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  • File : 1292621906.jpg-(107 KB, 936x660, 1292216501078.jpg)
    107 KB Anonymous 12/17/10(Fri)16:38 No.13192270  
    I saw the Dark Heresy Xeno Generator get brought up in another thread, so /tg/, who wants to make some vile Xenos fit only to be purged for the glory of the Imperium?

    Xeno Generator is in the Dark Heresy GM kit if anyone's interested in joining in and doesn't have it...
    >> Anonymous 12/17/10(Fri)16:51 No.13192364
    Guess I'll get the ball rolling then, let's see what the random tables bring me.

    First up for the xeno race, characteristics:
    WS: 30, BS: 29, S: 31, T: 20, Ag: 22, Int: 40, Per: 30, WP: 30, Fel: 32
    Wounds: 14

    Not looking to be a very physically intimidating race, but very intelligent,now let's roll for form...

    79 - Avian
    Bringing their Toughness down to a mighty 10, must be the hollow bones. On the other hand, they do now have the flier trait.
    >> Anonymous 12/17/10(Fri)16:56 No.13192417
    Right then, since it doesn't give a random dice roll for size, but recommends average or one step smaller/larger, I'll do 1-3 = weedy, 4-7 = average, 8-10 = hulking...

    3, so they're weedy, taking 10 off weapon skill, 3 off wounds and 5 off strength, further cementing them as not a fighting race.

    On to classification then.
    This makes sense I suppose, 94: Mechanistic
    -10 to fellowship, but intelligence is boosted up to 50, making them emperor-damned geniuses.

    One last step, distinctive features...
    Well, that adds a whole new dimension to the race. 99: Innate Psyker

    So it's a race of small, puny, genius bird-xenos who love implants and bionics, and are all innate psykers. They're like ten kinds of heretical!
    >> Anonymous 12/17/10(Fri)16:57 No.13192436
    Final stats by the by:

    WS: 20, BS: 29, S: 26, T: 10, Ag: 22, Int: 50, Per: 30, WP: 30, Fel: 22

    Weedy Size, Start with a single implant or bionic, Psy rating 1.
    >> Anonymous 12/17/10(Fri)16:58 No.13192442
    again again mister. please?
    >> Anonymous 12/17/10(Fri)17:00 No.13192468
    So, basically, bird Jokaero?
    Or Chozo.
    >> Anonymous 12/17/10(Fri)17:01 No.13192476
    >>13192270
    >Xeno Generator
    You do have the sauce on that?
    >> Indigen, not Xenos, but w/e Anonymous 12/17/10(Fri)17:02 No.13192487
         File1292623356.jpg-(84 KB, 420x562, Warp Popper.jpg)
    84 KB
    Warp Popper
    WS BS S T Ag Int Per WP Fel W
    10 - 10 10 43 5 20 22 - 1
    Skills:
    - Acrobatics +20
    - Climb +20
    - Dodge
    Talents:
    - Psychic Attunement (The Warp Popper has one of the following powers. When it activates the power, it manifests automatically, and never triggers warp phenomena.)
    -- Call Creatures
    -- Chameleon
    -- Flash Bang
    -- Sense Presence
    -- Warp Howl
    -- Wither
    - Catfall
    - Lightning Reflexes
    - Heightened Senses (Sight)
    Traits:
    - Crawler
    - Dark Sight
    - Puny
    - Toxic
    - Warp Pop (When a Warp Popper is killed, its death automatically triggers Psychic Phenomena.)

    Nasty little fuckers, your players either attack them and risk crazy warp shenanigans occurring (And possibly escalating to Perils), or ignore them and risk being nibbled to death.

    Oh, and they come in swarms.
    >> Anonymous 12/17/10(Fri)17:03 No.13192494
    >>13192476
    >Xeno Generator is in the Dark Heresy GM kit if anyone's interested in joining in and doesn't have it..

    Reading is fundamental.
    >> Anonymous 12/17/10(Fri)17:04 No.13192501
    >>13192442
    Well alright then, nice to know I'm not just talking to myself in here!

    Stats first again:
    WS: 34, BS: 31, S: 33, T: 25, Ag: 31, Int: 29, Per: 36, WP: 32, Fel: 23
    Wounds: 11

    This looks like a bit more of a hardcore warrior race, but let's wait and see what kind it is first.

    25: Bipedal
    So no new benefits or drawbacks there.

    I'll roll again for size the same way as before.
    8: So Hulking size, So Weapon Skill is now 44, Strength is now 43, Toughness is now 35, and wounds are now 19.

    Well, this is shaping up to be pretty deadly.
    >> Anonymous 12/17/10(Fri)17:09 No.13192560
    >>13192501
    Right then, classification time, and it's...
    1: Atavistic, reroll on the Indigen type table.
    So it's...
    after one reroll for herd creature, which it can't be, I get...
    70: Carrior Eater
    Well shit, that's another +1d10 to WS and Toughness
    So it's new WS is 53, and it's new T is 41, it's also gained Resistance (Poison) and Dark Sight, but it misses the 20% chance for Toxic, not like it needs to get any more lethal!

    Finally then, Distinctive Features, and it gets...
    47: Durable, +1d10 wounds
    Holy God Emperor...another 9 wounds.

    I'll sum up the final stats of this killing machine in the next post.
    >> Anonymous 12/17/10(Fri)17:10 No.13192565
    >>13192501
    sounds wicked. should get someone to writefag for them. i gotta go to work soon though.
    >> Anonymous 12/17/10(Fri)17:11 No.13192586
         File1292623918.jpg-(489 KB, 894x1693, 1290019620881.jpg)
    489 KB
    we should stat pictures.


    go
    >> Anonymous 12/17/10(Fri)17:12 No.13192591
    >>13192494
    >Reading is fundamental.
    I blame my work
    >> Anonymous 12/17/10(Fri)17:13 No.13192604
    WS: 53, BS: 31, S: 43, T: 41, Ag: 31, Int: 29, Per: 36, WP: 32, Fel: 23
    Wounds: 28!

    Traits: Resistance (Poison), Dark Sight, Hulking.

    Some sort of giant, monstrous, intelligent killing machine evolved from scavengers. Makes me wonder what the apex predators of its world are like...
    >> Tech Heretic !E1yyNEjdEc 12/17/10(Fri)17:23 No.13192714
    MOAR FOR THE MOAR GOD.
    >> Anonymous 12/17/10(Fri)17:27 No.13192752
    I would like to request more, good sir.
    >> Anonymous 12/17/10(Fri)17:29 No.13192782
    >>13192604

    It could be like a T-rex that just uses it's size to scare off smaller more effective predators from their kills and then eats the carrion.
    >> Anonymous 12/17/10(Fri)17:34 No.13192826
    >>13192752
    >>13192714
    Alright, I'll do another one, was just fiddling around with some writefaggotry for the first two, but I'll work on that in a bit.

    >>13192782
    So it's effectively a race of intelligent t-rexes, with arms... my god
    >> Anonymous 12/17/10(Fri)17:39 No.13192896
    >>13192826
    Okay then, stats first once again.
    WS: 32, BS: 29, S: 26, T: 22, Ag: 21, Int: 33, Per: 30, WP: 39, Fel: 19
    Wounds: 8

    Not looking quite as intimidating as the last race, still, the high willpower is interesting.

    on to type then, which is...
    36: Animalistic
    So it gets the quadraped trait, and rolling for the other two potential traits...It misses the 25% chance for sprint, but gets the 50% chance for sturdy. I'm imagining it as a fairly squat, solid race, though the low toughness and wounds suggests it isn't that resiliant, which is interesting.

    For size it gets a 6, so that's average size, no changes there...
    >> Anonymous 12/17/10(Fri)17:43 No.13192940
    >>13192896
    and it's classification is...
    30: Covert
    Which gives it a +10 to intelligence and perception, and the Awareness, Concealment, Deceive and Silent Move skills. So it's a squat, solid, flimsy, animalistic, master of stealth and deception.

    Finally, we move on to Distinctive Features.
    and it gets a 60: Disturbing, giving it a fear rating of 1.

    So a highly intelligent, perceptive and strong-willed race of quadraped stealth and deception experts who are horrifying enough to cause fear...
    >> Anonymous 12/17/10(Fri)17:46 No.13192962
    >>13192940
    Final stats are:
    WS: 32, BS: 29, S: 26, T: 22, Ag: 21, Int: 43, Per: 40, WP: 39, Fel: 19
    Wounds: 8

    Traits: Fear 1, Quadruped, Sturdy
    Skills: Awareness, Concealment, Deceive, Silent Move
    >> Anonymous 12/17/10(Fri)17:49 No.13192998
    Right then, think I'll do some writefaggotry on these three before I roll up another one, if people are interested?
    >> Anonymous 12/17/10(Fri)17:58 No.13193095
    >>13192998
    DOITFAGGOT.jpg
    >> Anonymous 12/17/10(Fri)18:19 No.13193294
    Cytakh

    The Cytakh are a Xeno race dwelling somewhere beyond the frontier of Imperial Space. A Cytakh world has never been discovered, though there are reports of Cytakh orbital stations circling moons and uninhabitable planets, usually planets with xeno ruins or an unusual warp signature. Most of the contact the Imperium has with the Cytakh is in the form of small, stealthy, trading vessels. Cytakh are known to skirt the edges of Imperial space with these vessels, trading their own technology to frontier worlds in exchange for Imperial technology and slaves, with Cytakh having a particular interest in procuring human psykers. Much of Cytakh technology, while at first useful to the settlers to trade with them, is tainted by the race's latent psyker powers and penchant for dabbling in warp sorcery. Frontier worlds which use Cytakh technology for a long span of time (that is, those which aren't purged by the agents of the inquisition first) tend to become increasingly unstable, and entire worlds have erupted into bloodshed due to widespread madness through prolonged use of Cytakh Xenotech.
    >> Anonymous 12/17/10(Fri)18:20 No.13193301
    >>13193294
    Biologically speaking, the Cytakh are an unimpressive race, standing 4 feet tall on a pair of thin, spindly legs with a set of wide wings. They are covered in white feathers, with long tail feathers ending in complex blue and yellow patterns. Their beaks are long and hooked, and they speak through a series of warbling noises, they are incapable of speaking other languages, but get around this with a translation implant, which relays what they have said in the selected language a few seconds later. All Cytakh have extensive bionic modification, and while they can use their dextrous feet for grasping and manipulating objects, most have an array thin of mechanical limbs and tools protruding from their breast. Other popular bionic alterations include exceptionally advanced bionic eyes and other extra-sensory implants, and cortex implants to expand brain function, memory and concentration to incredible degrees.
    >> Anonymous 12/17/10(Fri)18:21 No.13193305
    >>13193301
    Cytakh society is a fairly fragmented affair, most Cytakh are heavily family-orientated, and will pursue their own agendas, scientific advances and warp sorcery with little concern for the rest of their race, only dealing with other families when absolutely necessary. As a result, the technology of two different groups of Cytakh can be dramatically different, making the weapons and powers Cytakh can bring to bear hard to predict. Cytakh are fascinated by the warp, and while they are not as a race subservient to the powers of chaos, with many considering it a scientific interest more than anything else, it is not unusual for an entire family to form its own religion, usually bound to the worship of chaos in general, or specifically to some aspect of Tzeentch or Slaanesh.


