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Codex Xenos 2col

The document provides a detailed overview of various creatures and plants adapted from the Warhammer 40000 Rogue Trader wargame rules, including their characteristics, abilities, and combat statistics. It includes descriptions of entities such as Enslavers, Astral Hounds, Vampires, and various alien creatures, detailing their strengths, weaknesses, and attack methods. The information is structured in a tabular format for easy reference, showcasing attributes like strength, constitution, and psychic abilities.
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0% found this document useful (0 votes)
17 views13 pages

Codex Xenos 2col

The document provides a detailed overview of various creatures and plants adapted from the Warhammer 40000 Rogue Trader wargame rules, including their characteristics, abilities, and combat statistics. It includes descriptions of entities such as Enslavers, Astral Hounds, Vampires, and various alien creatures, detailing their strengths, weaknesses, and attack methods. The information is structured in a tabular format for easy reference, showcasing attributes like strength, constitution, and psychic abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CODEX XENOS Enslavers

Introduction Characteristic Roll Average

Some creatures and plants adapted from the Warhammer STR 4D6+6 20
40000 Rogue Trader skirmish wargame rules (the original CON 4D6+12 26
40K rules). A Perl script was used to do most of the
conversion, then minor tweaks have been made, based on SIZ 2D6+10 17
other sources (the BGB, Magic World etc.) to bring them INT 6D6+6 27
in line with existing rules.
POW 5D6+6 23-24
WARP CREATURES DEX 3D6+6 16-17

Astral Hound APP 0 0


MOV 11
Hit Points 23
Characteristic Roll Average
Armour 4 points (tough skin)
STR 4D6 14 Damage Bonus +1D6
CON 4D6 14 Attacks
Psychic Shock 24%
SIZ 2D6+1 8 Tentacle whip (x4) 35%
INT 1D6 3-4 Skills
Fly 80%
POW 4D6+6 20
DEX 4D6+6 20 A small, slimy sphere perched upon a larger slimy sphere
and possessing a cluster of tentacles, Enslavers have
APP 0 0 tough leathery skin and one sensory orb which may be an
MOV 11 eye. The creatures hover up to three metres off the ground
Hit Points 17 and float through the air and even the vacuum of space.
Armour None Enslavers travel in groups of three. They have the psychic
Damage Bonus +1D6 powers Psychic Shock (aka Mind Blast BGB p. 118) and
Attacks Enslaving (aka Mind Control, BGB p.118, though this
Bite 44% 1D6+Paralysis works only on other psionic creatures. Sorcery and magic
Skills users can be enslaved at GM's discretion). Once enslaved,
Dodge 50%, Sense (Psykers) 80% the victim slowly turns into a warp gate allowing other
enslavers to enter the physical world.
Astral Hounds travel in packs of 1D6 Hounds. They can
appear whenever psychic powers are used (e.g. if the
psionic user fails a POWx5% roll or POW vs. POW
Resistance Table roll). In combat, hits drain 1D6 power
points from the psyker. Hounds may also prey upon users
of magic or sorcery powers.
Psychneuein Vampires

Adult Characteristic Roll Average


STR 4D6+6 20
Characteristic Roll Average
CON 4D6+12 26
STR 4D6+6 20
SIZ 2D6+10 17
CON 6D6+9 30
INT 6D6+6 27
SIZ 2D6+10 17
POW 5D6+6 23-24
INT 1D6 3-4
DEX 5D6+6 23-24
POW 5D6+6 23-24
APP 0 0
DEX 5D6+6 23-24
MOV 10
APP 0 0 Hit Points 23
MOV 10 Armour None or as species
Hit Points 25 Damage Bonus +1D6
Armour None Attacks
Damage Bonus +1D6 Fist or by Weapon 56%
Attacks Skills
Buffet 58%
Lay Eggs POW vs. POW (female only) Vampires are humanoid in all appearances. They live and
Skills walk amongst their chosen race and cannot easily be
identified. Vampires can shape change into another
A Psychneuein Adult appears as a huge, spindly wasp, humanoid species in 1D6 turns.
about 2 metres long. They attack by charging and
physically buffetting the target. The females match POW ALIEN CREATURES
vs. POW to impregnate the mind of a psyker (magic or
sorcery users are affected at GM's discretion). If Ambull
successful, the psyker has the eggs laid in his brain and
will likely die within 24 hours. Assume a 50/50 chance of Characteristic Roll Average
an adult being female.
STR 4D6+6 20
Grub CON 4D6+12 26
SIZ 2D6+12 19
Characteristic Roll Average
INT 2D6 7
STR 2D6 7
POW 3D6+6 16-17
CON 2D6 7
DEX 4D6+6 20
SIZ 1D6 3-4
APP 0 0
INT 1D6 3-4
MOV 11
POW 5D6+6 23-24 Hit Points 23
DEX 3D6 10-11 Armour 4 points (tough hide)
Damage Bonus +1D6
APP 0 0 Attacks
MOV 3 Claw (x2) 48%
Hit Points 6 Bite 48%
Armour None Skills
Damage Bonus -1D6 Hide 40%, Search 40%, Sense 40%
Attacks
Bite 36% Large (almost) humanoid creatures with clawed arms and
Skills feet and huge jaws, Ambulls can tunnel through rock.

