
                                 Chapter 22 - Bestiary
                                 =====================

22.1  Introduction
=-=-=-=-=-=-=-=-=-

 There are many, many creatures in the Warhammer 40,000 universe, resident to 
the many, many worlds of the Galaxy.  As well as the main races of Humanity, 
the Eldar, Squats, Orks, Ratlings and Ogryns, and the threats to the Galaxy 
represented by Chaos, Tyranids and the mysterious Necrons, there are countless 
flora and fauna in the Galaxy - some localised to one or two worlds, while 
others have managed to spread across Sectors or across the Galaxy.  Then there 
are the entities that are not born of the material universe, but of Warpspace.

 There are many, many types of creature, those covered here are but the tip 
of a very large iceberg.  This chapter is neither complete nor exhaustive.


22.2  Humans and Humanoids
=-=-=-=-=-=-=-=-=-=-=-=-=-

22.2.1  Humans 
--------------

 Humanity is, with the possible exception of the Orks, one of the most widely 
populated intelligent races of the Galaxy.  The Imperium of Mankind is spread 
across most of the Galaxy, though it does not control the whole Galaxy by any 
feat of the imagination.  How Humans live in the Galaxy of the 40th Millenium 
is dictated to a great degree to the planet on which they live.  Physically 
they are highly similar to ourselves.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  30  40  3  3  7  30 1  30  30  30  30  30  30


22.2.2  Ratlings
----------------

 Ratlings were originally Human, but at some point in their past developed a 
mutation that made them smaller, as tall as a Human child.  This is a stable 
mutation, and slowly spread over the whole race.  Physically they are like 
Humans, only their maximum adult height is approximately that of a Human 
child.  They have a knack for sharp-shooting, making them ideal snipers for 
the Imperial Guard.  Their feet are hairy and most prefer to walk around 
barefoot.

 Though they call themselves Halflings, most other races use other, often 
derogatory terms.  The most common Imperial name for them is Ratlings.

 Ratlings have Night Vision of 20 yards.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 3  21  41  2  2  5  50 1  41  11  31  11  41  41


22.2.3  Space Marines
---------------------

 Space Marines are genetically enhanced Humans, who serve as the Imperiums 
elite warriors in the Space Marine Chapters of the Adeptus Astartes.  Born 
Human, they are inducted into one of the many Space Marine Chapters where they 
undergo psychosurgery and extensive implantation of additional glands and 
organs which together make them more than Human.  They gain advanced eyesight 
and hearing, a reinforced skeleton, accelerated muscle growth, a third lung 
allowing them to breathe in any atmosphere, in water, or even in a vacuum, and 
many other advantages.  As the elite Imperial fighting forces they undertake 
some of the most dangerous missions and are among the first to receive the 
newest and best equipment.

 Space Marines have Night Vision of 20 yards.

 More information and background on Space Marines can be found in the Space 
Marines chapter.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  50  60  4  4  11 50 2  30  40  40  50  40  30


22.2.4  Ogryns
--------------

 Ogryns were originally Human, but at some point in their past developed a 
mutation that made them much larger, and noticably less mentally agile.  
This is a stable mutation, and slowly spread over the whole race.  Physically 
they are much like Humans, only much taller (they grow to approximately 7 or 8 
feet) and more powerfully built.  Though dim witted, they make excellent 
combat troops for the Imperial Guard if the instructions given to them are 
simple enough to understand.  The Ogryn Ripper Gun is a special weapon created 
specially for the Ogryns in the Imperial Guard.  The weapon is similar to 20th 
century automatic machine guns, though as Ogryns have a tendency to get 
overexcited and use long bursts of fire the weapon has an automatic mechanism 
limiting the length of any given burst.  Were that not the case Ogryns would 
probably run of ammunition rapidly.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  41  31  4  5  15 16 1  16  16  16  16  31  11


22.2.5  Squats
--------------

 Squats were originally Human, but during the Time of Isolation of the Squat 
Homeworlds changed over thousands of to be smaller and more densely built.  
Their civilisation diverged from that of the Imperium, and when the Time of 
Isolation ended they had become to all intents and purposes a separate race.  

 They grow to a height slightly taller than that of a Human child (or 
Ratling).  They tend to be bluff and straightforward in manner, and remember 
slights against them.  They are quick to anger and slow to forgive, and tend 
to hold grudges for slights against them.  Their technology base is more 
advanced than that of the Imperium, and they have a spirit of developing new 
technologies and uses of existing technology that is virtually unknown in the 
Adeptus Mechanicus.

 Squats are subject to Hatred against Orks.
 Squats have Night Vision of 30 yards.

 More information and background on the Squats can be found in the Squats 
chapter.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 3  41  21  3  4  8  21 1  31  51  31  51  51  21


22.2.6  Eldar
-------------

 The Eldar once ruled the Galaxy, before a great cataclysm hit their 
civilisation.  The race now lives in the shadow of the Chaos god Slaanesh, 
and exist in two cultures (three if you count the Dark Eldar, described in the 
following section).  Most live on the great spacecrafts called Craftworlds, 
where they live their lives learning many different skills (or Paths).  Others 
settle on planets that tend to be towards the edge of the Galaxy as Exodites 
and live relatively simpler and rustic lives as farmers.  Many Exodite farmers 
breed Megadons.

 Physically they are much like Humans, only extremely lithe and graceful.  
They are highly proficient in the manipulation of psychic energy, probably the 
best in the Galaxy.

 Eldar have Night Vision of 30 yards.

 More information and background on the Eldar can be found in the Eldar 
chapter.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 5  41  31  3  3  6  50 1  41  41  51  51  41  41


22.2.7  Dark Eldar
------------------

 The Eldar were once united.  At around the time of the great cataclysm that 
all but destroyed their rulership of the Galaxy, they split.  A number of them 
established a realm in the furthest reaches of the Eldar Webway, called 
Commoraugh.  These Eldar became warped, revelling in pain and suffering, and 
began raiding Human settlements for captives to enslave and torture.  They 
became known as the Dark Eldar, to the other Eldar at least.  They are similar 
in technology and physical form to the mainstream Eldar, but tend to be 
somewhat paler skinned.  They revel in killing, pain, suffering and fear, and 
are one of the few races in the Galaxy that can truly be called evil.

 Dark Eldar have Night Vision of 30 yards.

 More information and background on the Dark Eldar can be found in the Eldar 
chapter.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 5  41  31  3  3  6  50 1  41  41  51  51  41  41


22.2.8  Orks
------------

 The Orks are the most savage and warlike race in the Galaxy.  Orks live for 
war and are constantly striving to defeat their neighbours whether they are 
human, Eldar, or other Orks.  They are a tough, brutal, and remarkably 
successful race, ranking among the most powerful warriors in the Galaxy.  They 
control a significant part of Known Space, but this sprawling territory is 
neither united nor cohesive, being split amongst thousands of individual 
Warlords scattered all over the Galaxy, and all wanting to get one over on 
rival Warlords...

 Orks live on innumerable worlds.  On some they dominate, others they live in 
a state of war.  There are Ork realms, Ork empires and Ork hordes that roam 
through space aboard space hulks.  Wherever humans have travelled in the 
Galaxy, there have been Orks.  It is now tens of thousands of years since 
Mankind first encountered Orks, and from the outset there was conflict.  It is 
unlikely this state of affairs will ever change.