    There you have it, the Cytakh, Avian technophiles and avid warp dabblers.
    >> Anonymous 12/17/10(Fri)18:27 No.13193369
    Next up, our hulking carrion-eaters, which I have dubbed the Ulloth.
    >> Anonymous 12/17/10(Fri)18:48 No.13193542
    Ulloth

    The Ulloth are a species which appears in several individual groups of systems of the Expanse. Most Ulloth worlds contain the ruins of ancient Xeno structures or the crashed hulks of vast Xeno voidships of unknown origin. The Ulloth usually live amidst these ruins in a state of squalor, setting up shanty towns in the vast halls and ancient structures of the dead species. While intelligent, Ulloth are a savage race, with little concern beyond eating, breeding and playing with anything weaker than themselves in the manner of a bored housecat. Some Ulloth find work as mercenaries for various xeno races and less than honest humans, though such partnerships rarely last long as the Ulloth are a lazy and forgetful species. They will either shirk responsibility until they are dumped on some other world, or get sick of taking orders from smaller, weaker creatures and stage a bloody uprising, taking control of the ship, which will usually drift through space until it either crashes into something or is swallowed by the warp as the Ulloth either don't understand how to operate the ship, or simply forget to do so, content to consume the rotting remnants of the crew instead.
    >> Anonymous 12/17/10(Fri)18:49 No.13193547
    >>13193542
    Ulloth are massive and powerful, and possess an almost supernatural resistance to pain and shock, ignoring bloody and gruesome wounds, by the time an enraged Ulloth collapses, it is often little more than a bloody mess of cracked bones and exposed organs. Ulloth have long snouts and mouthes filled with flat grinding teeth, but seem to have weak jaw muscles, preferring to pulp their meal with their fists or a blunt instrument before consuming it, preferrably once rot has set in. Ulloth skin is tough and leathery, sagging from the Ulloth's chin and looking extremely ill-fitting. Ulloth are a dull brown colouration, with some older ones have black stripes developing across the back. Ulloth eyes are bulbous and black, allowing them to see in even perfect darkness, and as such Ulloth prefer to be active after dark, spending day time lounging around in the warmest and most comfortable spot they can find if nothing urgent prevents them from doing so. Due to their primitive nature and links to the ruins of a more advanced civilization, it is theorized that they were a genetically uplifted race, though what purpose one could have for uplifting such lazy, self-centered creatures is unclear.
    >> Anonymous 12/17/10(Fri)18:50 No.13193560
    Ulloth have barely any society to speak of, the biggest, meanest Ulloth is in charge of as much territory as it can be bothered to control, and is happy to spend most of its time lording its position over the other Ulloth in its territory and mating with as many females as it can. Ulloth power struggles are rarely fatal, mainly due to the Ulloth's rediculous resiliance, none the less losing Ulloth are often purposefully crippled by the victor, and kept around to amuse them. Ulloth usually rely on scavenged human or ork technology for their weapons, or more primitive melee weaponry, some have access to far more advanced relics from the Xeno ruins they inhabit, though such lethal objects are usually forgotten about or misplaced with regularity.

    ...and that's the Ulloth.

    Is anyone apart from me still in this thread?
    >> Anonymous 12/17/10(Fri)18:52 No.13193579
    >>13193560

    I'm still here.
    >> Anonymous 12/17/10(Fri)18:53 No.13193589
    I would love to see how one of those star wars races like twilieks would fare in the 40k universe.
    >> Anonymous 12/17/10(Fri)18:54 No.13193598
    so, any thoughts, ideas or suggestions for those two races, or shall I get on with the terrifying stealthy quadrupeds?
    >> Anonymous 12/17/10(Fri)18:56 No.13193610
    >>13193547

    >>Ulloth have long snouts and mouthes filled with flat grinding teeth, but seem to have weak jaw muscles, preferring to pulp their meal with their fists or a blunt instrument before consuming it, preferrably once rot has set in.

    It's good to see gruesomeness tempered with practical reasons why they act so, instead of them being festooned with decorative horns and spikes. They are still repellent, but they are interesting on another level too.
    >> Anonymous 12/17/10(Fri)18:59 No.13193634
    >>13193610
    Well I didn't roll up natural weaponry for them, so I had to think of a reason why the hulking carrion eaters didn't have any bite attack or the like.
    >> Anonymous 12/17/10(Fri)19:35 No.13193974
    okay, onto our stealthy quadrupeds then.

    Yltantac

    The Yltantac are a vile race of manipulators and schemers, forever plotting to advance their own power however they can. The citizens of the Imperium would be horrified to learn just how many underhives, sewers, ruins, crypts and forgotten ship holds throughout the Imperium are bases of operation for the Yltantac, who have spread like a plague since infiltrating the rogue trader fleet which bombarded their home system into submission.Ytaltac are noxious, petty, cowardly and sadistic, and avoid direct confrontation whenever possible, preferring to make use of explosives, poisons or a knife in the back to deal with their adversaries. The Yltantac have realised the psychological effect that seeing them has on many humans however, and they are quick to take advantage of their vile visage to cow the weak-willed into submission. Ytaltac make use of numerous chemicals, both recreationally and to poison their foes, hallucinagens being particular favourites, which are often introduced into the water supply as the first overt sign of Yltantac aggression.
    >> Anonymous 12/17/10(Fri)19:37 No.13193994
    >>13193974
    Yltantac biology is truly bizarre. They move on four legs splayed out to their sides, their body a scant few inches off the ground, their skin is a deep, glistening red, coated in mucus, and pitted with holes exposing quivering masses of sensory organs and nerves, while this makes them very perceptive, it also makes them frail and prone to rupturing vital organs if struck in their sensory clusters. Their bodies pulsate and shudder, as if their bones and organs are forever shifting and moving just below the skin, and they have an abundance of joints which, when combined with their squat method of movement, ensures that they cannot be knocked down, as if thrown onto their backs, they will simply snap their head around 180 degrees, dislocate and twist their limbs, and walk just as comfortably that way up. Yltantac faces are disturbingly human, looking very much like a white mask of a placid humanoid figure, the illusion is broken however when a portion of the mask splits open every few seconds, a cluster of sensory tendrils quivering and twisting around before retreating back inside. Their hideous appearance combined with their low, hurried whispering speech makes them highly disturbing despite their small size and physical weakness.
    >> Anonymous 12/17/10(Fri)19:38 No.13194003
    >>13193994
    Yltantac no longer have much of a society to speak of, the homeworld and colonies of their fledgeling empire having been bombarded and stripmined by an ambitious rogue trader. Many of the leaders of the various covert Yltantac cells lurking throughout the Imperium are the decendants of military and political leaders of their former civilization. The Yltantac spend their time plotting against the imperium for the loss of their civilization, having already brought low the rogue trader dynasty which destroyed them through a series of horrific assassinations and espionage. While not tied to the ruinous powers themselves, the Yltantac are not above working with just about anyone as long as the end result is the suffering of the Imperium, and Yltantac can crop up wherever trouble is brewing, either as the cause, or simply riding the coattails of destruction eager to wreak whatever petty vengance they can.

    well that's that, all three of my races, if people are still interested I could roll up some more, I haven't got anything else to do after all...
    >> Anonymous 12/17/10(Fri)19:41 No.13194025
    >>13194003

    Go ahead. I like the 3 xenos you wrote up already. The bird dudes seem like an entire race of Tzeentchians though, tbh.
    >> Anonymous 12/17/10(Fri)19:41 No.13194028
    That sounds more Fear 2: Horrifying than anything else.
    >> Anonymous 12/17/10(Fri)19:46 No.13194054
    >>13194025
    True, they are pretty Tzeentchian, but I saw some Slaanesh in their obsessive pursuit of technological mastery too.

    Anyway, time for another race...
    WS: 34, BS: 30, S: 29, T: 28, Ag: 31, Int: 40, Per: 34, WP: 36, Fel: 26
    Wounds: 13

    some pretty high stats for these ones, and their type is...
    4: Bipedal
    another biped, alright then, and size is...
    average again.
    Let's hope this is going to get more interesting, because so far they're shaping up pretty generic...
    >> Anonymous 12/17/10(Fri)19:51 No.13194102
    >>13194054
    Classification: 9
    So another Atavistic race, well, let's see what we get then...
    77: Arboreal
    Well that makes things a bit more interesting, and gives them a +10 Agility, bringing it up to 41, it also gives them Climb +20, Acrobatics +20, Dodge, and the Catfall and Lightning Reflexes talents.

    Well, all that's left then is Distinctive Features for our acrobatic xenos.
    64: Bio-shock, 1d10+SB-1 E natural attack.

    So a race of intelligent tree-dwellers with a natural shock attack, they certainly didn't end up as the generic xeno-humans I feared they would become!
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)19:54 No.13194132
    I've made a lot of cool adversaries for my players before, so here goes, i'll roll up a Xenos race.

    Characteristics:
    WS: 21 BS: 30 S: 26 T: 32 Agi: 24 Int: 26 P: 30 WP: 33
    Wounds: 11

    nothing special, not very intelligent, pretty tough. Good shots too.

    Form: 81 - Avian
    i guess we might have some enemies of the feared Cytakh. Brings toughness to 22, but it flies.
    >> Anonymous 12/17/10(Fri)19:57 No.13194163
    >>13194028
    Believe me, I can do far worse for Fear 2...
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)20:04 No.13194237
    >>13194132
    I like my things messed up, so i use 1 =puny, 2-3= weedy, 4-7 average, 8-9= hulking, 10 = enormous
    Size: 8 - Hulking.
    So, we have some huge fliers, with +10 WS, S and T, and 2 extra wounds.

    Classification: 97 - Psyker
    oh boy...

    And, finally, distinction: 80 - Resistant (poison). Slightly boring, but the psyker thingy makes up for it.
    >> Anonymous 12/17/10(Fri)20:14 No.13194364
    >>13194237
    >>13194132
    Suddenly the universe is full of psychic xeno-birds!

    Right then, I think I'll make another one, after this I'll probably do some more writefaggotry for the following one and my arboreal bio-electric xenos.

    WS: 21, BS: 25, S: 26, T: 27, Ag: 29, Int: 36, Per: 34, WP: 30, Fel: 35
    Wounds: 15

    Fairly average physical stats, very intelligent, a lot of wounds, and about as goddamned charming as a Xeno can be. This should be interesting, on to Type.

    99: Amorphous
    okay, charming blob monsters, sure I can work with that. It also gives them a Toughness of 37, the Amorphous trait, Fear 2, Unnatural Senses out to 9 meters, and they made the 25% for regeneration, so they've got that too.

    As for size: Average again, as if there's anything average about these things...
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)20:23 No.13194454
    >>13194132
    >>13194237
    The complete stats. Some writefaggotry will follow:

    WS: 21 BS: 30 S: 26 T: 42 Agi: 24 Int: 26 P: 30 WP: 43
    Skills: Psyniscience
    Traits: Hulking, Flier, Psy Rating 2

    Psychic Powers:
    Minor - Warp Howl, Wither, Psychic Stench
    Major - Telepathy, See Me Not
    >> Anonymous 12/17/10(Fri)20:24 No.13194462
    >>13194364
    Okay, time to classify my blob xenos.
    9, Atavistic strikes again.
    Well then, another roll to see what sort they are...
    96: Silicate
    Hmm, this is going to take some thinking about, anyway, for now they lose 10 agility and the ability to swim, but gain 6 natural armour, unnatural strength, unnatural toughness, immunity to blood loss, but a weakness to impact and explosive criticals. These are shaping up into some scary bastards.

    Finally, distinctive features.
    32: Strong, which nets them an extra 9 strength, which when combined with their unnatural strength makes them pretty scary.

    So the final stats of these witty, charming Xeno horrors are...
    WS: 21, BS: 25, S: 35 (6), T: 27 (4), Ag: 19, Int: 36, Per: 34, WP: 30, Fel: 35
    Wounds: 15
    Traits: Amorphous, Fear 2, Unnatural Senses (9m), Regeneration, Natural Armour 6, Unnatural Strength x2, Unnatural Toughness x2
    >> Anonymous 12/17/10(Fri)20:51 No.13194821
    >>13194102
    >>13194054
    and now, the Praloch...