Psychneuein Grubs initially hatch as tiny maggots but


quickly grow to about 0.5 metres long. Needless to say,
this drives the carrier insane and eventually leads to death.
Carnivorous Sand Clam Catachan Devil (Medium)

Characteristic Roll Average Characteristic Roll Average


STR 4D6 14 STR 4D6+12 26
CON 4D6 14 CON 6D6+21 42
SIZ 2D6+10 17 SIZ 3D6+10 20-21
INT 0 0 INT 1D6 3-4
POW 0 0 POW 0 0
DEX 3D6 10-11 DEX 6D6+6 27
APP 0 0 APP 0 0
MOV 0 MOV 11
Hit Points 17 Hit Points 31
Armour 2 points (hard shell) Armour 4 points (chitin)
Damage Bonus +1D6 Damage Bonus +2D6
Attacks Attacks
Bite 57% Stomp (x2) 47%
Skills Tail Lash 47%
Hide 80% Tentacle Attack 47%
Bite 47%
The Clam is about 2 metres across and can easily trap a Skills
human and sever an arm or leg. It is mostly hidden under Hide 40% Sense 50% Stealth 50%
sand or soft swampy ground and attacks from ambush.
Clams are immune to all psychological effects. A ferocious creature which looks like a cross between a
centipede and a scorpion. They have up to 20 pairs of
Catachan Devil (Small) legs, two pincer-like claws and a scorpion tail. Its maw is
surrounded by tentacles and rasping mandibles. They
Characteristic Roll Average have several attacks.
STR 4D6+6 20 Catachan Devil (Large)
CON 4D6+15 29
Characteristic Roll Average
SIZ 2D6+12 19
INT 1D6 3-4 STR 5D6+12 17-18
CON 7D6+27 51-52
POW 0 0
DEX 6D6+6 27 SIZ 4D6+12 26
INT 1D6 3-4
APP 0 0
MOV 10 POW 0 0
Hit Points 24 DEX 6D6+6 27
Armour 3 points (chitin)
Damage Bonus +1D6 APP 0 0
Attacks MOV 11
Stomp (x2) 37% Hit Points 38
Tail Lash 37% Armour 5 points (chitin)
Tentacle Attack 37% Damage Bonus +2D6
Bite 37% Attacks
Skills Stomp (x2) 51%
Hide 40% Sense 50% Stealth 50% Tail Lash 51%
A ferocious creature which looks like a cross between a Tentacle Attack 51%
centipede and a scorpion. They have up to 20 pairs of Bite 51%
legs, two pincer-like claws and a scorpion tail. Its maw is Skills
surrounded by tentacles and rasping mandibles. They Hide 40% Sense 60% Stealth 25%
have several attacks.
A ferocious creature which looks like a cross between a
centipede and a scorpion. They have up to 20 pairs of
legs, two pincer-like claws and a scorpion tail. Its maw is
surrounded by tentacles and rasping mandibles. They
have several attacks.
Crotalid
Catachan Face Eater
Characteristic Roll Average
Characteristic Roll Average
STR 4D6 14
STR 3D6 10-11
CON 4D6+12 26
CON 1D6 3-4
SIZ 2D6+12 19
SIZ 1D3 2
INT 1D6 3-4
INT 1D6 3-4
POW 5D6+6 23-24
POW 0 0
DEX 2D6 7
DEX 4D6+6 20
APP 0 0
APP 0 0 MOV 10
MOV 10 Hit Points 23
Hit Points 4 Armour 2 points (scales)
Armour None Damage Bonus +1D6
Damage Bonus -1D4 Attacks
Attacks Bite (x2) 36%
Leap 35% Skills
Skills Hide 60% Stealth 50%
Hide 40%
Fresh or salt-water crocodilians. They have the ability to
Looking rather like a face flannel or large towel, the Face migrate en-masse through space (a jump of up to 10 light
Eater jumps towards its victim's face and latches on. This years) in search of room and food. As such, they can be
can suffocate the victim and provide a place for the encountered anywhere.
creature to lay its eggs. Use the Drowning rules to
simulate the Face Eater's suffocation attack. Cthellean Cudbear