 Physically, Orks are green skinned, usually tall (about 8 feet), and well 
built.  The more powerful an individual the larger and stronger he will be, 
making their Warlords something to be reckoned with.  Orks themselves are the 
dominant race of a number of related Orkoid races, the others being the 
Gretchin, Snotlings and Squigs.  Gretchin are much smaller (about half the 
size of an ork), more wiry, and more intelligent.  They are used as servants 
and lackeys by the Orks.  Snotlings are smaller and wirier still, used as 
slaves.  Squigs are somewhat dim (and usualy small) creatures whose purpose 
appears to be to provide food, skin and other services for the larger Orkoid 
races.  Most are small and tasty acting as convenient snacks for the Orks.  
Others provide excellent skin, others (such as Face Squigs) are used in eating 
contests (eat the Squig before the Squig bites your face off...), while others 
still (such as Cave Squigs) are sometimes kept as satisfactory, if rather 
savage, pets.

 More information and background on the Orks can be found in the Orks chapter.

Orks:
 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  33  25  3  4  5  20 1  29  29  18  29  29  18

Gretchin:
 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  25  25  3  3  5  20 1  29  18  29  18  18  18

Snotlings:
 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  25  17  1  1  3  30 1  14  14  14  14  14  14

Squigs:
  Highly variable, no "average" profile can be given for Squigs.
  Cave Squigs and Face Squigs should be highly vicious and dangerous, 
  others smaller and somewhat more malleable to Orky desires...


22.2.9  Necrons
---------------

 Millenia ago, there existed a race called the Necrontyr, who by living under a 
cruel star and by cursed genetics each had a very short lifespan.  They lived in 
vast tomb cities in the very expectation of death.  At the same time lived the
Old Ones, precursors of the Eldar and many other modern races, and who were 
incredibly long lived.  In time, a war started between the races, which the 
Necrontyr were unable to win.  The Necrontyr searched for a weapon they could 
bring to bear against the Warp-born sorceries and magicks of the Old Ones.

 They found it.  They found in the heart of the very stars themselves being of 
pure energy that had existed since the birth of the universe.  By means unknown 
they communicated with these beings and drew them out, allowing the beings to 
inhabit bodies of living metal.  The beings, that became known as the C'Tan 
("star gods") grew to like their new existence.  They were fickle virtually 
god like beings, and in time made the Necrontyr a faustian bargain - to give up 
their short lived organic bodies in favour of time defying bodies of living metal.
The Necrontyr accepted, but in the process were made a slave race to the C'Tan.  
They became the Necrons.  The C'Tan and Necrons embarked on a conquest of the 
Galaxy to rid it of life, and the war between the C'Tan and the Old Ones began 
anew.  On the planets where the C'Tan ruled they were exceptionally cruel masters.

 The Old Ones were forced to draw more and more on Warp magicks to survive and 
fend off the C'Tan, to whom the Warp was anathema.  At this time the Old Ones 
created many races including the Eldar, to help them fight the C'Tan.  The war 
ended prematurely, however, when creatures from Warpspace invaded the material 
universe.  The Old Ones had pushed their magicks too far, and the cracks between 
realms allowed the creatures of the Warp to cross over.  Chief among these were 
the Enslavers, who threatened to destroy all life in the Galaxy.  The Old Ones 
were all but destroyed by this turn of events.  The C'Tan and withdrew to planets 
devoid of life, where they laid for millenia, waiting for the threat to abate.

 Now human re-exploration has caused scattered clusters of Necrons to become 
active once again.  To humanity, it is not known what the Necrons want, but they 
strive to achieve it by attacking isolated alien planets and settlements, either 
killing or capturing all defenders.  Imperial investigation into the Necron threat 
is still ongoing.

 From what little the other races have been able to put together, the Necrons 
are an ancient and advanced race with incredibly advanced technology.  Some 
hypothesize they are trying to rebuild their race in organic form once more, 
others that the Necrons are no longer possessed of rational minds.  Some say 
that millions of years of stasis has degenerated the Necrons electronically 
encoded personalities so that only crude instincts and half-remembered 
purposes remain to drive their metallic bodies.  The Eldar know more, possessed 
of ancient psycho-memories going back to the time of the Old Ones, but even to the 
Eldar the C'Tan are remembered in only ancient myths.  The true extent of the 
knowledge to which the Eldar are possessed is buried in the Black Library, for 
just reason.  The Eldar say nothing.  Instead they prepare and wait for the storm.

 Necrons stand at between six and seven feet tall, with powerful artificial bodies 
of living metal, and use weaponry that have been called Gauss, or Gauss-flayer, 
weapons.  The few eyewitnesses that have survived Necron raids report seeing large 
numbers of smaller mechanical creatures dubbed Scarabs by the Imperial Guard.  
Scarabs are small beetle like robots (about a foot long), apparently constructed 
by the Nercrons, which seem to behave like mobile mines/bombs.  They move to the 
location where they are controlled to go before self-destructing in a large 
explosion.  Necrons seem to make many uses of teleportation technology, often 
teleporting in to attack by surprise, and individual Necrons each seem to have 
a built in mechanism whereby they automatically teleport away elsewhere (noone 
knows where) when incapacitated.  They seem to be able to automatically repair 
themselves in battle also.  Only the use of special experimental teleport 
preventers was able to capture fallen Necrons for scrutiny by the Inquisition 
and Adeptus Mechanicus.  In some cases these captured Necrons subsequently 
revived during examination, often slaughtering the investigators and security 
personnel before escaping.

Typical Necron:
 M  WS  BS  S  T  W  I   A  Dex Ld Int Cl  WP  Fel
 4  41  34  4  4  7  20  1  28  89 89  89  89  0
7 APs all locations, 90% chance of teleporting out
 of combat if reduced to 1 Wound or less, reduced
 by 10% per critical level over 3 on the body.

Scarab
 M  WS  BS  S  T  W  I   A  Dex Ld Int Cl  WP  Fel
 3  25  0   3  3  3  20  1  0   89 49  49  89  0
Counts as a small target.
3 APs all locations.

 More information and background on the Necrons can be found in the Necrons chapter.


22.2.10  Tau
------------

 The Tau are a race recently encountered on the Eastern rim of the Galaxy.  
They are a young race, are highly technologically advanced, and expanding 
their influence in the Galaxy.  They are composed of 5 castes.  The Fire caste 
are the warriors.  The Earth caste are the artisans, engineers and builders.  
The Air caste are the messengers, pilots and space crews.  The Water caste are 
the bureaucrats, traders and diplomats.  For a long time in their history the 
Tau castes warred amongst each other, until the coming of the mysterious 
Ethereal caste.  This caste, also called the 'aun', are the rulers of Tau 
society.  They seem to have absolute control over the other Tau, and Imperial 
observers would give anything to learn how they do this.  Theories include 
pheromone control or psychic means.  Plans are busy being made for the Imperial 
capture of an Ethereal to determine answers to these questions.  Whatever the 
means of their doing so, the Aun have forged the Tau into a dynamic where 
every Tau seemingly works for the 'greater good' of the Tau empire.