    Praloch

    The Praloch are a Xeno race which has recently discovered warp travel, mainly through the reverse engineering of a crashed space hulk. While in the aftermath, the Praloch homeworld has been haunted by strange visions and unnatural sounds, though the Praloch, possessed of small, simplistic souls and an unimaginative outlook have proved ill-suited for the corruption of chaos to find purchase amidst their race. The Praloch are for the most part happy to leave the Imperium alone after some failed attempts to establish peaceful relations with them, however since the Praloch appeared, the Inquisition has been eager to hunt them down, due to the obvious aura of warp taint surrounding Praloch ships (a result of the space hulk parts recycled into them, and a fact of which the Praloch have no knowledge), as of yet the Inquisition has been unable to trace the Praloch to their homeworld, as Praloch ships have seem to travel strangely easily in the warp, which confounds pursuit. For their part, the Praloch simply want to explore and expand with their new technology opening up a whole galaxy to them, and can be found on many uninhabited worlds attempting to establish research colonies or bases of operations, which they will do their best to ensure no living human knows of to report back to the Inquisition. What they are unfortunately not aware of is the chaos they can leave in their wake, as their space hulk salvaged vessels tend to drag trails of warpstuff behind them when they leave the warp, resulting in many accidental warpstorms and daemonic incursions after the Praloch have moved through a system.
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)20:52 No.13194827
    >>13194454
    The Bleurgh

    Named after the utterance of an unnamed guardsman upon first contact, the Bleurgh aren't exactly noted for their charm.
    The species first arrived on the distant Agri-World Uhous Sextus, where they immediately started wreaking havoc, seemingly destroying crops by their very presence.
    How they got there is quite uncertain,the few survivors noting that they seemingly popped out of black holes, appearing out of nowhere. Speculations remain as to whether it was just a freak warp accident somewhere in the galaxy, or an act from the dark gods themselves.
    Despite a brave defence from the PDF, within months Uhous was reduced to nothing more than molding ruins and stinking swamps, and eventually the Ordo Xenos ordered the planet to be virus-bombed.
    As the now barren planet was later scanned and searched by the Biologis AdMech, they noted that no life on the planet had survived, the Bleurgh bodies lying in multitudes across the planet.
    Now, the Ordo Xenos are taking precautions, ever aware that the Bleurgh might strike again, from outside the Astronomicans reach
    >> Anonymous 12/17/10(Fri)20:52 No.13194831
    >>13194821
    Praloch are one of the less bizarre-looking xeno races humanity has encountered, looking very much like some sort of hairless baboon, they have a series of green veins running throughout their bodies, culminating in a cluster at the base of the neck, in which they can build up a lethal electric charge. Praloch live amidst vast tangles of vines strung between trees one or two kilometers across, which they generally carve their cities into the side of. Praloch communicate through a series of hoots and arm gestures, though they have picked up several xeno languages quite well since they started travelling, having a particular affinity for the language of the Kroot.
    >> Anonymous 12/17/10(Fri)20:53 No.13194848
    >>13194831
    Praloch society is a republic, leaders are elected from the best and brightest, and serve for a decade term before retiring. Praloch are eager to make peaceful relations with other races, not so much out of a desire to make friends, so much as a desire to learn more about the galaxy unmolested. Though certain races have reacted positively towards them, such as the Tau, in general they have not found the universe to be a very friendly place, which has led to a series of more hardline, militant leaders being elected in recent decades, which before long could lead to more violent moves to absorb neighbouring xeno races or isolated human colonies and force peaceful relations out of them.

    Next up, the charming blob xenos...
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)21:11 No.13195075
    >>13194827
    At a first glance, the Bleurgh seem to have distant kinship to the Ork race, being about as tall, about as intelligent, and also having dark-green skin, albeit with large wings capable of flight setting them apart.
    As you go deeper into the workings of the Bleurgh, however, you quickly notice that the similarities stop, since the winged brutes do not seem to take any pleasure in fighting, mostly wanting to get it over with as fast as possible, to continue their spread.
    In fact, wherever the Blerugh roam, they seem to siphon the life out of the landscape, which seems to be their prime desire. Their "cultural" pasttimes generally consist of trying to increase their musk and increasing the extent of their corruption.
    Perhaps the most frightening aspect of the Bleurgh is their method of combat. Despite being neither agile or cunning, you often do not notice them until they're breathing down your neck. Their terrible, drowning scream might be the last thing you'll ever hear

    Excuse my semi-lame drawfaggotry. It's late, and english is my second language

    but i am seriously considering throwing these at my acolytes
    >> Anonymous 12/17/10(Fri)21:14 No.13195102
    Time for the amorphous xenos.

    Lothlagura

    The Lothlagura, though thankfully rare, are of great concern to the Ordo Xenos. Lothlagura first appeared on a remote shrine world, emerging via some form of teleportation technology. The ruthless Lothlagura set about massacring the local population and pdf, before jettisoning the ministorum personnel of the world into space aboard a cluster of crippled guncutters to starve. By the time the Imperium sent Imperial Guard forces to reclaim the holy world, the Lothlagura had already left, having defaced all of the temples of the God-Emperor and erected heretical totems which drove many of the IG regiment deployed to the surface insane. Since then the Lothlagura have appeared throughout Imperial space, operating from vessels within the warp, teleporting down to worlds seemingly at random, and massacring the population. Other times the Lothlagura have been more subtle, instead kidnapping important figures and sending them back shortly thereafter, utterly insane and utterly loyal to their Lothlagura masters. While many of these agents are quickly uncovered due to their utter madness, some have remained undetected long enough to cause grave damage or make off with vital information. Some even whisper that the Lothlagura have corrupted a member of the Ordo Xenos, and that even now an inquisitor works for the vile, insidious horrors. What the Lothlagura want is anyone's guess, though it's interesting to note that many of the worlds they choose to purge of life and desecrate are paradise worlds, and a great many of them, as the ordo xenos is aware, are also maiden worlds.
    >> Anonymous 12/17/10(Fri)21:14 No.13195114
    >>13195102
    Lothlagura biology is extremely unusual, and as of yet those few who have had a chance to dissect and study a Lothlagura have been unable to understand exactly how the strange xeno ticks. They appear to be made out of a malleable crystalline material, which flows across their body, hardening into solid translucent formations before flowing back into a viscous ooze. Lothlagura can form a mouth of sorts if they desire to communicate, and seem to be able to speak every known language perfectly, including, worryingly to the imperium, the secret languages of organizations such as the inquisition and adeptus mechanicus. Lothlagura wield cruel energy weapons in melee which liquidize bones and organs, often leaving their unfortunate victims a hollow sack of skin filled with molten offal.
    >> Anonymous 12/17/10(Fri)21:17 No.13195144
    >>13195114
    Lothlagura seem intent upon pursuing some ancient goal, somehow related to the Eldar and their maiden worlds, and their entire 'society' if that's what it can be called, is dedicated to that mission. They are clearly ancient, with advanced technology, skill at traversing the warp, and rare, but very potent psykers. What the Lothlagura are truly doing, and what they hope to accomplish however, is anyone's guess.

    and that's the Lothlagura, any thoughts, ideas, or concepts for these races? Going to take a break, but if the thread's around when I return, I'll probably post some more.
    >> For the sake of the thread !!AWhqL7c35xM 12/17/10(Fri)21:29 No.13195304
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    Bumping before i go to sleep.

    Will do more if it's still up when i wake

    Pic related, it is some fould Xenos scum
    >> Anonymous 12/17/10(Fri)22:25 No.13195923
    Alright, I'm back, one more then I'm going to bed.

    WS: 25, BS: 21, S: 32, T: 26, Int: 34, Per: 27, WP: 38, Fel: 25
    Wounds: 15

    and Type is...68: Crawler
    Unfortunately it misses the 25% chance for the climb skill or the burrower trait, so I guess it's just stuck wriggling on the ground...

    Size is Hulking, so it's a big crawler, which gives it the Hulking trait, and raises its WS to 35, its S to 42 and its T to 36, and gives it an extra 3 wounds, taking it up to 18.
    >> Anonymous 12/17/10(Fri)22:36 No.13196007
    >>13195923
    Classification is Exotic, so it's somehow strange and incomprehensible even by the standards of most Xenos, first up it gets a +10 to two stats, which I'll pick randomly...3 and 7, so that's Strength and Willpower.
    So it's new Strength is 52 and its new Willpower is 48, it takes a -20 to Fel tests to interact with humans, and has a Fear rating of 1, and now on distinctive features I roll twice and take the highest.

    and the resulting distinctive feature is...Breath Weapon, a 5m 1d10+TB E or I attack, depending on what sort of Breath Weapon it is.

    So in conclusion it's a giant worm or snake which is extremely unnatural looking, has incredibly strong willpower, and spews acid or sludge or fire or something... This should be entertaining to do the fluff for.

    Here's the final tally of its stats:
    WS: 35, BS: 21, S: 52, T: 36, Ag (which I realised I missed at first): 28, Int: 34, Per: 27, WP: 48, Fel: 25
    Wounds: 18

    Traits: Fear 1, Hulking, Breath Weapon (5m, 1d10+3 I or E depending on what sort of breath weapon I pick when fluffing it)
    >> Anonymous 12/17/10(Fri)22:55 No.13196212
    >>13196007
    Tethtaor

    The Tethtaor are the larval form of an dangerous and unpredictable Xeno species lurking in several systems of the Expanse. The Tethtaor are a species entirely given over to the worship of the ruinous powers, protected from the worst of the effects of corruption by their species' superior willpower and resiliance. The Tethtaor sacrafice those who finish their larval stage and advance to the mindless adult stage in abominable rituals to the chaos gods, though they are always eager to add the blood and torment of other races to their vile practices. Tethtaor raiders occasionally push into Imperial Space, seizing the populations of entire frontier worlds, they can also be regularly found working with any followers of chaos who know to seek them out. The Tethtaor's home systems are a blight, the very air of their worlds rank with the stench of death and the dizzying effects of a weakened veil, which quickly drives those unfortunate enough to be brought here insane long before they are offered up to the Tethtaor's dark gods.
    >> Anonymous 12/17/10(Fri)22:56 No.13196226
    >>13196212
    Tethtaor are the larval form of their species, resembling a bloated, pale grub. They move with disturbing speed, dragging themselves along with a series of stubby underdeveloped legs. Tethtaor are large and powerful, manipulating objects with a cluster of thick, rubbery tentacles around their drooling beak-like mouth. The Tethtaor have a series of air holes beneath the mouth, which let out dischordant tuneless sounds as they move, and also act as a means of expelling the noxious byproducts of their digestive system which builds up in large sacs in their bodies. This byproduct is expelled in a lethal spray of digestive juices, half-consumed flesh, rotting plant matter and ravenous symbiotic bacteria. Tethtaor stay in their larval stage for some 40 to 50 years before entering a chrysallis and emerging as their far large and more powerful, but utterly mindless adult form. These adult Tethtaor are kept in captivity until they can be sacrificed to the Chaos Gods the the Tethtaor's many rituals.
    >> Anonymous 12/17/10(Fri)22:56 No.13196234
    >>13196226
    Tethtaor society is ruled by the most powerful psyker of the planet, despite their iron will and fanatic devotion to the ruinous powers, few Tethtaor have the talent of a psyker, though many practice sorcery. Generally the Tethtaor resolve challenges for a new ruling psyker in one of four ritual competitions, decided at random to honour one of the four chaos gods. The Challenge of Blood pits the two against each other in ritual combat, with no pskyer powers allowed, the Challenge of the Undying tests the resiliance of the Psykers in mind and body, pumping them full of noxious poisons and chemicals and casting their minds into the warp until one or the other finally breaks, the Challenge of Perfection requires that both Psykers prove their obvious superiority in whatever field they decide upon, with the loser being devoured by a Greater Daemon of Slaanesh which presides over the judging, and the Challenge of the Architect, which leaves both Psykers with one month in which to engineer the downfall of the other. Within Tethtaor raiding parties, there is always one sorcerer or psyker, who is the undisputed leader of the party, though the Tethtaor are usually too busy enjoying the suffering of other races to have time to fight amongst themselves.
    >> Anonymous 12/17/10(Fri)23:00 No.13196269
    >>13196234
    Right, that's me done, I need sleep, in case anyone is still interested in this thread, I archived it here:
    http://suptg.thisisnotatrueending.com/archive/13192270/

    I hope you all enjoyed learning more about the vile Xeno, perhaps with this new found knowledge you can go out and more effectively kill them in the Emperor's name!
    >> Dakhla 12/18/10(Sat)02:47 No.13198843
    >>13196269
    must say I am exceedingly interested. planning on doing some drawfagging of these wonderful vile xenos somewhere in the near future
    >> For the sake of the thread !!AWhqL7c35xM 12/18/10(Sat)05:06 No.13199919
    Holy shit this thread is still here

    bump goddamnit!
    >> For the sake of the thread !!AWhqL7c35xM 12/18/10(Sat)05:37 No.13200221
    I'll try with an Indigen this time:

    Characteristics:
    WS: 30, S: 22, T: 34, Ag: 31, Int: 14, Per: 23, WP: 20
    Wounds: 16

    Nothing terribly dangerous so far, they're mostly just tough and hardy

    Form: 4 - Bipedal. No changes here. Still, could be interesting for an indigen

    Size (with added miniscule and massive): 10 - Massive
    So, it's huge, horrifying (fear 2), +30 WS, an added 22 wounds, +20 str and toughness. Unnatural strength, but no unnatural toughness.
    >> For the sake of the thread !!AWhqL7c35xM 12/18/10(Sat)05:41 No.13200251
    >>13200221
    This is getting... interesting

    Classification: 27 - Darkling.
    It has silent move. Oh wow. +8 strength and +5 toughness.