Crawler Characteristic Roll Average


STR 5D6+12 29-30
Characteristic Roll Average
CON 7D6+12 36-37
STR 3D6 10-11
SIZ 3D6+16 26-27
CON 3D6 10-11
INT 1D6 3-4
SIZ 2D6+6 13
POW 5D6+6 23-24
INT 1D6 3-4
DEX 4D6+6 20
POW 2D6 7
APP 0 0
DEX 3D6 10-11
MOV 11
APP 0 0 Hit Points 27
MOV 10 Armour 3 points (skin and fur)
Hit Points 12 Damage Bonus +2D6
Armour None Attacks
Damage Bonus None Claw (x2) 61%
Attacks Skills
Tentacle Grab 36% Listen 75%, Climb 30%, Sense 70%
Bite 36%
Skills A large, purple-furred grizzly bear. It is territorial and will
Hide 80% Sense 30% attack anyone trespassing in its range.
Crawlers resemble squids or cuttlefish with tentacles at
one end and the rear evolved into a driving screw which
propels it through soft rock and soil. It attacks by grasping
its prey with its tentacles and dragging it towards its
beaked mouth. The victim may struggle free in a STR vs.
STR resistance roll.
Dinosaur (Small) Dinosaur (Large)

Characteristic Roll Average Characteristic Roll Average


STR 4D6+6 20 STR 5D6+12 29-30
CON 4D6+9 23 CON 7D6+15 39-40
SIZ 2D6+9 16 SIZ 4D6+20 34
INT 1D6 3-4 INT 1D6 3-4
POW 4D6+6 20 POW 4D6+6 20
DEX 3D6 10-11 DEX 3D6 10-11
APP 0 0 APP 0 0
MOV 11 MOV 12
Hit Points 21 Hit Points 29
Armour 2 points (scales) Armour 7 points (scales)
Damage Bonus +1D6 Damage Bonus +2D6
Attacks Attacks
Stomp (x2) 61% Stomp (x4) 61%
Skills Skills
Sense 60% Hunt Prey 40%

Giant reptile. Giant reptile.

Dinosaur (Medium) Ferro beast

Characteristic Roll Average Characteristic Roll Average


STR 4D6+12 26 STR 4D6 14
CON 6D6+12 33 CON 6D6+9 30
SIZ 2D6+20 27 SIZ 2D6+10 17
INT 1D6 3-4 INT 1D6 3-4
POW 4D6+6 20 POW 3D6+6 16-17
DEX 3D6 10-11 DEX 3D6 10-11
APP 0 0 APP 0 0
MOV 11 MOV 11
Hit Points 26 Hit Points 25
Armour 5 points (scales) Armour None
Damage Bonus +2D6 Damage Bonus +1D6
Attacks Attacks
Stomp (x3) 61% Tentacles 33%
Skills Skills
Sense 60%
About 2 metres long, this armadillo-like creature has four
Giant reptile. short, stubby legs, a tough, knobbly shell and a mouth
surrounded by small sucker-lined tentacles. These
tentacles latch onto metallic surfaces and secrete powerful
chemicals which dissolve the metal and allow the creature
to digest the metal. All characters, vehicles and artificial
structures can be assumed to be carrying or contain some
ferrous metals, making them prime targets for these
beasts.
Ymgarl Genestealer Giant Insectoid (Medium)