 Technologically, the primary weapons of the Tau are known as the Pulse Rifle 
and the Pulse Carbine, both of which appear to fire plasma energy.  Imperial 
inspection of captured Tau weapons is ongoing to determine how these weapons 
work, and how the technology might be modified for the use of the Imperium.  
Initial reports of the Techpriesthood conclude the Pulse Rifle and Pulse 
Carbine utilise an induction field to propel a particle, which breaks down 
into a pulse of plamsa energy as it leaves the barrel.  The Pulse Carbine is 
more portable than the Pulse Rifle, has a shorter range, and also mounts a 
photon grenade launcher.  Also seen are technologically advanced Tau 
battlesuits, some of which have found their way into the hives of Necromunda 
as the hunting rig of the 'Spyre hunter' gangs.

 Thus far, the Tau have encountered mankind for the most part, with scattered 
(and rare) encounters with the Eldar, Tyranids and Necrons.  Being so far from 
the Eye of Terror, they have yet to encounter significant numbers of Chaos 
Marines.  On the occasions when Chaos forces have been encountered by the Tau, 
they have been assumed to have been Imperial forces.  You can imagine what 
view of the Imperium this could give to the Tau!  Some humans have established 
dialogues with the Tau, including some ongoing trade.

 The Tau live in septs, where a sept roughly equates to the star system a given 
Tau hails from.  Some Tau septs have had more contact with mankind and other 
aliens than others.  The Ke'lshan sept has suffered worst from alien encounters 
and has become mistrustful and sometimes openly hostile to aliens.  The Tash'var 
sept has also suffered from encounters, mostly from Orks and other piratical 
races.  The T'olku sept meanwhile has had most peaceful contact with alien 
species.  Other major septs include the T'au (the Tau home world), the Tau'n 
(first offworld colony), the Vior'la (notorious for their aggression and 
skills in war), the D'yandi (regarded as somewhat rustic), the Dal'yth (a very 
cosmopolitan world with good trade contact with alien races), the Sa'cea 
(highly militarised with large proportions of Fire warriors), the Bork'an 
(a centre of Tau academia) and the Fal'shia (famed for its innovators and 
artisans).  Smaller septs include the Au'taal (easygoing as Tau go), Elsy'eir 
(renowned poets and artists), Vash'ya (providing many of the initial pilots and 
ship crews for the early Tau expansion into space) and N'dras (a world voluntarily 
abandoned by the Tau over half a century ago, for reasons unknown).

 Within the Tau empire are planets on which live highly adaptable if primitive 
creatures called Kroot.  These are often used as shock troops by the Tau in 
battle and there are many kinds of Kroot, each seemly an adaption of the Kroot 
for a particular purposes.  Some of these adaptions, including that of 
Kroothounds, appear to be evolutionary dead-ends.

Basic Tau
 M  WS  BS  S  T  W  I   A  Dex Ld Int Cl  WP  Fel
 4  25  25  3  3  5  20  1  35  29 31  30  29  29

Kroot
 M  WS  BS  S  T  W  I   A  Dex Ld Int Cl  WP  Fel
 4  41  25  4  3  6  30  1  27  25 24  29  29  24


22.3  Warp Entities
=-=-=-=-=-=-=-=-=-=

 Many Warp entities exist within the medium of Warpspace, creatures of an 
altogether different order from those of the "real" world.  There are many, 
many types of these, those covered here are but the tip of a very large 
iceberg.  Many of them prey or are a grave threat to unprotected Human 
psykers, and often those around the psyker also.  It is little wonder the 
Inquisition strive so hard to either bring unprotected psykers over to the 
Emperors service or sacrifice them to the Emperor.

22.3.1  Daemons
---------------

 Daemons, primarily creatures of Chaos, are described in both the Chaos 
chapter and the WFRP rulebook.  The general notes on Daemons in the WFRP 
rulebook apply equally to WFKRP.  Notes on more specific Chaos Daemons can be 
found in the Chaos chapter of this web site.


22.3.2  Astral Hounds
---------------------

 Astral Hounds resemble large, dark, shadowy dogs.  They are carbivorous and 
extremely predatory, but are not intelligent.  Brute instinct allows them to 
track the psychic aura of any creature with psychic abilities, the strongest 
and most attractive scent is that of the unprotected Human psyker.  So strong 
is their compulsion to seek out the source of this aura that the Astral Hound 
is the single most dangerous foe of the emergent psyker.  They use the psykers 
own powers to take form within the material universe.  Astral Hounds attack 
with a numbing bite, paralysing their victim.  Once helpless, unfortunate 
victims are taken back into Warpspace where the Hounds feed upon their psychic 
energy.  The poor psyker simply disappears, confounding friends and 
neighbours.  Astral Hounds are ferocious opponents and are capable of making 
short Warp jumps of several metres, suddenly appearing behind or beside their 
enemy.

 Astral Hounds usually attack in packs of up to six animals.  For a pack to 
manifest itself within the material universe, the GM makes a secret roll again 
the psykers WP.  If the WP roll is passed, the psyker resists their 
intrusion and the Hounds will usually try again in the following turn.  If 
failed, the Hounds appear within D12 yards of their prey and attack in a 
pack.  In combat, any hits from an Astral Hound cause paralysis if damage is 
sustained.  Once disabled the victim is removed to Warpspace along with its 
attacking Hound.  If there are no psykers (unprotected or otherwise) within 
100 metres, the entire pack returns to Warpspace to share in the feast.  
Psykers within 100 metres will be attacked as before, the hunt continuing anew.

 Astral Hounds have the ability to shift themselves momentarily via 
Warpspace.  Some have even been known to use their instinctive knowledge of 
the Warp to travel in time (perhaps appearing again 5 seconds before they 
left) though this is rare.  The Hound may in any given round either move/
/attack normally or make such a Warp jump.  The Hound may rematerialise 
anywhere within 24 yards.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  41  0   4  4  6  50 1  0   66  10  66  66  0


22.3.3  Astral Spectre
----------------------

 The term Spectre covers a variety of entities which have no physical bodies, 
but which exist primarily within the medium of Warpspace.  They are able to 
impinge upon the material world only through the activities of psychics, 
following the psychic trail left delibarately, or being drawn to it 
unintentionally.  Unprotected Human psykers cannot help but attract these 
creatures, giving rise to poltergeist activity, apparent insanity, etc.  
Spectres have intelligence, bit of an order very different from Humans, and in 
many ways incomprehensible.  They have no respect for living creatures, 
utilising psykers only to survive.  Once divorced from Warpspace a Spectre 
needs a constant supply of psychic energy or else it is destroyed.  The only 
way a Spectre can obtain this energy is to occupy the body of a living 
creature.  Every day the Spectre occupies a body D6 points of the victims WP 
are drained, until the body is completely drained and then useless.  Abandoned 
bodies do not die, but become mindless shells.  The body of a psyker is more 
useful to the Spectre because Psi-Points can be drained as well as WP.  The 
host cannot replenish Psi-Points lost to the Spectre, and will eventually be 
drained and abandoned as with other creatures.