    Distinctive: Fast, increasing agility with 9.

    Complete statting will follow
    >> For the sake of the thread !!AWhqL7c35xM 12/18/10(Sat)05:48 No.13200317
    >>13200251
    WS: 60, S: 50, T: 59, Ag: 40, Int: 14, Per: 23, WP: 20
    Wounds: 38

    Skills: Awareness, Climb, Silent Move.
    Talents & Traits: Fear 2, Unnatural Strength (x2), Massive, Blind, Unnatural sense (30m)

    Well that's nice. A huge, fearsome, stealthy, blind, gorilla. Writefaggotry might follow later
    >> Anonymous 12/18/10(Sat)08:11 No.13201469
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    bump
    >> Anonymous 12/18/10(Sat)12:48 No.13203179
    Well I'll be damned, my thread is still here. Guess I'll add a few more pages to the Ordo Xenos files before I go make dinner...

    Okay, let's get started.
    WS: 24, BS: 20, S: 24, T: 17, Ag: 20, Int: 38, Per: 39, WP: 33, Fel: 25
    Wounds: 12

    Hardly going to be intimidating anyone with its physical prowess, still, it's another impressively intelligent race, with a decent perception to boot.

    On to its type, and it's a...
    51: Animalistic
    so another quadruped xeno race, like the last animalistic race, they miss out on the Sprint Talent, but gain the Sturdy Trait.

    Size next, and an 8 means Hulking, which bulks up their rather puny physique somewhat with a +10 to WS, S and T, and an extra 4 wounds.
    >> Anonymous 12/18/10(Sat)12:55 No.13203236
    >>13203179
    Classification time, and the race is...
    76: Feral
    interesting, so despite its puny starting physical stats and high intelligence, it's now gaining an extra 1d10 WS, S, T and Per, and losing 1d10 Int, it's also gaining 1d10 wounds and the Athletics, Awareness, Survival and Tracking skills.

    Finally for this puny race which has somehow become physically imposing over the course of its generation, distinctive features.
    91: Unnaturally Agile
    so despite a natural agility of 20, they now get a x2 to it...how strange.

    So the final write up is:
    WS: 40, BS: 20, S: 40, T: 36, Ag: 20 (4), Int: 34, Per: 46, WP: 33, Fel: 25
    Wounds: 19
    Traits: Sturdy, Unnatural Agility x2
    Skills: Athletics, Awareness, Survival, Tracking

    I'll make another race, then commence the writefaggotry for both.
    >> Anonymous 12/18/10(Sat)12:58 No.13203256
    >>13203236
    >writefaggotry for both
    Hold on, let me grab my dick.
    ...
    Ok, ready!
    >> Anonymous 12/18/10(Sat)13:01 No.13203278
    I refluffed the GM-guide adventure to be Beowulf/Grendel-themed. Was fun.

    Especially when the creatures I rolled up turned out to, basically, be shoggoths with teeth.

    My acolytes despised them, but still fear them less than the Slaugth.
    >> Anonymous 12/18/10(Sat)13:03 No.13203307
    >>13203256
    Good to know I'm keeping you hard, anon.

    Anyway, onwards.
    WS: 18, BS: 20, S: 25, T: 27, Ag: 34, Int: 24, Per: 25, WP: 34, Fel: 26
    Wounds: 12

    Well, they've got decent willpower and agility, but aside from that they're weak and borderline retarded, something tells me these xenos won't be threatening the very existence of the Imperium any time soon.

    Type is...
    22: Bipedal
    Another two legged xeno going around being all generic and stuff...

    Size next, and it's a 3, so, Weedy, there goes 10 WS, 3 wounds and 5 S. I really hope these galactic punching bags get something in the next post to make up for their feebleness.
    >> Anonymous 12/18/10(Sat)13:14 No.13203415
    where can I find this generator?
    >> Anonymous 12/18/10(Sat)13:14 No.13203421
    >>13203307
    On to classification, and they are...
    well, this is interesting, 48: Warlike
    So they get a +1d10 to WS, BS, S and Ag, they also gain the awareness skill and make the 25% chance for Swift Attack, suddenly they aren't looking so feeble anymore. Since I'm making this entirely random I'll roll to choose between weapon talents or natural weaponry, and I get Weapon Talents, so I'll choose two weapon talents for them later.

    The final step once again, distinctive features, and they get...
    heh
    95: Unnaturally Strong

    So the final stats of these strange little monsters are:
    WS: 18, BS: 30, S: 22 (4), T: 27, Ag: 43, Int: 24, Per: 25, WP: 34, Fel: 26
    Wounds: 9
    Skills: Awareness
    Traits: Weedy, Unnatural Strength x2
    Talents: Swift Attack, Lightning Reflexes, Deadeye Shot

    So there it is, the tiny but deceptively strong and lethal Xeno warrior race.

    Next up, writefaggotry.
    >> Shas'o R'myr !!J5+vjygjQuK 12/18/10(Sat)13:19 No.13203457
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    I made these guys. I found it hilarious.

    >retrized surface
    >> Anonymous 12/18/10(Sat)13:21 No.13203468
    >>13203421
    I can see them like something really tiny but using fuckhuge ranged weapons (guns, crossbows, w/e) that they can carry easily due to their unnatural strenght.
    Pretty much something like Skaven Jezzail.
    >> Anonymous 12/18/10(Sat)13:28 No.13203519
    >>13203307

    I´m seeing some kind of small critters which draw you into a well established sniper crossfire.
    >> Anonymous 12/18/10(Sat)13:34 No.13203558
    >>13203236
    >>13203179
    Qualesh

    The Qualesh are a primitive and brutal race which seems to have undergone a cultural regression. Despite previously advanced technology hinting at a far more technological past, and despite still possessing a keen intellect, the Qualesh have become increasingly feral, abandoning their cities and flocking to death worlds across space. Qualesh live for the thrill of the hunt, eagerly ripping into their prey with massive, brutal weaponry, and often find employ as mercenary trackers and killers, happy as they are to sell their services for advanced weaponry and food. Qualesh thrive on adversity, and have been known to purposefully seek out orks, or assault planets within easy reach of an Imperial Guard regiment, just in the hope of sparking off some bloodshed.
    >> Anonymous 12/18/10(Sat)13:36 No.13203573
    >>13203558
    Qualesh are large, powerful creatures, moving on four legs, though quite capable of travelling for short distances on two. Qualesh bodies are covered in a coat of short, bristly black hairs, with a ragged brown mane at the base of the neck. They manipulate objects using a cluster of three long tongue-like tendrils spilling from their mouth, which are strong enough to operate firearms with ease, though melee weapons are usually strapped to the back and wielded with one or both of the somewhat hand-like front feet. Despite being slow and ponderous in appearance, and being incapable of moving fasted than a lazy looking lope, Qualesh bodies are unnaturally flexible, and they can move with startling speed when necessary, their motions becoming sickeningly fluid. Qualesh are also possessed of impressive senses, which make them exceptional trackers and hunters, which combined with their vicious disposition and skill in combat makes them invaluable with anyone who is willing to do business with the belligerent Xenos.
    >> Anonymous 12/18/10(Sat)13:37 No.13203579
    damn you, flood protection.

    >>13203573
    Qualesh society, while it may have once been far more complex, is now little more than pack mentality. Qualesh packs are commanded by the Alpha, usually the biggest and strongest, who win the position in combat. Packs do, however, value the experience and wisdom of older, less physically imposing Qualesh, and a Qualesh Alpha will usually have one or two older advisors, often previous Alphas themselves. Qualesh are comfortable adapting to the social heirarchy of races they are employed by, though the Qualesh's firm belief in their own physical superiority means that employers who become threatening or insulting can fast find their new mercenaries at their throats.
    >> Anonymous 12/18/10(Sat)13:38 No.13203588
    >>13203558
    Maybe they've easily cultural influenced.

    When a nihilistic philosopher rose to cultural prominence in their golden days, their entire space empire quickly regressed into total nuclear war, followed by civil war and genocide.

    Their entire culture changed in this period of bloodshed, becoming an extremely nihilistic and bloody culture.

    Like a pessimistic I just don't care "Khornate" society.
    >> Anonymous 12/18/10(Sat)13:56 No.13203726
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    OP, this thread is fantastic and I thank you for starting it. All of the Xenos rolled up in here are fantastic and I want to work them into some of my campaigns. You and those whom create these foul beings and their heritage keeps me coming back to /tg/. Godspeed.
    >> Anonymous 12/18/10(Sat)13:58 No.13203736
    >>13203588
    I like that idea, it's entirely possible that there is some worship of Khorne within their bloodthirsty society, and a shift to a more Khornite philosophy could have stunted technological development and culture.

    >>13203421
    >>13203307
    Atagari

    Atagari are a diminuative race operating beyond the edges of Imperial Space, while several Atagari worlds were virus bombed to extinction in a crusade several centuries ago, the Atagari have survived, and hold a deep-seated loathing of humanity as a result. Atagari agents seek to undermine the Imperium wherever possible, usually via unsubtle skirmishes and assualts on as many worlds as they can before the full force of the Imperial Navy and Guard is brought to bear, though it takes nothing less than a truly overwhelming force to convince Atagari that the battle is lost. Atagari favour long-ranged combat, luring their enemies into difficult terrain where the Atagari's superior agility gives them the edge, then liberally spraying the area with massed, but frighteningly accurate, firepower. If forced into close combat however, the Atagari can pick apart larger opponents with frightening ease, assaulting in a flurry of deceptively vicious strikes. Atagari have been known to work with other Xenos against the Imperium, but often come into conflict with chaos, since the Atagari see little difference between a regular human and one covered in spikes...
    >> Anonymous 12/18/10(Sat)13:59 No.13203749
    >>13203736
    Atagari stand around 4 feet tall, they are entirely hairless with pallid, blotchy white skin and flattened faces possessing beady red eyes and wide mouthes filled with rows of tiny, pointed teeth. The Atagarai's tendency to hunch makes them seem all the more diminuative, though a complex and advanced muscle system gives them unnatural strength for a creature of their size, which they use to their advantage to operate heavy weaponry, and Atagari are known to carry weaponry up to the size of portable lascannons with ease. Atagari live for approximately 80 years, though their lust for battle usually claims them long before that, and older Atagari often prefer to go out in a blaze of glory, overloading their weaponry or priming all of their grenades in a final act of defiance against their enemies. While Atagari eyesight is fairly poor for such a race of skilled marksmen, they make up for it with a special secondary brain located behind the spine, which takes in everything from distance to wind resistance to assist in more accurate fire. Combined with the Atagari's lightning reflexes and impressive agility, they make for lethal and oft-underestimated adversaries.
    >> Anonymous 12/18/10(Sat)14:01 No.13203776
    >>13203749
    Atagari society is, at least on their remaining homeworlds, a monarchy. The Atagari royal line has held power with an iron fist for millenium, apparently due to the blessing of some sort of vile Xeno deity, which may be an aspect of one of the Chaos Gods, though the Atagari's lack of understanding of chaos makes that hard to clarify. Atagari raiding parties are strongly organized affairs, often composed of Atagari military personnel, and they operate with all the professionalism and tactics of trained combatants.

