conquered Dirtside, it wasn't with his own forces by rather with a horde of mercenary Orks. Though defeated, Orkoid spores are near impossible to eliminate from a planet completely.



Feral Ork

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M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 4 4 1 5+ 2 9+ 8+ 7+ 10+
Skills: Iron Jaw
Equipment: Slugga and Choppa OR Shoota OR Choppa and Bash Board
Special: Orks ignore pinning and Flesh Wounds. Any Cool or Willpower Check they make can always benefit from other Orks nearby adding +1 to the result for each Ork within 6” and visible

Orkling

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MWSBSSTWIALdClWilInt
4”4+6+3416+19+9+9+11+
Skills: Iron Jaw
Equipment: Stikka
Special: Orkling ignore Pinning. Any Cool or Willpower Check they make can always benefit from other Orks nearby adding +1 to the result for each Ork within 6” and visible
Leg it!: Orklings have strong survival instincts and when running will outpace their older brethren. When a Orkling breaks it will run 3D6 and will continue running till it either leaves the battle field and escapes, or it recovers,












Leader Feral Ork Nob

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M WS BS S T W I A Ld Cl Wil Int
4” 3+ 5+ 4 4 2 4+ 3 7+ 7+ 6+ 9+
Skills: Iron Jaw, Headbutt, Crushing Blow, Hurl, Inspirational
Equipment: Slugga and Choppa with 'ard plates
Special: Orks ignore pinning and Flesh Wounds. Any Cool or Willpower Check they make can always benefit from other Orks nearby adding +1 to the result for each Ork within 6” and visible












Grot

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M WS BS S T W I A Ld Cl Wil Int
6” 5+ 4+ 2 2 1 3+ 1 9+ 10+ 10+ 7+
Skills: Clamber
Equipment: Grot Blasta, Stikka
Special: Any Cool or Willpower Check they make can always benefit from other Orks or Grots nearby adding +1 to the result for each Ork or 2 Grots within 4” and visible
Thieving git: Grots can make the following action when engaged with Seriously injured fighters:
Nik it Snatch it!(Basic): roll a D6, on a 3+ the Grot thieves something from the downed fighter. Make a note of what they stole. If the Grot is taken out of action in Close combat, the items are recovered, otherwise those items are lost. Each Grot can carry a maximum of 2 items (Unwieldy count as two)
Owtta My Way! Normally fighters cannot move through one another, however Orks can move through Grots, resolving a Reaction attack against the Grot should they do so.

Range Accuracy




Weapon S L S L Str AP D Ammo Traits
Slugga 3” 12” +2 - 4 - 1 5+ Pistol, Rapid Fire (1), Ramshackle
Shoota 9” 18” +1 - 4 - 1 5+ Rapid Fire (2), Ramshackle
Grot Blasta 4” 12” +1 - 3 - 1 5+ Pistol
Stikka - E - - - - 1 - Melee, Backstab
Choppa - E - - Str+1 -1 1 - Melee, Pulverise
Bash board - E - - str - 1 - Melee, Parry.
Ard Plates 4+ Armour Save to Orks only
Ramshackle: These weapons work fine for Orks for some reason... Not for humies. If there are no Orks or Grots that can see this weapon (bearing in mind vision arcs) then on a 3+ this weapon fails to work and the attack automatically fails

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