 To manifest within the body of an unprotected psyker a Spectre must force 
himself on the victims body.  The victim may resist with a WP test, failure 
meaning the Spectre enters the victims body.  A Spectre trying failing to take 
over a psyker in this way would normally seek a new victim, and may make one 
such attempt a turn until a suitable host is found.  Once installed in a 
material body, the Spectre may transfer to a new victim by physical contact, 
new victims need not be unprotected psykers but can be normal psykers, or even 
non-psykers.  A further WP roll may be made by the new victim to resist.  A 
Spectre acquires a certain amount of knowledge from its host, enabling it to 
speak the same language and accomplish the same daily routine.  Only close 
friends and relatives would easily spot the change in character (check as for 
the Doppelganger in the WFRP rulebook).  A Spectre cannot survive in the 
material universe without a body, and a bodiless Spectre is subject to 
Instability.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 *  *   *   *  *  *  *  *  *   66  66  66  66  *

* = as victim


22.3.4  Enslavers
-----------------

 The origin of these creatures, known to Humanity only as Enslavers, is a 
complete mystery.  Their ability to transcend normal space enables them to 
move easily through the Galaxy and perhaps beyond.  They have physical bodies, 
although unlike any other known lifeform.  Enslavers are basically spheroid or 
barrel shaped, approximately 2 metres tall, with tough leathery skin.  At the 
very top of their bodies is a single large organ resembling nothing more than 
a large eye, and dubbed as such, although its exact function can only be 
guessed at.  Around the middle of the creatures body is a cluster of 
tentacles, typically from eight to twelve, each about 1.5 metres long, often 
two of these tentacles are larger than the others and and in suckered pads.  
These tentacles appear to function as both sensory and manipulative organs.  
Enslavers have no legs but move by floating, sometimes assisted by their 
tentacles for fast or precise movement.  They can move quite rapidly by this 
means and can change direction and speed in a way comparable to Humans and 
more orthodox creatures.  Enslavers will float at up to three metres above the 
ground or floor surface, but cannot fly as such.  They can climb using their 
tentacles.  Enslavers can change their colour at will, but the normal 
colouration is a leathery brown with paler, sometimes white, tentacles.  The 
eye organ is red, orange, or pinkish.

 In Human terms it is impossible to say whether Enslavers are intelligent.  
They certainly seem to act in a rational manner, and seem able to make 
rational decisions about their actions.  However, if they are able to 
communicate with other races they make no attempt to do so (though have been 
known, in rare circumstances, to use Enslaved creatures (see later) as their 
mouthpieces).  They make or use no tools or equipment of any kind.  Even 
though they may theoretically be capable of using weapons, they never do.  
Manual work is conducted by their slaves, it being their ability to Enslave 
other creatures that gives them their name.  These creatures Enslave other 
creatures by mind control, each Enslaver able to take over and control the 
minds of a number of other creatures equal to its Initiative divided by ten 
(rounding up).  This means that an average Enslaver may similtaneously control 
up to four creatures, more powerful ones more.  Victims retain all their 
knowledge, abilities and physical attributes, but are directed by the will of 
the Enslaver.  This mind control ability has a range of 50 metres.

 Enslavers travel through Warpspace by utilising the psychic vibrations of 
other creatures.  As usual, the strongest and most easily tracked psychic 
emanations come form unprotected Human psykers.  Enslavers can detect such 
vibration from tens of light years distance, and can home in and exploit 
unprotected psykers in a particularly gruesome way.  Once they have traced 
such a victim, three Enslavers may band together to form a mental bond.  The 
victim may be unaware of this at first, but gradual changes are forced upon 
his body chemistry, he becomes tired and lethargic and his skin begins to 
discolour.  After a period of 50-75 hours the victim swells as his body 
tissues disintegrate and reform into the shape of a living, pulsing gate of 
ruptured flesh.  This is the end of the victim to all intents and purposes, he 
has been transformed into a special form of Warp gate, a physical link through 
Warpspace between the psykers world and that of the Enslavers.  Because the 
gate has been formed by three specific Enslavers, only they may use it, 
although they are unrestricted and may enter and exit as they wish.

 Once on a world Enslavers can create more Warp gates from any psyker that 
they Enslave - even protected psykers such as Astropaths.  These new Warp 
gates are identical in appearance to the original one, and will permit the 
passage of three more Enslavers.  As before the new portal will permit only 
the passage of a specific three Enslavers.  The three Enslavers permitted to 
use a Warp gate may include creatures already on the planets surface, such as 
its creator.  Clearly, once it has begun, an infiltration of these creatures 
is very difficult to halt.  These living, fleshy Warp gates have T 10 and 12 
damage points.

 Enslavers have a natural weapon in the form of a psychic shock.  This has a 
range of 50 metres.  Normally, however, Enslavers remain hidden and let their 
slaves do the fighting.

 Enslavers may attempt to Enslave any creature within 24 yds.  The victim may 
resist by testing against his/her WP.  If failed, they fall under the control 
of the Enslaver.  Enslavers may release control of a victim whenever they 
wish.  Their psychic shock has a range of 48 yds.  It inflicts D6+5 damage, 
ignoring all armour.  Psychic characters, but no others, may resist with a WP 
roll.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  33  25  5  5  17 40 1  21  66  66  66  66  0


22.3.5  Psychneuein
-------------------

 The Psychoneuin resembles a huge, spindly wasp.  It is not intelligent, and 
is a voracious hunter and killer.  It is also possessed of unique, sickening, 
reproductive habits.  Like many other Warp creatures, the Psychoneuin is 
sensitive to psychic emanations, the most attractive and powerful come from 
the unprotected Human psyker.  Female Psychoneuin use these emanations to 
materialise a clutch of eggs directly into the mind of their victims.  The 
normal range of this ability is only 100 metres, but is increased to several 
light years in the case of unprotected Human psykers.  Each egg is tiny, and 
no initial discomfort is felt by the host, but as the eggs grow into larvae, 
they begin to feed on the psykers brain.  So rapid is their growth that the 
victim may suffer no more than a minor headache in the morning, yet by evening 
may be dead, his skull writhing with plump maggots.  Insanity, agony and death 
follow in quick succession.  Within hours the grubs will have picked the 
carcass clean, and will seek a safe, dark refuge in which to pupate.  By the 
following day they are ready to emerge as adult Psychoneuin - carnivorous 
winged predators.  Once in adult form they are relatively easy to destroy, 
having no compulsion to hide.  However they are still dangerous because they 
are capable of breeding more of their kind within the minds of nearby 
unprotected psykers.  Over short distances (up to 100 metres) all psykers are 
vulnerable whether protected or not.

 The adult Psychoneuin is vividly coloured in yellow and black.  Its wings are 
transparent.  Grubs are generally maggot-like in appearance.  The adult is 2.5 
metres long, grubs reach a maximum size of half a metre before they pupate.
Adult Psychoneuin take D6 days to reach sexual maturity, a typical clutch of 
larvae having D6 individuals.

Adult:
 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  57  0   5  6  10 60 3  0   66  10  66  66  0

Grub:
 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 2  33  0   2  2  4  30 1  0   66  10  66  66  0


22.3.6  Vampires
----------------

 The ancient legends of Old Earth were for long ages discredited for 
invention, folk-lore and myth.  The reality, however, was to prove far more 
disturbing.  Vampires are polymorphic creatures able to change their 
metabolism in order to resemble the creatures amongst whom they live.  Their 
natural shape (if such it can be called) is bat-like, although approximately 
Human-sized.  Vampires exist within the societies of most established 
intelligent races, and often assume positions of authority.  They naturallt 
crave for power amongst the intelligent races, regarding even fellow Vampires 
as threatening rivals.  They have no home world.  Where they evolved and why 
they have come to occupy a parasitic position within alien society is unknown.

 Vampires live amongst their chosen race after the manner of that race, and 
cannot easily be singled out.  They have psychic powers of a level comparable 
to Humans.  Vampires maintain their lives by absorbing the life-force of other 
creatures, achieved by prolonged physical contact.  Life-force is drained in 
the form of WP and, if the victim is a psyker, Psi-Points.  Victims drained of 
all WP and Psi-Points will die.  Psi-Points may be recovered as normal, but WP 
may only be recovered if the host is permitted D10 days complete rest.  
Fortunately, Vampires can derive some sustenance by normal eating and 
drinking, and so only require a little stolen vitae to survive.