    >>13203726
    My pleasure, glad to know they'll be put to good use.

    Right, I'm going off for dinner and the like, but if this thread is still here when I return, I see no reason to stop this xeno-train rolling...
    >> Anonymous 12/18/10(Sat)14:37 No.13204106
    One of my housemates beat me to the cooker, so looks like I've got a little more time before dinner for another Xeno.

    WS: 34, BS: 26, S: 27, T: 27, Ag: 34, Int: 32, Per: 27, WP: 36, Fel: 25
    Wounds: 10

    on to type, which is...
    77: avian
    another bird race, so that's a -10 to Toughness, bringing it down to 17, and the Hoverer trait. So it's a bird that can fly...but no more than 2 meters above the ground.

    finally, size: average
    >> Anonymous 12/18/10(Sat)14:45 No.13204169
    >>13204106
    Classification time
    99: Transient Being
    Which means it's partially in the warp, and gains the Incorporeal trait, which makes it immune to normal weapons, gives it a +30 concealment and allows it to automatically pass move silently tests, though it cannot physically affect the world in any way, which could make things a little difficult for it.

    Finally, distinctive features, which gets it.
    97: Acid Blood
    so if it takes 5 or more damage or critical damage, it sprays adjacent creatures with corrosive blood, dealing 1d10+TB E damage, ignoring armour, which cannot be parried.

    Huh, I think this could be about the most difficult race I've had to fluff yet...
    Might do another xeno statting to put it off while I consider their fluff.
    >> Anonymous 12/18/10(Sat)14:50 No.13204208
    Got a bunch this thread inspired me to roll up, although some are animals, not sentient species. Oh well.

    Indigen 1 (Darkling, Animalistic, Hulking)
    WS BS S T Ag Int Per WP Fel W
    40 - 45 45 28 8 36 17 - 26
    Traits & Talents:
    - Bestial
    - Quadruped
    - Hulking
    - Blind
    - Unnatural Sense (30m)
    - Toxic
    Skills:
    - Climb
    - Awareness +10
    - Silent Move
    >> Anonymous 12/18/10(Sat)14:51 No.13204215
    Xenos 1 (Warlike, Crawler, Average)
    WS BS S T Ag Int Per WP Fel W
    39 32 28 29 29 33 29 29 35 11
    Traits & Talents:
    - Crawler
    - Natural Weapons (1d10+2 R)
    - Sustained Life
    Skills:
    - Awareness
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:51 No.13204224
    Xenos 2 (Covert, Animalistic, Massive)
    WS BS S T Ag Int Per WP Fel W
    47 23 47 45 43 45 41 36 25 20
    Traits & Talents:
    - Quadruped
    - Massive
    - Fear 3
    - Unnatural Strength
    - Unnatural Toughness
    - Natural Weapons (1d10+8 R)
    - Heightened Senses (Smell)
    Skills:
    - Awareness
    - Deceive
    - Concealment
    - Silent Move
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:52 No.13204228
    So another race.
    WS: 29, BS: 27, S: 29, T: 25, Ag: 23, Int: 32, Per: 37, WP: 36, Fel: 31
    Wounds: 12

    pretty decent stats, not too shabby in a fight, very perceptive and strong willed, and a pretty high fellowship for a xeno too.

    Type next
    97: Amorphous
    Another blob race, that nets them +10 T, and the Amorphous, Fear 2 and Unnatural Senses (8m) Traits.

    Size is up next, and it's a weedy blob, which drops WS by 10, Wounds by 3, and Strength by 5.
    >> Anonymous 12/18/10(Sat)14:52 No.13204229
    Indigen 2 (Apex, Avian, Weedy)
    WS BS S T Ag Int Per WP Fel W
    16 - 28 22 29 22 39 21 1 20
    Traits & Talents:
    - Bestial
    - Flyer
    - Scrawny
    - Frenzy
    - Lightning Reflexes
    - Crawler
    - Natural Weapons (1d10+2 R)
    Skills:
    - Awareness
    >> Anonymous 12/18/10(Sat)14:53 No.13204242
    Xenos 3 (Warlike, Animalistic, Average)
    WS BS S T Ag Int Per WP Fel W
    32 29 29 33 26 34 29 28 28 7
    Traits & Talents:
    - Quadruped
    - Natural Weapons (1d10+2 I)
    - Heightened Senses (Sight)
    - Fear 2
    - Natural Armor (5)
    - Dark Sight
    Skills:
    - Awareness
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:53 No.13204249
    Indigen 3 (Apex, Animalistic, Weedy)
    WS BS S T Ag Int Per WP Fel W
    24 - 26 32 33 17 38 24 3 19
    Traits & Talents:
    - Bestial
    - Quadruped
    - Scrawny
    - Natural Weapons (1d10+2 R)
    - Fear 1
    - Catfall
    - Lightning Reflexes
    Skills:
    - Awareness
    >> Anonymous 12/18/10(Sat)14:54 No.13204256
    Xenos 4 (Warlike, Crawler, Massive)
    WS BS S T Ag Int Per WP Fel W
    66 40 46 45 36 31 27 32 30 37
    Traits & Talents:
    - Crawler
    - Unnatural Strength
    - Unnatural Toughness
    - Fear 1
    - Natural Weapons (1d10+8 I)
    - Massive
    Skills:
    - Awareness
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:55 No.13204264
    Xenos 5 (Exotic, Bipedal, Massive)
    WS BS S T Ag Int Per WP Fel W
    61 23 47 55 38 38 33 29 25 29
    Traits & Talents:
    - Massive
    - Fear 5
    - Unnatural Toughness
    - Bio-Shock (1d10+3 E)
    - Breath Weapon (5m, 1d10+10 E)
    - Heightened Senses (Smell)
    Skills:
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:56 No.13204282
    Indigen 4 (Predatory, Bipedal, Hulking)
    WS BS S T Ag Int Per WP Fel W
    67 - 62 46 30 14 37 22 - 20
    Traits & Talents:
    - Bestial
    - Hulking
    - Dark Sight
    - Natural Weapons (1d10+6 I)
    - Sustained Life
    Skills:
    - Silent Move
    - Tracking
    - Awareness
    >> Anonymous 12/18/10(Sat)14:57 No.13204287
    Indigen 5 (Warped, Crawler, Hulking)
    WS BS S T Ag Int Per WP Fel W
    42 - 47 55 37 1 28 22 - 24
    Traits & Talents:
    - Bestial
    - Crawler
    - Burrower
    - Hulking
    - Frenzy
    - Fear (4)
    - Natural Armor 2
    - Ambidextrous
    - Two Weapon Wielder
    - Flyer (6)
    - Regeneration
    - Unnatural Toughness
    Skills:
    - Climb +10
    - Awareness
    Mutations:
    - Corpulent
    - Necrophage
    - Multiple Appendages
    >> Anonymous 12/18/10(Sat)14:57 No.13204294
    Xenos 6 (Avaricious, Bipedal, Hulking)
    WS BS S T Ag Int Per WP Fel W
    36 30 37 49 33 27 32 24 25 16
    Traits & Talents:
    - Hulking
    - Natural Armor 3
    - Fear 1
    Skills:
    - Awareness
    - Barter
    - Evaluate
    - Deceive
    - Speak Language (Native)
    >> Anonymous 12/18/10(Sat)14:58 No.13204300
    Indigen 6 (Darkling, Avian, Puny)
    WS BS S T Ag Int Per WP Fel W
    13 - 30 23 26 14 36 15 - 11
    Traits & Talents:
    - Bestial
    - Flyer (2)
    - Puny
    - Blind
    - Unnatural Sense (30m)
    Skills:
    - Climb
    - Awareness +10
    - Silent Move
    >> Anonymous 12/18/10(Sat)14:59 No.13204308
    Indigen 7 (Herd Creature, Animalistic, Hulking)
    WS BS S T Ag Int Per WP Fel W
    41 - 47 50 32 11 35 19 - 12
    Traits & Talents:
    - Bestial
    - Quadruped
    - Sturdy
    - Hulking
    - Stampede
    - Ambidextrous
    - Swift Attack
    Skills:
    - Climb +20
    - Awareness
    >> Anonymous 12/18/10(Sat)15:00 No.13204314
    Indigen 8 (Apex, Animalistic, Weedy)
    WS BS S T Ag Int Per WP Fel W
    25 - 20 45 25 21 43 17 7 14
    Traits & Talents:
    - Bestial
    - Quadruped
    - Scrawny
    - Swift Attack
    - Lightning Reflexes
    - Ambidextrous
    - Heightened Senses (Sight)
    Skills:
    - Climb +20
    - Awareness
    >> Anonymous 12/18/10(Sat)15:00 No.13204320
    Indigen 9 (Apex, Crawler, Puny)
    WS BS S T Ag Int Per WP Fel W
    3 - 24 27 23 12 36 26 1 10
    Traits & Talents:
    - Bestial
    - Crawler
    - Puny
    - Lightning Attack
    - Lightning Reflexes
    - Unnatural Agility
    - Death Frenzy
    - Ambidextrous
    - Swift Attack
    Skills:
    - Awareness
    - Climb +20
    >> Anonymous 12/18/10(Sat)15:01 No.13204325
    Xenos 7 (Feral, Avian, Weedy)
    WS BS S T Ag Int Per WP Fel W
    18 32 34 19 26 30 41 32 25 12
    Traits & Talents:
    - Scrawny
    - Fear 2
    - Heightened Senses (Hearing)
    Skills:
    - Speak Language (Native)
    - Athletics
    - Awareness
    - Survival
    - Tracking
    >> Anonymous 12/18/10(Sat)15:01 No.13204328
    >>13204228
    Next up is classification, which is:
    62: Exotic
    +10 to two stats, which I will pick randomly...Willpower and Intelligence, bringing them up to Int 42, WP 46, they also gain Fear 1...which I'm going to assume stacks with the Fear 2 they get for Amorphous, making them truly horrific at Fear 3...They also gain -20 Fel to deal with humans, a bit pointless since most people who see them will be gibbering wrecks anyway.

    Finally Distinctive Features, which due to their Exotic classification I roll twice and pick the highest.

    Well this just got even more horrific...
    81: Fearsome, increase Fear rating by 2...

    So it has a Fear rating of 5, that's right, this small blob monster has a fear rating on a par with greater daemons.

    Final stats are:
    WS: 19, BS: 27, S: 24, T: 35, Ag: 23, Int: 42, Per: 37, WP: 46, Fel: 31
    Wounds: 9
    Traits: Amorphous, Fear 5, Unnatural Senses (8m)

    Well damn, how do I even describe an alien race so horrific that the sight of it can make space marines assume the fetal position...