 If a victim is completely drained of WP it can be revived as a Zombie - a 
will-less servant completely under the Vampires control.  Zombies are corpses, 
and will slowly rot and decay until their usefulness becomes somewhat 
limited.  Creating a Zombie is not something casually undertaken.

 The Vampire must drain at least 5 points of WP or Psi Points each day.  If 
this is not done the Vampire will lapse into a catatonic state and can only be 
revived by the sacrifice of a member of the host race sacrificed over the 
sleeping form.  To drain its victim a Vampire must establish close physical 
contact with the host over a period of at least one minute.  The Vampire must 
then pass a WP roll (and its victim fail a WP roll) to drain a number of WP 
points equal to the victims WP divided by 10 - or up to 2D10 Psi Points.  
Points cannot be stored from day to day.  A Vampire drawing more than 5 points 
in a day may add the surfeit to his own Psi Points.

 Shape changing is a natural ability of Vampires, in which they are able to 
take the form of any familiar human sized creature.  The process takes D6 
turns to complete.  Once transformed the Vampire gains physical abilities 
associated with the creature, such as being able to fly, swim, hover, etc.  
The Vampire does not gain any of the creatures psychic powers or special 
attacks.  The Vampires characteristics remain unchanged.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  57  52  5  5  17 60 3  *   66  66  66  66  66

 * = depends on host species.  46 if a species capable of fine manipulation.


22.4  Tyranids
=-=-=-=-=-=-=-

Biovores
Brood Brothers
Carnifex
Gargoyles
Genestealers
Genestealer Hybrids
Genestealer Magus
Genestealer Patriarch
Hive Tyrant
Hormagaunts
Lictors
Ripper Swarms
Spore Mines
Termagants
Tyranid Warriors
Zoanthropes

For information and background on all these creatures, see the chapter on 
Tyranids.


22.5  Other Aliens
=-=-=-=-=-=-=-=-=-

 These creatures are merely a sample of the many, many creatures native to the 
millions of worlds in the Galaxy.  Feel free to use also the creatures in the 
Bestiary of the WFRP rulebook (or variants of those creatures).

22.5.1  Ambulls
---------------

 Ambulls originate from the dangerously hot polar rock-deserts of Luther 
McIntyre IX.  They can survive extremely hot temperatures for long periods, 
a factor which has led to attempts at domestication on several desert 
planets.  As a consequence, Ambulls can be found on many planets throughout 
Human space.  Ambulls have huge barrel-chested bodies and an ape-like stance.  
Two arms reach almost to the ground whilst two legs are short and crooked.  
Both arms and legs end in iron-hard claws used for tunneling through the soft 
stone that covers their native land.  Ambulls will excavate tunnels in which 
to live, spending much of their time underground, sheltering from the direct 
heat of the Sun.  This subterranean lifestyle is shared with many of Luther 
McIntyres inhabitants, including the Ambulls favourite food, the Crawler 
(described later).  Ambulls will persue Crawlers and other prey through the 
soft rock by tunnelling at considerable speed.  The Ambulls huge expandable 
jaws are then used to grab and yank the food from the loose rubble.  These 
jaws make the creature look extremely ferocious and are its most 
characteristic feature.  The Ambulls eyes are adapted to sense heat, giving 
infra-vision at all ranges.  The creatures live in family groups, often 
occupying the same tunnel system for years on end, slowly excavating a vast 
underground network many miles long.  While specially evolved to live below 
the surface, they adapt well to most environments and will eat all manner of 
creatures.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  49  0   5  5  10 50 3  0   43  14  43  43  0


22.5.2  Bouncers
----------------

 Bouncers are an unusual lifeform from the planet Chbal.  They are spherical, 
1 to 2 metres in diameter, red with yellow veins, and have no organs or limbs 
apart from their normally invisible claw-like feet.  A bouncers body is light, 
its skeleton being formed from inflated sections of tissue.  In the windy 
atmosphere of Chbal, Bouncers travel vast distances, following the wind 
patterns, floating across oceans and bouncing their way from continent to 
continent.  They are lively and inquisitive creatures with playful natures and 
alert minds.  They have an intelligence somewhat lower than any truly sentient 
race, but can mimic speech and take great interest in the activities of other 
creatures.  Bouncers are not hostile unless provoked, when they will attack by 
bouncing onto their victim and delivering an attack with their long, taloned 
claws.  These creatures are quite fragile and any rupture in their skin will 
usually deflate and kill them.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 12 33  0   3  1  5  60 1  0   29  18  29  29  0


22.5.3  Carnivorous Sand Clams
------------------------------

 This creature evolved from the mostly aquatic world of Salutation, where it 
lives on the wide coastal margins, preying on the many forms of semi-aquatic 
animals that inhabit them.  The Clam is about 2 metres across, with two large 
serrated valves.  It spends most of its life submerged in the sticky mud - 
waiting.  If a small animal strays within its grasp the Clam feels the 
vibrations of movement above and rapidly opens, drawing sand and victim into 
its shell.  Although too large to be fully drawn inside, man sized creatures 
can easily be trapped, and can then only escape by killing the creature.  A 
Sand Clam is a powerful animal, and its jaws can crush a leg or sever an arm.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  57  0   4  4  7  30 1  0   0   0   0   0   0


22.5.4  Catachan Brainleaf
--------------------------

 This plant is unusual in that it is possessed of what appears to be animal-
like intelligence, albeit of a fairly low, instinctual level.  The plant 
itself is a small tree, not particularly conspicuous amongst the other 
(mostly deadly) flora of Catachan, the plants home planet.  What makes this 
plant remarkable is its ability to detach its leaves, which are capable of 
flying through the air for many metres, propelled by a wing-like undulation.  
Each leaf is a macro-cell, and part of the plants overall intelligence.  
Equipped with rasping hooks and intrusive nerve bundles, a leaf aims to 
attach itself to a living creature, injecting fibres which grow throughout the 
hosts nervous system until it becomes a mere tool of the plant.  Whilst 
incapable of high intellect, a Brainleaf can direct its victims in a sensible 
and rational way, enabling them to utilise weapons and equipment.