    These two races are going to be fun to fluff.
    >> Anonymous 12/18/10(Sat)15:02 No.13204332
    Indigen 10 (Herd Creature, Animalistic, Miniscule)
    WS BS S T Ag Int Per WP Fel W
    8 - 17 35 33 9 28 14 - 3
    Traits & Talents:
    - Bestial
    - Quadruped
    - Sprint
    - Stampede
    - Sturdy
    - Death Frenzy
    Skills:
    - Awareness
    >> Anonymous 12/18/10(Sat)15:03 No.13204346
    Indigen 11 (Arboreal, Avian, Hulking)
    WS BS S T Ag Int Per WP Fel W
    39 - 42 31 44 6 38 18 - 16
    Traits & Talents:
    - Bestial
    - Flyer
    - Hulking
    - Catfall
    - Lightning Reflexes
    - Natural Armor 1
    - Toxic
    - Heightened Senses (Smell)
    Skills:
    - Awareness
    - Acrobatics +20
    - Climb +20
    - Dodge
    >> Anonymous 12/18/10(Sat)15:04 No.13204354
    Indigen 12 (Herd Creature, Avian, Weedy)
    WS BS S T Ag Int Per WP Fel W
    18 - 20 37 31 7 37 23 - 18
    Traits & Talents:
    - Bestial
    - Flyer
    - Scrawny
    - Stampede
    - Sturdy
    - Natural Weapons (1d10+2 I)
    - Catfall
    - Toxic
    - Unnatural Agility
    - Natural Armor (2)
    Skills:
    - Awareness
    - Dodge
    >> Anonymous 12/18/10(Sat)15:04 No.13204359
    Xenos 8 (Atavistic (Predatory), Crawler, Average)
    WS BS S T Ag Int Per WP Fel W
    48 26 48 38 30 46 30 30 32 9
    Traits & Talents:
    - Crawler
    - Dark Sight
    - Natural Weapons (1d10+4 R)
    - Toxic
    - Fear 2
    - Natural Armor 5
    - Sustained Life
    Skills:
    - Speak Language (Native)
    - Silent Move
    - Tracking
    >> Anonymous 12/18/10(Sat)15:06 No.13204368
    Xenos 9 (Atavistic (Predatory), Animalistic, Hulking)
    WS BS S T Ag Int Per WP Fel W
    50 32 50 40 22 31 24 37 27 12
    Traits & Talents:
    - Quadruped
    - Sturdy
    - Hulking
    - Dark Sight
    - Natural Weapons (1d10+5 I)
    - Resistance (Poison)
    - Bio-Shock (1d10+4 E)
    - Fear 1
    Skills:
    - Speak Language (Native)
    - Silent Move
    - Tracking
    >> Anonymous 12/18/10(Sat)15:07 No.13204377
    Xenos 10 (Feral, Crawler, Miniscule)
    WS BS S T Ag Int Per WP Fel W
    4 20 9 27 24 25 45 30 23 6
    Traits & Talents:
    - Crawler
    - Miniscule
    - Breath Weapon (5m, 1d10+2 E)
    Skills:
    - Speak Language (Native)
    - Climb
    - Athletics
    - Awareness
    - Survival
    - Tracking
    >> Anonymous 12/18/10(Sat)15:07 No.13204383
    Indigen 13 (Carrion Eater, Avian, Hulking)
    WS BS S T Ag Int Per WP Fel W
    50 - 40 32 33 9 41 19 - 18
    Traits & Talents:
    - Bestial
    - Hoverer
    - Resistance Poison
    - Dark Sight
    - Heightened Senses (Smell)
    - Natural Weapons (1d10+SB R or I)
    - +10 to Grapple Checks
    Skills:
    - Awareness
    - Climb +10
    >> Anonymous 12/18/10(Sat)15:08 No.13204387
    Indigen 14 (Silicate, Crawler, Miniscule)
    WS BS S T Ag Int Per WP Fel W
    4 - 6 14 24 7 31 26 - 1
    Traits & Talents:
    - Bestial
    - Crawler
    - Burrower
    - Miniscule
    - Natural Armor 5
    - Unnatural Strength
    - Unnatural Toughness
    - Heightened Senses (Sight)
    Skills:
    - Awareness
    >> Anonymous 12/18/10(Sat)15:09 No.13204392
    Xenos 11 (Mechanistic, Bipedal, Enormous)
    WS BS S T Ag Int Per WP Fel W
    46 23 42 42 21 34 32 24 10 27
    Traits & Talents:
    - Enormous
    - Fear 3
    - Unnatural Strength
    - Machine
    - Dark Sight
    - Sustained Life
    Skills:
    - Speak Language (Native)
    Implants:
    - Bionic Respiratory System
    >> Anonymous 12/18/10(Sat)15:09 No.13204399
    Indigen 15 (Arboreal, Avian, Massive)
    WS BS S T Ag Int Per WP Fel W
    60 - 52 50 56 13 35 20 - 29
    Traits & Talents:
    - Bestial
    - Flyer
    - Massive
    - Fear 5
    - Unnatural Strength
    - Unnatural Toughness
    - Catfall
    - Lightning Reflexes
    - Ambidextrous
    - Swift Attack
    - Natural Armor 2
    Skills:
    - Awareness
    - Acrobatics +20
    - Climb +40
    - Dodge
    >> Anonymous 12/18/10(Sat)15:10 No.13204406
    Xenos 12 (Warlike, Bipedal, Average)
    WS BS S T Ag Int Per WP Fel W
    38 34 40 29 31 29 26 30 29 12
    Traits & Talents:
    - Natural Weapons (1d10+SB R or I)
    - Fear 1
    - Resistance (Poison)
    - +10 to Grapple Checks
    Skills:
    - Speak Language (Native)
    - Awareness
    - Climb +10
    >> Anonymous 12/18/10(Sat)15:11 No.13204417
    Indigen 16 (Darkling, Avian, Weedy)
    WS BS S T Ag Int Per WP Fel W
    23 - 37 30 44 12 37 25 - 8
    Traits & Talents:
    - Bestial
    - Flyer
    - Scrawny
    - Blind
    - Unnatural Sense
    - Catfall
    - Heightened Senses (Smell)
    - Unnatural Toughness
    Skills:
    - Awareness +10
    - Climb
    - Dodge
    - Silent Move
    >> Anonymous 12/18/10(Sat)15:12 No.13204424
    Xenos 13 (Warlike, Animalistic, Miniscule)
    WS BS S T Ag Int Per WP Fel W
    8 33 29 9 35 26 30 36 24 1
    Traits & Talents:
    - Miniscule
    - Quadruped
    - Natural Weapons (1d10+SB R or I)
    - Natural Armor 4
    - Catfall
    - Toxic
    Skills:
    - Speak Language (Native)
    - Awareness
    - Dodge
    >> Anonymous 12/18/10(Sat)15:12 No.13204431
    >>13204383
    Can't really tell from their stats, but I'm getting the idea of a T.Rex bird.

    Funny, as I was just checking conversions of Space Marines on Carnosaurs... you know, those Lizardmen dinosaurs.

    Bringing those two together... a Space Marine chapter that specialises in jungle warfare, using their birdosaurus mounts? Tyranid hunter specialists?
    >> Anonymous 12/18/10(Sat)15:12 No.13204434
    Indigen 17 (Carrion Eater, Bipedal, Miniscule)
    WS BS S T Ag Int Per WP Fel W
    13 - 7 33 31 11 37 34 - 1
    Traits & Talents:
    - Bestial
    - Miniscule
    - Resistance (Poison)
    - Dark Sight
    - Natural Weapons (1d10+SB R or I)
    Skills:
    - Awareness
    >> Anonymous 12/18/10(Sat)15:14 No.13204447
    Last, but not least. Someone should really make an online generator for this stuff.

    Xenos 14 (Mechanistic, Animalistic, Massive)
    WS BS S T Ag Int Per WP Fel W
    60 32 44 53 28 40 40 34 20 41
    Traits & Talents:
    - Quadruped
    - Massive
    - Fear 5
    - Unnatural Toughness
    - Unnatural Strength
    - Machine
    - Sustained Life
    Skills:
    - Speak Language (Native)
    Implants:
    - Cybernetic Senses
    >> Anonymous 12/18/10(Sat)15:17 No.13204472
    Damn man, you post fast!

    >>13204169
    >>13204106
    anyway, time for some fluff on my incorporeal warp-birds, who have got 'servants of tzeentch' written all over them.

    Whisperers

    Whatever they once called their race, the Whisperers long ago discarded their old civilization and name in the service of Tzeentch. Hailing from a series of worlds far beyond the light of the Astronomicon, orbiting a blackened, dead star surrounded by a corona of roiling warp energy, the Whisperers are an insidious and cunning threat, acting as spies and messengers for the servents of chaos. They will eagerly tag along with any servants of chaos, or anyone else who forwards Tzeentch's myriad plans, cajoling them in the right direction.
    >> Anonymous 12/18/10(Sat)15:19 No.13204482
    >>13204472
    Whisperer biology, if it can truly be called that anymore, is a thing of flickering warpstuff and a barely stable physical form. Appearing as large brightly coloured birds held aloft by a pair of wings moving fast enough to barely register as more than a blur to human eyes, the Whisperers communicate through a series of high-pitched whistles and screeches, though are quite to pick up other languages, and adept at mimicking them perfectly. Whisperers are abject cowards, and while they are used to their invincibility to normal weapons, will quickly flee in the face of force weapons or obvious psykers. If forced into conflict with something that can hurt them, the Whisperers will alternate between trying to flee and begging for mercy, though those who do injure them are in for a nasty surprise, as their incorporeal bodies spray forth a jet of corrosive, barely visible blood, which despite their non-physical nature, seems quite capable of melting through physical matter with ease.
    >> Anonymous 12/18/10(Sat)15:19 No.13204491
    >>13204482
    Whisperers gave up all vestiges of a society, civilization or culture in their servitude to Tzeentch, existing as barely more than an extension of their god's will, and Whisperers claim to be able to forever hear Tzeentch's whispers in the back of their mind, pulling their strings and directing them towards whatever fate their god has planned for them. While they may seem fairly harmless at first, many a battle against Chaos has been lost due to the intel gathered by a cunning Whisperer, darting unseen amongst its enemies.
    >> Anonymous 12/18/10(Sat)15:33 No.13204605
    >>13204328
    >>13204228
    Lithtach

    The Lithtach are a horrific xeno race often found lurking in Space Hulks, which they seem to ride across the immaterium with little concern for the raw warpstuff saturating their bodies. They deal in dark secrets and forbidden lore with anyone willing to parley with them, often via long-range communication, as seeing a Lithtach can drive even the most hardened and iron-willed insane. Where exactly the Lithtach hail from is unknown, their utterly alien psyches make it impossible to understand their minds, the closest to an explanation ever received is that they come from 'elsewhere' in a place they claim is only reachable through the warp. While not actively hostile, Lithtach are still a great threat to the Imperium, they happily spread the most forbidden and dangerous of lore to any who will trade it for other secrets, and many powerful chaos sorcerers can trace the roots of their power back to a deal with the Lithtach.
    >> Anonymous 12/18/10(Sat)15:33 No.13204614
    >>13204605
    Lithtach are small amorphous masses around a central cluster of brain matter and nerve-like growths, not particularly physically imposing or impressive, or at least that would be the case, were it not for how they appear to those who see them clearly. Lithtach are a window directly into the warp, looking like a roiling mass of pure chaos, as any psyker or traveller of the immaterium could tell you, looking upon the warp with the naked eye is not something anyone would wish to so.
    >> Anonymous 12/18/10(Sat)15:35 No.13204624
    >>13204614

    Lithtach society is complex, with each Lithtach within a specific group being assigned a specific role, or being granted a particular piece of forbidden lore to remember. Lithtach never die of old age, and as such many have been set within their roles for centuries or millenium, carrying out their assigned place. However should a Lithtach within a group die, the rest of the group will shift roles dramatically to encompass that which was lost, and in smaller groups with Lithtach filling in the roles of multiple deceased Lithtach, the survivors can become increasingly schizophrenic as they absorb facets of dozens of personalities and attempt to convey them all.
    >> Anonymous 12/18/10(Sat)15:38 No.13204651
    Well, that's me done for the moment, now that I can go and make dinner. When I return, I'm going to follow in the footsteps of my fellow posted and branch out to some indigens, might even include the adult form of those larval xenos I made a while back.
    >> Anonymous 12/18/10(Sat)16:04 No.13204883
         File1292706268.jpg-(176 KB, 1100x942, 1278479107762.jpg)
    176 KB
    WS:41 BS:25 S:46 T:58 Ag:21 Int:33 Per:34 WP:46 Fel:24 W:17
    Bipedal, Hulking, Regeneration, Cannot be stunned, may roll twice when testing to resist mind controlling or mind influencing effects.