 The plant tends to control these pawns in one of two ways.  Either to defend 
the plant, or to walk up to the plant, kill themselves in some grisly manner, 
and lie down to die at the plants base, where it is quickly rotted by the 
powerful enzymes secreted at the plants base to act as fertiliser.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  0   0   4  4  3  0  0  0   0   0   0   0   0


22.5.5  Catachan Devils
-----------------------

 These fercious animals are large, territorial carnivores.  They originate 
from the Catachan system, but have been introduced onto several worlds.  
Catachan Devils are sperbly adapted to life in the hot, damp jungles of their 
home planet.  Their bodies are segmented, the midsections each having a pair 
of legs, and the number of sections, legs, and the creatures overall size 
varies according to the creatures age.  Large individuals can have twenty 
sections, twenty pairs of legs, and reach over thirty metres long.  The rear 
section is modified into a long tail and poisoned barb which curves over the 
creatures back in the manner of a scorpion.  On older, male Devils, the front 
pair of legs becomes grossly enlarged, taking on the appearance of crab 
claws.  Often one claw will be much larger than the other, and locals refer to 
such creatures as "Fiddlers".  The Devils head is small and pointed, with 
luminous green eyes.  In front of the eyes, and surrounding the creatures 
mouth, is a ring of short tentacles.  Each tentacle is studded with stinging 
cells which subdue the prey.  The mouth itself is extendable, comprising two 
rasping mandibles.  Although the creature has no teeth as such, bony hooks 
lining the mouth serve the same purpose and can leave an extremely ugly wound.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 *  33  0   *  *  23 80 *  0   89  6   89  29  0

 *: small sized Devils have  M 4, S 5, T 5, A 5
    medium sized Devils have M 5, S 6, T 6, A 7
    large sized Devils have  M 6, S 7, T 7, A 9


22.5.6  Catachan Face-Eaters
----------------------------

 This is a creature native to the Death World of Catachan, but has colonised 
several other worlds, though whether by accident or design is unknown.  The 
Face-Eater is one of the most unpleasant species on this generally rather 
dangerous world.  In its natural environment the creature hangs from trees, or 
lies in wait by trackways and watering holes.  When a likely looking victim 
approaches, the Face-Eater pounces, a powerful muscle spasm propelling the 
animal several metres towards the head of its victim.  Powerful digestive 
enzymes combine with the creatures rasping body surface, enabling the 
Face-Eater to feed whilst suffocating its victim.  Once dead, the victim 
becomes the repository for a clutch of several hundred eggs which hatch within 
a matter of hours.  The emerging offspring pass through a maggot-like larval 
stage during which they feed upon the body of their host.  Face-Eaters have 
been known to appear even on civilised worlds, and their rapid live cycle can 
lead to an outbreak which takes weeks to bring under control.  They naturally 
seek warm, damp conditions, hence their propensity to turn up in bathrooms 
where their resemblance to a face-flannel has led to several unpleasant and 
well-publicised accidents.

 Face-Eaters attach themselves in close combat on a successful hit, and then 
cause an automatic hit each round unless removed.  Once attached they can only 
be hit by a third party or by an improvised hit from the victim.  Weapons, 
whilst effective, will always cause damage to the victim as well as the 
Face-Eater.  The creature can double its M score in a leaping attack.  No 
creature is too big for a Face-Eater, but its low S will prevent it harming 
especially large creatures.  Once a Face-Eater has positioned itself the 
victim can do nothing other than attempt to remove it, though large, 
non-intelligent creatures (such as Dinosaurs) may panic and move about 
randomly, possibly causing damage accidentally.  Creatures wearing fully 
enclosing helmets are immune.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4* 33  0   3  1  6  50 1  0   89  6   0   0   0
* doubled on first attack


22.5.7  Crawlers
----------------

 Crawlers are subterranean burrowing creatures that live in soft dry sand and 
other loose soil.  They evolved in the extensive polar deserts of Luther 
McIntyre IX, but were subsequently transported to many other desert worlds in 
an attempt at domestication.  Crawlers feed on sub-soil micro-plankton, but 
will also attack and feed on larger animals, including Humans and similarly 
sized creatures.  Farming these strnage animals proved fairly easy, however 
the effect on the ecology of their host worlds was often disastrous, and all 
experiments ceased after a few decades.  Unfortunately, many Crawlers ran 
wild, and have since developed thriving colonies on several hundred worlds.  
They resemble squids or cuttlefish, whose rear body section has been formed 
into a single driving screw.  This propels the Crawler underground, or along 
the surface of loose soil.  Crawlers feed by grasping their prey with their 
tentacles and drawing their victims into their beak-like mouths.  They can 
detect vibrations on the surface from a considerable distance, and will home 
on to unusual or excessive vibration - such as from ground vehicles.  Many 
settlements or outposts where Crawlers are known to exist have their living 
and working areas raised above the ground, and ground vehicles are avoided.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  33  0   3  3  6  30 1  0   14  2   14  14  0


22.5.8  Creepers
----------------

 Creepers are plants possessed of an animal like ability to move their long, 
sinuous limbs.  This response is not consciously exercised, but is a basic 
reaction to the presence of animals.  A likely victim will be seized, dragged 
towards the immobile main part of the plant and crushed to death by its 
powerful limbs.  There the body will quickly rot, dissolved by powerful 
enzymes secreted from the trunk.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  33  0   5  5  3  30 1  0   0   0   0   0   0


22.5.9  Crotalids
-----------------

 The Crotalid is a semi-aquatic carnivore that lives in large tropical and 
sub-tropical rivers.  In appearance and general habits it is very much like a 
crocodile, except that it is considerably larger.  Crotalids live in large 
numbers along river banks and mud-flats, feeding on fish, other aquatic 
animals and creatures drinking from the river (and, in extreme circumstances, 
each other).  Crotalids are prolific and will quickly come to dominate any 
area they inhabit.  Once populations reach saturation point they become 
subject to a lemming like migration, a subconscious instinct to move on.  
Crotalid migrations are unique in that they move through the medium of 
Warpspace, drawn by the instinctive need for food and room.  A migrating group 
seems able to exercise a collective ability to transcend Warpspace, making a 
jump of up to 10 light years from world to world.  What controls this ability, 
and what mechanisms enable it to occur, are completely unknown.  However it is 
apparent that the power is not consciously manipulated, and the creatures 
frequently end up on worlds not entirely suitable for them.  A typical 
migrating group is about 100 individuals.  Migrations occur only every few 
decades, and once a group has migrated it will not do so again for several 
generations.  The ability seems to be generated by populaio pressure alone.  
Crotalids occupy many planets in a compact cluster, which would seem to 
indicate an origin somwehere in the region of the Death world of Lost Hope.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  33  0   4  5  17 20 2  0   43  6   89  89  0


22.5.10  Cthellean Cudbears
---------------------------

 The Cudbear is a vicious carnivore originating from the Death world of 
Cthelle.  Its natural habitat is cool woodland and mountain, and its shaggy 
coat is ideal for keeping out the cold and wet.  The same coat also gives the 
appearance of a large, purple, excessively furry bear with gaping tooth-filled 
mouth and long rending talons.  Cudbears are highly territorial and ruthless 
killers, and think nothing of attacking even large numbers of well armed 
troops.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  57  0   7  7  17 50 3  0   89  10  89  89  0


22.5.11  Dinosaurs
------------------

 Giant reptiles are a common life form throughout the Galaxy, especially on 
Death worlds where they are often the main predator type.  The similarity of 
these creatures to various kinds of ancient Earth reptiles has prompted the 
generic title of Dinosaurs to be used to describe them.  This is, however, a 
mere convenience, and no biological relationship is implied.  Dinosaurs vary 
in size from animals no larger than a cat to monsters well over 30 metres 
long.  Profiles are given for small, medium and large dinosaurs, corresponding 
to beasts up to 5 metres, up to 10 metres, or more.  Whatever their exact 
dimensions, Dinosaurs tend to be dim and unpredictable.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 *  57  0   *  *  *  80 *  0   66  2   66  66  0

 *: small sized Dinosaurs have  M 5, S 5, T 5, W 11, A 2
    medium sized Dinosaurs have M 7, S 6, T 6, W 17, A 3
    large sized Dinosaurs have  M 7, S 7, T 7, W 23, A 5


22.5.12  Ferro-Beasts
---------------------

 The Ferro-Beast originates from the world of Yimbo-bim, a planet generally 
poor in minerals of all kinds and ferric materials in particular.  So acute 
is this deficiency that one form of native animal has evolved specific feeding 
mechanisms to enable it to digest ferric materials directly from mineral 
ores.  The Ferro-Beast is about 2 metres long, quadropedal and armadillo like 
with a tough nobbly shell.  Its mouth is surrounded by short tentacles covered 
in suckers, these secrete acidic juices and allow the creature to turn metal 
ores into digestive 'soup'.  The Ferro-Beast has evolved complex sensory 
organs that enable it to smell metal ores over a distance of many miles.  The 
presence of pure refined metals, such as are used on spacecraft and as 
component parts on vehicles and equipment, will attract Ferro-Besats from many 
miles around.  Crazed by the nearness of refined metal, the normally placid 
Ferro-Beast becomes insanely heedless of danger, fighting its way through 
almost any obstacle to feed.  At such times the creature is aggressive and 
dangerous.  A Ferro-Beast will automatically damage any ferric metallic object 
it is in contact with.  