    Xeno classification: Atavistic, Gestalt

    I was aiming for a Hunter from Halo. I think this is good enough.
    >> Anonymous 12/18/10(Sat)16:06 No.13204902
    to OP

    you sir are a true scholar and a gentleman. i sincerely thank you for this most awesomesauce xmas prezzie you posted on /tg. i GM both dark heresy and rogue trader and will most definitively be using these things you spawned up from your mind. good stuff and thanks for your effort!!

    +1 internets
    >> Anonymous 12/18/10(Sat)16:13 No.13204968
    I'll give this a shot. Rolling everything random.

    Indigens
    WS:32 BS:- S:35 T:37 Ag:27 Int:10 Per:36 WP:23 Fel: -
    Wounds: 14

    Suprisingly good stats actually. A pack of 'em might even be a challenge for a Rogue Trader party

    Aaaaand Classification is: 74 (Crawler)
    So it's some sort of indigineous worm or creepy-crawly thing. Missed out on both Climb and Burrower though.
    >> Anonymous 12/18/10(Sat)16:17 No.13205030
    where is this generator? i want to give it a shot too
    >> Anonymous 12/18/10(Sat)16:19 No.13205076
    >>13204968
    61 - Carrion Eater

    I gets +9 WS, +4 T, Resist (poison) and Dark Sight. No Toxic though.

    And disticntive features: 49 - Durable (it gains +6 wounds)
    >> Anonymous 12/18/10(Sat)16:23 No.13205131
    >>13204968
    >>13205076

    Final Stats
    WS:41 BS:- S:35 T:41 Ag:27 Int:10 Per:36 WP:23 Fel: -
    Wounds: 20

    Traits: Crawler, Resist (poison), Dark Sight

    This is one seriously tough fellow. WS41, T41 and 20 wounds makes for a interesting encounter. Think I'm going to use this in my Rogue Trader campaign.
    >> Anonymous 12/18/10(Sat)16:24 No.13205153
    >>13205030
    >>>/rs/Dark+heresy+Gm+kit&from=%2Ftg%2F
    >> Anonymous 12/18/10(Sat)16:27 No.13205188
    thanks for the link. i had the digi version of it already but i merely thought someone had made an online generator for the xeno's.

    but my most sincere thanks nontheless.
    >> Anonymous 12/18/10(Sat)16:45 No.13205412
    Rolling again.

    Type: Xeno
    WS: 29, BS: 27, S: 27, T: 33, Ag: 30, Int: 24, Per: 38, WP: 32, Fel: 20
    Wounds: 12

    Not the best fighter but kinda good toughness, willpower and perception.

    Physical Form: 29 -Animalistic
    It gains Sprint and Quadruped but missed out on Sturdy.

    Size: Weedy
    It gains the Scrawny trait, -10WS, -3Wounds and -5S
    >> Anonymous 12/18/10(Sat)16:50 No.13205470
    >>13205412

    Classification: 06 - Atavistic (roll again on indig side)
    Reroll: 73 - Arboreal (+10 Ag, Acrobatics +20, Climb +20, Dodge, Catfall and Lightning Reflexes)

    Distinctive Features: Unnatural Toughness
    >> Anonymous 12/18/10(Sat)16:55 No.13205515
    >>13205412
    >>13205470

    Final Stats

    Jorlukk
    WS: 19, BS: 27, S: 22, T: 33 (6), Ag: 40, Int: 24, Per: 38, WP: 32, Fel: 20
    Wounds: 9

    Skills: Acrobatics +20, Climb +20, Dodge
    Traits and Talents: Catfall, Lightning Reflexes, Scrawny, Quadroped


    Wierd quadroped treeliving ninja Xeno? check.
    >> Anonymous 12/18/10(Sat)17:09 No.13205691
    >>13204651
    Right then, I'm back from dinner and I think I'll roll up a few indigens, if it fits I'll probably fluff one of them out as the adult form of the Tethtaor from earlier in the thread.

    First Indigen Xeno
    WS: 35, S: 33, T: 36, Ag: 35, Int: 14, Per: 40, WP: 16
    Wounds: 14

    Next up is type, and it is a...
    44: Animalistic
    so it gains the Quadruped trait, and also makes the rolls for both the Sprint Talent and the Sturdy Trait.

    Next up is size, since there's no recommended size for indigens, I'll just roll randomly for all the sizes from miniscule to massive.
    So the size is: Enormous
    Which gives it the Enormous trait, Fear 3, WS +20, an extra 17 wounds, +15 S and T, and it makes the random rolls for Unnatural Strength and Toughness.

    Looks like we have a killing machine in the making here...
    >> Anonymous 12/18/10(Sat)17:17 No.13205784
    >>13205691
    Next comes classification.
    21: Darkling
    so that's an extra d10 S and T, granting it +2 S and +9 T, it also gains the climb, awareness and silent move skills, and the traits Blind and Unnatural Sense (30m).

    Not sure this thing needs to get any more deadly, but on to distinctive features we go.
    92: Unnatural Toughness
    which it already has, so I guess it moves up from x2 to x3...

    So the final tally of this xeno monstrosity is:
    WS: 55, S: 50 (10), T: 60 (18), Ag: 35, Int: 14, Per: 40, WP: 16
    Wounds: 31
    Skills: Climb, Awareness, Silent Move
    Traits: Quadraped, Sturdy, Enormous, Fear 3, Blind, Unnatural Sense (30m), Unnatural Strength x2, Unnatural Toughness x3
    Talents: Sprint

    Despite its ridiculous stats though, it doesn't have natural weapons, which suggests that perhaps it's not predatory or aggressive. Shall fluff it up after generating a couple more.
    >> Anonymous 12/18/10(Sat)17:24 No.13205847
         File1292711073.jpg-(23 KB, 400x280, Reaction 197.jpg)
    23 KB
    >>13204328
    >Fear 5
    So many reaction images I want to use...
    >> Dakhla 12/18/10(Sat)17:30 No.13205912
         File1292711435.jpg-(559 KB, 800x618, Copy of Dragon_exhibit_case_by(...).jpg)
    559 KB
    Just rolled this up. indigenous. its a god damn dragon
    ws: 50, S: 48(8), T: 33, Ag: 31, Int: 19, Per: 42, Wp: 27, Wounds: 36
    Size: enormous
    Classification: Apex
    Distinctive features: Natural weapons
    talents, traits and skills: crushing blow, swift attack, unnatural strength, fear 2, flying, natural weapons.

    So its a giant, flying terrifying monster that can can rip most things apart with
    >> Anonymous 12/18/10(Sat)17:32 No.13205940
    >>13205784
    Right then, next indigen
    WS: 36, S: 26, T: 36, Ag: 34, Int: 5, Per: 35, WP: 17
    Wounds: 14

    On to type, which is:
    Animalistic again, and once again it gets both the sprint talent and the sturdy trait.

    Size next:
    3: Weedy, which means the Scrawny Trait, -10WS, -3 Wounds and -5 S.
    >> Anonymous 12/18/10(Sat)17:38 No.13205991
    >>13205940
    On to classification, and we get a...
    15: Herd Animal
    seems these creatures will be roaming their home world in majestic herds, it gives the indigen a +7 T and +4 Wounds, it also gives it the Stampede Trait, but it fails to get either the natural weapons or natural armour traits.

    Finally for the majestic space-cow, a distinctive feature, and it gets a...
    90: Unnaturally Agile
    perhaps "space-cow" doesn't best describe it.

    So its final stats are:
    WS: 26, S: 21, T: 43, Ag: 34 (6), Int: 5, Per: 35, WP: 15
    Wounds: 15
    Skills: Awareness
    Traits: Scrawny, Sturdy, Stampede, Unnatural Agility x2
    Talents: Sprint

    one more indigen to follow, then I will commence writefaggotry.
    >> Anonymous 12/18/10(Sat)17:41 No.13206013
         File1292712103.jpg-(170 KB, 640x480, haggard 2.jpg)
    170 KB
    >>13204328

    >Fear 5
    >> Anonymous 12/18/10(Sat)17:42 No.13206016
    >>13205991
    and here's the third of my indigens
    WS: 39, S: 28, T: 32, Ag: 34, Int: 16, Per: 39, WP: 23
    Wounds: 13

    On to type...
    77: So an avian species, which drops toughness by 10, and gives them the Flier trait.

    Next up is size, and we get...
    Average, oh well, no changes there.
    >> Anonymous 12/18/10(Sat)17:52 No.13206119
    >>13206016
    Classification time, and this indigen is a:
    88: Apex
    So another 9 Int, 8 Fel and 5 Per, as well as 7 more wounds and 2 talents which I'll pick at the end.

    Finally, distinctive features.
    26: Natural weapons, giving it a 1d10+SB I or R natural attack with the primitive quality.

    Okay then, in summary:
    WS: 39, S: 28, T: 22, Ag: 34, Int: 25, Per: 44, WP: 23, Fel: 8
    Wounds: 20
    Skills: Awareness
    Traits: Flier, Natural Weapons (1d10+2 R, Primitive)
    Talents: Double Team, Swift Attack

    So this 'indigenous life form' has a higher intelligence than a large portion of humanity...
    Up next, writefaggotry!
    >> Anonymous 12/18/10(Sat)18:13 No.13206312
    I propose this table for rolling Xeno sizes (intelligent ones, for indigens 1d7 works fine) since kit just advice you to either weedy, average or hulking (boooring), but still I think that extreme sizes should be rare for intelligent Xenos.

    01-5 miniscule
    06-15 puny
    16-35 weedy
    36-65 average
    66-85 hulking
    86-95 enourmous
    96-00 massive

    Also why do all aliens I generate end up being so.. dull? The best I got so far is this ghostly blob:
    WS26 BS19 S22 T31 Ag22 Int26 Per30 WP29 Fell28 W7
    Amorphous
    -Fear 2
    -Unnatural Senses (13m)
    Average
    Transentient Being
    -Incorporeal
    Natural Armor (4)
    >> Anonymous 12/18/10(Sat)18:13 No.13206317
    >>13205784
    >>13205691
    Terrataius Behemoth

    Native to the cavern-riddled world of Terrataius, the Terrataius Behemoth is a colossal, powerful, but also reclusive beast. Appearing to be some sort of mixture of beast and fungus, the Behemoth picks its way through its subterranean realm with incredible care, and many have been startled to suddenly discover the towering beast mere feet from them without hearing it approach. Terrataius Behemoths are not naturally aggressive, living on a diet of cave slimes, rodents and insects, which it consumes in the tens of thousands daily, breaking into its diminuative prey's nests by shattering rocks and widening cracks through sheer strength. While Behemoths are not naturally prone to attacking humans, barely registering them unless they have had a previous poor experience (in which case they will usually avoid them), they are easily startled by bright lights, and if panicked by such a light, will start to let out a loud, undulating wail which will carry far and wide through the network of tunnels, attracting the attention of every predator for miles. If wounded or cornered, Terrataius Behemoths can turn aggressive, though only as a last resort, preferring to retreat to some inaccessable cavern or outcropping and hide until the danger has passed.
    >> Anonymous 12/18/10(Sat)18:16 No.13206345
    >>13206312
    Cool, I think I'll use that from now on for rolling xeno sizes. As for boring xenos, just remember there's nothing wrong with a reroll or two if it stops them being generic as all hell, beyond that, unleash the power of fluff to build up on the base the generator gives you.

    >>13206317
    Terrataius Behemoths weigh several tons, a strange symbiotic mixture of animal and plant, flesh is seemlessly interwoven with pulsating fungal matter. Behemoths are hairless, with albino skin combined with mottled white and violet fungal matter. Terrataius have no eyes, their head is little more than a wide snout and flat mouth devoid of teeth and surrounded by numerous waving fungal growths which act as sensory organs and react badly to light. Behemoths, with their lack of teeth, prefer to swallow prey whole (but lack the throat to do so with anything larger than a small child). Behemoths are born from fungal clusters, starting off no bigger than a small dog, but growing quickly to their predigious size. Behemoths have little concern for their offspring, who will be completely ignored by any adult to come across them. Despite their huge size and disturbing appearance, Behemoths are not aggressive creatures, their fungal bodies being too soft to make for particularly efficient natural weaponry, they mostly rely on stealth and sheer resiliance to survive, though a panicked and enraged Behemoth is more than capable of pulping a human if pushed.
    >> Anonymous 12/18/10(Sat)18:35 No.13206512
    >>13206312
    Well i take back what I said, I present you with tiniest, fastest and bravest warmongers known to Imperium. Great shot, and pretty nice guys when you get to know them better too. Combat against these fuckers would hilarious, with them running everywhere at insane speed and sniping party members from everywhere.
    >> Anonymous 12/18/10(Sat)18:36 No.13206518
    >>13206512
    Whoops forget the stats themselves:
    WS08 BS35 S17 T15 Ag36(6) Int29 Per27 WP38 Fell31 W1
    Animalistic
    -Sturdy
    Miniscule
    Warlike
    -Awareness
    -Deadeye Shot
    -Marksman
    Unnaturally Agile
    >> Anonymous 12/18/10(Sat)19:21 No.13206991
    >>13205991
    >>13205940
    Right then, sorry for the delay.

    Jaboccin

    Jaboccin are small, physically weak xeno-beasts which live in vast herds on the plains of the Shrine World Cassian II. Jaboccin are herbivorous, and mostly keep to themselves. Unfortunately, they are also one of the only food sources for the hundreds of thousands of pilgrims who camp outside the walls of the holy fortress-shrine of Cassian II, and many deaths have been caused by careless attempts to hunt Jaboccin, who panic at the sound of firearms and stampede through pilgrim camps, lashing out in confusion as they go and causing mass panic amongst the unfortunate pilgrims. While many pilgrims have called for the extermination of the species, which they claim defiles the holy world, the ministorum authorities of the shrine-fortress have dismissed all such ideas, secretly pleased to have the animals there to thin out the overwhelming numbers of foul-smelling pilgrims ruining their view from the shrine.

    Jaboccin are the size of human children, with long gangly limbs and wiry bodies, they don't have a great deal of meat on them, which makes them ill-suited for livestock, especially when combined with their panicky temprement and skill at wriggling out of any cages they are kept in. Jaboccin herds roam the grasslands in constant search of fresh grazing land, their speed, agility and resiliance allowing them to clear incredible distances in a short space of time.

    Only one post this time, guess I must be burning out the creative part of my brain, I think after I fluff up the last of my xenos, I'm going to take a break from xeno generating.
    >> Anonymous 12/18/10(Sat)19:27 No.13207036
    >>13206991
    Well they are just space Antelopes, nothing to get creative really. And you still managed to create rather interesting backstory anyway. You are doing fine. And it would be really cool if you could create backstory for my little buggers >>13206518, I'm really interested what you could make out of them.
    >> Anonymous 12/18/10(Sat)19:42 No.13207170
    >>13206119
    >>13206016
    Dasicar

    Dasicar, also known by the settlers on their homeworld of Dominus VI as "The Shadow of Death", are a highly evolved species of indigenous predators. Dasicar use advanced pack tactics, swooping down in groups and attacking their prey in coordinated attacks before either retreating, or if their prey looks bloodied and weakened, landing to redouble their assault. While Dasicar have in recent years had their numbers on their homeworld culled significantly, they have in fact become a far greater problem for the galaxy at large. Dasicar are popular with the many underground gladiatorial rings, fighting pits and private zoos of figures throughout the imperium, and as a result, many Dasicar have been loaded onto transports and shipped across the imperium. Unfortunately, as is to be expeted when one leaves a highly evolved predator in the care of a beast handler who is probably less intelligent than the Dasicar is, vast numbers of Dasicar have escaped captivity into the wilderness of planets across the imperium. While many planets throughout the imperium carry a strict "death by horrific torture" penalty for importing Dasicars, which can decimate entire unprepared population centers, the demand is still great, and Dasicars continue to be a sudden and unexpected danger on many previously peaceful worlds.

    >>13207036
    All the same, I think I've reached my limit, though I'm happy to do your miniscule warrior race as a final parting piece of writefaggotry to the thread as soon as I've uploaded the second part of this one.
    >> Anonymous 12/18/10(Sat)19:45 No.13207202
    >>13207170
    Dasicar are human sized, with long, sinewous and graceful forms and four large leathery wings, they stand on two long legs ending in splayed claws, and can hop around at decent speed on their claws if need be. Dasicar are a pale grey colour, darkening as they age, with mottled black sometimes visible on the wings. Dasicar have long, flexible necks ending in a small head dominated by four large green eyes and a set of three tendrils covered in razor-sharp barbs in front of a small mouth. These barbed tendrils are their primary means of attack, thrashing their neck wildly as the tendrils gouge out large chunks of flesh to be fed into the mouth, indeed Dasicar usually start feeding on torn flesh even as the battle is going on. Dasicar breed quickly, laying large clutches of eggs glued to the tops of trees or on rocky outcroppings, the adult Dasicar are protective of their young, who they teach to hunt as soon as they can fly. Their fast reproduction rate and fast development make Dasicar a plague on any world which doesn't take quick an decisive actions to remove them.
    >> Anonymous 12/18/10(Sat)19:53 No.13207300
    I just shave my hump before I got to bed.
    >> Anonymous 12/18/10(Sat)20:07 No.13207454
    >>13206518
    Right then, at their creator's request, I present you with writefaggotry on the miniscule warrior xenos.


    Atranolocus

    A crusade against a large Xeno alliance several centuries ago first brought the Imperium into conflict with the Atranolocus, one of five Xeno races making up the alliance, the Atranolocus proved to be the most dangerous adversary the Imperial forces faced during the conflict. The Atranolocus are masters of long-range combat and skirmish tactics, and while their miniscule size makes them physically weak and frail, their weapons are still more than capable of felling a creature many times their size. The crusade stalled due to a lack of bodies and internal conflicts, though not before the alliance became too fragmented by the loss of vital worlds and important leaders to continue. The Atranolocus have since then distanced themselves from the ongoing war between their former allies, striking out into space near the imperial frontier to colonize a series of new worlds. This has of course led to conflict with Imperial forces, who as of yet have been unable to dislodge the Atranolocus foothold on their borders.
    >> Anonymous 12/18/10(Sat)20:09 No.13207472
    >>13207454
    Atranolocus are unusually small for an intelligent race, indeed how such a small creature can be capable of the degree of intelligence that Atranolocus display is a question which has as of yet evaded the adeptus biologos' ability to answer. Atranolocus resemble small six legged lizards, with the front two legs having adapted to operate just as easily as hands. Atranolocus speak in a high-pitched language of whistles and squeaks, often too fast for even those who have learned the language to understand. They are a highly excitable race, barely ever standing still, which when combined with their incredible agility and miniscule size can make them infuriating adversaries as they race around the battlefield sniping at their larger foes and quickly retreating, all the while chittering excitedly.
    >> Anonymous 12/18/10(Sat)20:11 No.13207483
    >>13207472
    As with many militant-minded races, the Atranolocus heirarchy is a military one, with the Grand Commander holding the highest position. While the higher ranks are very organized, the lower ranks can become somewhat more confused and chaotic, with Atranolocus switching positions, ranks and duties seemingly at a whim, and to outsiders, the society of the rank and file of Atranolocus civilization can be utterly incomprehensible. Though Atranolocus have lost a great deal of trust for other races in the aftermath of the crusade and the subsequent collapse of the alliance, they are a surprisingly open-minded people, while this has led to some unfortunate mishaps involving Chaos and more manipulative xeno races such as Eldar in their past, they have none the less made some tenuous alliances with other nearby xeno races, and look to be on the road to building up another alliance on the borders of Imperial space.


    and with that I'm done, I hope you've all enjoyed my contributions. Though I think I'm all done for now on xeno creation, I'm always eager to writefag, so if anyone wants to suggest another random generator that I could have fun with, I might make a thread for that tomorrow.
    >> Anonymous 12/18/10(Sat)20:12 No.13207506
         File1292721168.jpg-(185 KB, 1091x947, AWESOME.jpg)
    185 KB
    >>13207454
    >>13207472
    Thanks for doing them (all other xenos for that matter), you are awesome and should awesome. Pic related, that's my face when reading this thread.
    >> Anonymous 12/18/10(Sat)20:25 No.13207636
    >>13207483
    >>13207472
    >>13207454
    I just had an idea of Rogue Trader with bunch of mercenary Atranolocus snipers with chameleonite cloaks hiding in his extremely dapper and elaborate costume. Everyone else just assumes he has shitton of digital weapons.
    >> Anonymous 12/18/10(Sat)21:41 No.13208455
         File1292726487.jpg-(274 KB, 717x557, Greenskins.jpg)
    274 KB
    Bump.
    >> Anonymous 12/19/10(Sun)02:02 No.13211611
    Bump.
    >> Anonymous 12/19/10(Sun)04:47 No.13213158
         File1292752070.jpg-(80 KB, 600x400, Reaction 213.jpg)
    80 KB
    >>13207454
    >Atranolocus
    Ah, a grimderp galaxy need some comic relief now and then.
    >> Anonymous 12/19/10(Sun)09:08 No.13215123
         File1292767738.jpg-(143 KB, 1000x652, Dwarven Jumping Spider.jpg)
    143 KB
    >>13213158
    Bump.
    >> Anonymous 12/19/10(Sun)11:53 No.13216163
    My hump is shaved
    >> Anonymous 12/19/10(Sun)14:14 No.13217277
         File1292786070.gif-(2 MB, 283x204, caterpillar.gif)
    2 MB
    Bump with particularly dangerous crawling xenos.
    >> Anonymous 12/19/10(Sun)14:47 No.13217557
         File1292788057.jpg-(48 KB, 250x318, 1292146183442.jpg)
    48 KB
    I can't believe this thread is still here

    I probably should writefag: >>13200317
    but i cannot think of anything except them being giant blind sneaky gorillas. So i guess i'll generate another xenos race

    Characteristics:
    WS: 30, BS: 20 S: 27 T: 26 Ag: 24 Int: 33 Per: 30 WP: 35 Fel: 27
    wounds: 6

    Seems like they can hold their own in a fight, yet excelling in the mental disciplines.

    Form: Animalistic, with Quadruped, sprint and sturdy
    Size: Puny, lowering their wounds to 1, their WS to 10 and their strength to 14. Truly a fearsome race!

    Class: Exotic, increasing BS and Per by 10, and they gain fear 1.This is getting interesting...

    >>13204328
    >Fear 5
    >> goddamnit !!eH2unlrG3qG 12/19/10(Sun)15:00 No.13217663
    >>13217557
    >goddamn email field
    well, so much for trying to tripfag it up

    Finally, distinction: Venomous

    Full stats:

    Characteristics
    WS: 10, BS: 30 S: 14 T: 26 Ag: 24 Int: 33 Per: 40, Fel: 27
    wounds: 1

    Talents: Sprint
    Traits: Size (Puny), Sturdy, Quadruped, Fear 1, Toxic

    So, we have some really small, fast, weak race of intelligent and incredibly perceptive xenos, who presumably defeats their opponents by spitting poison at them.
    >> Anonymous 12/19/10(Sun)15:12 No.13217737
    >>13204228
    >>13204328
    I... I think you just made a shoggoth.
    >> Anonymous 12/19/10(Sun)18:06 No.13219194
    >>13217737
    It's too small and intelligent for shoggoth. And shoggoths should be about Fear 3 IMO.



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