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  33  0   4  6  11 30 2  0   66  10  66  24  0


22.5.13  Floaters
-----------------

 Floaters are plants which synthesise hydrogen, store it inside their cellular 
tissue and, by virtue of their extreme lightness, float through the air on the 
prevailing wind currents.  They are basically spherical and are covered with a 
number of short, sensitive trigger nodules.  Should one of these nodules come 
into contact with a physical object, the Floater bursts, scattering seeds which 
form new Floaters within a few days.  Bursting Floaters can be quite 
explosive, and form the chief danger associated with these otherwise harmless 
plants.

 Floaters move D6 yards per round in the direction of the prevailing wind.  
Bursting Floaters cause a S5 hit on anyone within 2 yds.  Floaters reduced to 
zero or less wounds explode automatically with the same effects.  If destroyed 
by a Flamer, Plasma Gun, Bolter, laser, or any explosive, heat based or energy 
based weapon the explosion (hey, this is pure hydrogen!) causes a S8 hit on 
anyone within 6 yds.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  0   0   0  1  3  0  0  0   0   0   0   0   0


22.5.14  Gas Fungus
-------------------

 This is a fairly widespread type of fungus, occuring in various unrelated 
but essentially similar forms throughout the Galaxy.  It generally appears as 
a mushroom and is often quite large, possibly reaching over 2 metres in 
height.  The Luther McIntyre IX version is purple with livid red spots.  A Gas 
Fungus has a simple but effective defence against predation by hungry 
animals.  Should an animal approach too close the Fungus releases a store of 
poisonous gas.  This store is built up within the plants tissues and once 
released takes several hours to regenerate.  The gas persists for about an 
hour, leaving the Fungus unprotected for only a short time.  The gas itself 
tends to be deadly, although the specific toxicity varies from species to 
species.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  0   0   4  4  4  0  0  0   0   0   0   0   0


22.5.15  Giant Insectoids
-------------------------

 Insectoid creatures are common on many worlds, often reaching large sizes and 
dominating the planets fauna.  Although their exact appearance may vary a 
great deal, such creatures are typified by their bony exoskeletons, multiple 
limbs, and remarkably small brains.  They may be carnivorous hunters or simple 
vegetarians, but most will fight if pressed.  They are cold-blooded, and 
require a well oxygenated, warm environment, such as is common on many Death 
worlds.  Profiles are given for small, medium and large sized creatures of up 
to 1 metre, up to 2 metres and over 2 metres respectively.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 *  33  25  *  *  *  30 *  0   43  6   43  43  0

 *: small sized Insectoids have  M 4, S 3, T 3, W 5,  A 1
    medium sized Insectoids have M 5, S 4, T 4, W 11, A 2
    large sized Insectoids have  M 6, S 5, T 5, W 17, A 3


22.5.16  Giant Spiders
----------------------

 Giant Spiders, and other similar creatures, are another common Death world 
lifeform.  They are extremely large and territorial, with arachnoid bodies 
often 2 metres in diameter and legs many metres long.  Unlike insects, they 
have the ability to spin webs in which they trap their victims.  A web from a 
creature this size is no gassamer thread, and creatures as large as the Spider 
itself can become entangled.  Spiders can also use web-thread to parawing the 
upon the wind, this works in a similar way to the parawing equipment used by 
Humans and some other creatures.  This gives them a degree of mobility, making 
them even more dangerous.  Profiles are given for small (up to 1 metre), 
medium (up to 2 metres) and large (over 2 metres) body diameters.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 *  33  25  3  3  *  30 *  0   89  6   89  89  0

 *: small sized Spiders have  M 4, W 5,  A 1
    medium sized Spiders have M 5, W 11, A 2
    large sized Spiders have  M 6, W 17, A 3


22.5.17  Grox
-------------

 The Grox is a large, horny, reptilian creature native to the Soloman system.  
Many years ago this system was absorbed into the Imperium, and it was quickly 
discovered that the animal possessed several remarkable and potentially useful 
qualities.  Grox proved extremely palatable and nutricious, and experiments at 
farming were largely successful, since Grox thrive on just about any food, no 
matter how poor or indigestible.  Apart from being able to eat vegetable or 
animal matter, Grox are capable of digesting minerals directly from rocks and 
soil, and can survive for a good many weeks on such a diet.  The only drawback 
discovered to wholesale exploitation of the Grox was their temperament.  Grox 
were mean!  An adult averages approximately 5 metres long, is well muscled, 
fast, aggressive and likes its privacy.  By nature territorial and loners, it 
was difficult to keep the animals together without driving them into a rage in 
which Grox and their handlers were likely to lose life or limb.  The solution 
to the problem was to lobotomise most of the stock, while keeping breeding 
animals suppressed by using electro-pulsers wired directly into their rather 
small brains.  Chemical sedation is also used, but is less predictable.  Even 
with these sensible precautions accidents still happen and it is usual for 
Grox to be kept on isolated agricultural worlds, or as far as possible from 
Human settlement.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 6  41  0   5  5  17 60 3  0   29  2   29  66  0


22.5.18  Gyrinx
---------------

 A Gyrinx resembles a large cat, with very thick and fluffy ginger or orange 
fur and bright blue eyes.  They can grow as much as a metre in length.  Gyrinx 
are not intelligent as such, but they have an astounding ability to empathise 
with other creatures, forming a mental bond with their owner which is 
comparable to true friendship.  This mental empathy is of great benefit to the 
creatures owner, whose own speed of thought and action are actually improved 
whilst the Gyrinx is in close proximity.  What benefit the Gyrinx obtains from 
the relationship is unclear, but there is plainly some deep-seated need being 
fulfilled, because an ownerless Gyrinx will actively seek out and adopt some 
other creature.  Oddly enough, Gyrinx show a slow metabolic change so that 
they come to resemble their owner physically, temperamentally and in habit.

 Gyrinx are capable of understanding messages given by their master, and can 
communicate simple messages.  Unless ordered away, they will remain within 
within three yards of their master.  So long as the Gyrinx is within 12 yds 
its adopted owner receives +10 I.  Psychic owners may use telepathy to 
communicate psychically with the Gyrinx using no Psi Points in the process.  
They may also use the Gyrinx as a store of Psi Points, storing up to 5 Psi 
Points in the creature for future use later (for purposes of Psi Point 
storage and retrieval, the Gyrinx must be within 4 yds).

 It takes a period of several weeks for a Gyrinx to establish a bond with an 
owner, possibly as many as D6 weeks, but might be less if the old owner and 
the new owner were close friends or relations.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  33  0   3  2  6  50 1  0    (as owner or 29)


22.5.19  Horses
---------------

 Horses are common in the Imperium, especially on more primitive worlds.  
The horses in use by the Imperium closely resemble those described in the WFRP 
rulebook.


22.5.20  Lashworms
------------------

 Lashworms are Death world creatures and have become common on many planets 
following accidental introduction along with other cargo.  They originate from 
the Death world of Lost Hope, where they live amongst boles of trees, rock 
crevices, and anywhere they can gain a footing.  They are very adaptable and, 
as well as living in natural fissures, will settle quite readily in the 
corners of buildings and spacecraft.  The creature has two distinct parts, the 
main part or "anchor", comprises all of the vital organs including mouth and 
stomach.  The second part, the "lash", is normally kept wound tight.  The 
creature secretes itself safely within a crevice, and normally only the 
sensitive tip of the lash, or "trigger", protudes outside.  The trigger looks 
like a bundle of lichen or fine plant growth, but is in fact a sensory organ 
that can detect vibration in the immediate vicinity.  As a creature passes the 
lashworms lair, the trigger picks up the vibrations and activates the lash, 
which is up to 5 metres long (compared with the body which about the size of a 
cricket ball).  It is thin, whip-like and saw edged.  With astounding accuracy 
it strikes the target, rasping away a portion of flesh and vanishing back into 
its hole.  There the meal is digested and the Lashworm will not attack again 
for several hours.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  33  0   1  3  5  0  1  0   0   0   0   0   0


22.5.21  Mimics
---------------

 Mimics are small, ape-like creatures from the planet of Yamnan.  They 
resemble gibbons, are inquisitive, fairly intelligent, and friendly - most of 
the time...  Mimics have developed an unusual survival mechanism whereby they 
can shape-change to resemble any creature of comparable size and bulk.  A 
Mimic can shape-change into a Human, Ork, or other man-sized alien, but will 
always be rather small compared to the real thing.  They can even make their 
skin resemble clothing or equipment - although the deception would not pass 
close examination.  As well as mimicking a creatures appearance, they can 
mimic its behaviour, even going so far as to use weapons and tools.  Mimics 
just can't help copying creatures around them, reverting to their normal form 
only when the copied creatures go away.  They tend to try to steal equipment 
or tools that the copied creature is using.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  33  25  2  2  5  30 1  30  24  24  24  24  24


22.5.22  Ptera-Squirrels
------------------------

 The Ptera-Squirrel was once thought to be a peaceful and harmless animal - 
its cute furry appearance making it a popular pet throughout the Imperium.  
Then the truth emerged - the Ptera-Squirrel is merely one stage in the life 
cycle of the creature.  Ptera-Squirrels live for generations as soft-furred 
bundles of fun, and then for another cycle of generations as dangerous 
blood-drinking carnivores.  What prompts the change between the two forms 
is not known, as a result of which Ptera-Squirrels have become a common pest 
throughout the Imperium.  They resemble a fluffy squirrel, but have thin 
membranes between their extremely long fore limbs and their rear limbs 
enabling them to fly (as Landers, in a similar way to flying squirrels).

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4  41  0   2  2  5  50 1  10  18  10  43  43  10


22.5.23  Rain Spores
--------------------

 Rain Spores are a type of fungus, looking much like a giant mushroom.  Their 
unique atribute is to lie in the ground throughout periods of drought and 
dessication only becoming active once it starts to rain.  With the first sign 
of water, the fungus erupts from the ground in a frenzy of uncontrolled 
growth, reaching maturity and releasing fresh spores within a matter of 
moments, quickly settling into the ground to produce new fungus or await the 
next cycle of drought.  Unfortunately, the spores tend to be poisonous to 
living creatures if breathed in...

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  0   0   4  4  4  0  0  0   0   0   0   0   0


22.5.24  Razorwings
-------------------

 "Razorwing" has become a generic term for a number of genetically unrelated 
species which are otherwise similar in appearance and habit.  These are 
bird-like animals usually no more than 3 ft long, but with carnivorous 
appetites.  Prey are grasped with beak or talons, but the creatures main 
attack comes from its wings.  Razorwings have modified wings, with a 
sharpened, serrated edge of bone on each wing which can be compared to a saw 
(and giving the bird its name).  They attack by swooping down on the target, 
aiming to slice or seriously cut with a sweep of the wings.  A strike from one 
of these creatures can easily kill a man sized target.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 2* 49  0   3  3  6  40 1  0   24  6   29  29  0
* M score given is for land movement - they fly as Swoopers


22.5.25  Rippy-Fish
-------------------

 The Rippy-Fish is a piranha-like aquatic creature with piranha-like habits.  
It comes from the Death world of Lost Hope, though many similar creatures 
exist on other planets.  It is not large, rarely more than a foot in length, 
but its uncompromisingly carnivorous appetite and fearless disposition make 
it deadly.  Rippy-Fish form shoals of several hundred individuals.  They can 
live in salt or fresh water, and are immune to most poisons, extremes of 
temperature and pollution.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 4* 33  0   3  1  4  30 1  0   89  6   89  89  0
* M score is given as speed in water - they have a M of zero on land


22.5.26  Rubber Moss
--------------------

 Rubber Moss is a very dense, resilient moss-like plant growth.  It carpets 
large areas of many worlds, its microscopic spores travelling the Galaxy on 
spacecraft, amongst cargo, on personal equipment, clothing, etc.  It defence 
against being eaten by herbivores is that it is almost impossible to move 
over, being incredibly bouncy and unstable.  It is impossible to destroy 
save by anti-plant grenades or shells (as such no profile is given).  

 Rubber Moss covered ground counts as difficult ground.


22.5.27  Spikers
----------------

 The Spiker is one of the most dangerous plants in the Galaxy.  A Spiker can 
be any size, but tends to be man-sized, about 2 metres tall and upright.  They 
have a vaguely cylindrical shape, and are covered with a thick layer of hair-
like leaves, out of which protrude countless thin, sharp spikes.  These spikes 
are what make this plant dangerous.  Piercing the skin of an animal, they 
release a genetically intrusive chemical that literally starts to reform the 
victims body tissue into that of a Spiker.  A Human taking a spike in the arm 
will soon find his arm becoming hairy and immobile, and within a short time 
his whole body will be covered in spikes.  Although the victim remains mobile 
for some time, the physiological changes destroy the mind (literally, destroy 
that part of the brain), so that the victim wanders aimlessly.  Eventually all 
mobility is lost and another Spiker will have been created.

 A Spiker can fire spikes up to 12 yds at any available animal target.  Spikes 
have a S of 4 and any wounding hit starts the transformation into a Spiker.  
Anyone foolish enough to engage the Spiker in close combat is automatically 
hit.  After being hit and wounded by a Spiker the victim is liable to start 
the transformation at any time.  It is best left to the GM to decide on what 
physiological changes occur when.  While mobile the victim cannot fire spikes, 
but anyone hit accidentally by a wandering Spiker is judged to be hit a 
spike.  Once mature a Spiker takes on the approximate size and shape of the 
creature from which it was formed.

 M  WS  BS  S  T  W  I  A  Dex Ld  Int Cl  WP  Fel
 0  0   34  4  4  11 0  0  0   0   0   0   0   0