Characteristic Roll Average Characteristic Roll Average


STR 4D6+6 20 STR 4D6 14
CON 4D6+3 17 CON 4D6+3 17
SIZ 2D6+12 19 SIZ 2D6+12 19
INT 1D6 3-4 INT 1D6 3-4
POW 4D6+6 20 POW 3D6+6 16-17
DEX 4D6+6 20 DEX 3D6 10-11
APP 0 0 APP 0 0
MOV 11 MOV 11
Hit Points 18 Hit Points 18
Armour 2 points (tough skin) Armour 3 points (chitin)
Damage Bonus +1D6 Damage Bonus +1D6
Attacks Claw (x2) 32%
Implant Bite 55% Spit 28%
Claw (x2) 55% Skills
Skills Sense 60%, Track 30%
Dodge 50% Hide 50% Sense 50% Search 50%
Giant insect, up to 2 metres long. The insect has a 10%
This creature has four arms, two legs, a tough, leech-like chance of a poisonous, acidic or otherwise lethal "spit
body and long tail. If both claw attacks hit, the attack". There is a 10% chance the insect can fly with
Genestealer has the ability to implant an egg into any host MOV 18.
it can bite. Implant attacks do no damage but result in the
target falling unconscious. The egg hatches 1D6 days Giant Insectoid (Large)
later.
Characteristic Roll Average
Giant Insectoid (Small)
STR 4D6+6 20
Characteristic Roll Average CON 4D6+12 26
STR 3D6 10-11 SIZ 2D6+12 19
CON 3D6 10-11 INT 1D6 3-4
SIZ 2D6+6 13 POW 3D6+6 16-17
INT 1D6 3-4 DEX 3D6 10-11
POW 3D6+6 16-17 APP 0 0
DEX 3D6 10-11 MOV 11
Hit Points 23
APP 0 0 Armour 5 points (chitin)
MOV 10/18 (flying) Damage Bonus +1D6
Hit Points 12 Claw (x3) 37%
Armour 2 points (chitin) Spit 23%
Damage Bonus None Skills
Attacks Sense 60%, Track 30%
Claw (x1) 30%
Spit 29% Giant insect, over 2 metres long. The insect has a 10%
Skills chance of a poisonous, acidic or otherwise lethal "spit
Sense 60%, Track 30% attack". There is a 10% chance the insect can fly with
MOV 18.
Giant insect, up to 1 metre long. The insect has a 10%
chance of a poisonous, acidic or otherwise lethal "spit
attack". There is a 10% chance the insect can fly with
MOV 18.
Giant Spider (Small) Giant Spider (Large)

Characteristic Roll Average Characteristic Roll Average


STR 4D6+6 20 STR 5D6+12 29-30
CON 4D6 14 CON 6D6+12 33
SIZ 2D6+12 19 SIZ 3D6+12 22-23
INT 1D6 3-4 INT 1D6 3-4
POW 5D6+6 23-24 POW 5D6+6 23-24
DEX 3D6 10-11 DEX 3D6 10-11
APP 0 0 APP 0 0
MOV 10 MOV 11
Hit Points 17 Hit Points 28
Armour 2 points (chitin) Armour 5 points (chitin)
Damage Bonus +1D6 Damage Bonus +2D6
Attacks Stomp (x1) 37%
Stomp (x1) 37% Web Sling 29%
Web Sling 29% Skills
Skills Hide 70%, Sense 60%, Track 30%
Hide 70%, Sense 60%, Track 30%
Giant arachnid over 2 metres body diameter. Creatures
Giant arachnid up to 1 metre body diameter. Creatures caught in the web must roll STR vs. STR to escape (other
caught in the web must roll STR vs. STR to escape (other escape attempts are at GM's discretion). Use of web
escape attempts are at GM's discretion). Use of web slinging allows the spider to double its move (MOV 20).
slinging allows the spider to double its move (MOV 20).
Grox
Giant Spider (Medium)
Characteristic Roll Average
Characteristic Roll Average
STR 4D6+6 20
STR 4D6+12 26
CON 4D6+12 26
CON 4D6+9 23
SIZ 2D6+12 19
SIZ 2D6+12 19
INT 0 0
INT 1D6 3-4
POW 3D6+6 16-17
POW 5D6+6 23-24
DEX 5D6+6 23-24
DEX 3D6 10-11
APP 0 0
APP 0 0 MOV 11
MOV 11 Hit Points 23
Hit Points 21 Armour 4 points (tough scales)
Armour 3 points (chitin) Damage Bonus +1D6
Damage Bonus +2D6 Attacks
Stomp (x1) 37% Claw (x2) 39%
Web Sling 29% Stomp 39%
Skills Skills
Hide 70%, Sense 60%, Track 30% Sense Metals 60%

Giant arachnid up to 2 metres body diameter. Creatures A large reptilian creature with a mean streak. While
caught in the web must roll STR vs. STR to escape (other edible, tasty and nutritious, and able to eat just about any
escape attempts are at GM's discretion). Use of web food, they are well-muscled, fast and aggressive. Grox are
slinging allows the spider to double its move (MOV 20). territorial and do not like being herded together.
Gyrinx Horse Draught

Characteristic Roll Average Characteristic Roll Average


STR 3D6 10-11 STR 3D6+24 34-35
CON 2D6 7 CON 4D6+6 20
SIZ 1D3 2 SIZ 3D6+24 34-35
INT 2D6+6 13 INT 1D6 3-4
POW 3D6 10-11 POW 1D6 3-4
DEX 4D6+6 20 DEX 2D6 7
APP 0 0 APP 0 0
MOV 10 MOV 12
Hit Points 10 Hit Points 20
Armour None Armour None
Damage Bonus None Damage Bonus +1D6
Attacks Attacks
Claw 31% Stomp 29%
Skills Skills
Climb 60%, Dodge 70%, Hide 60%, Stealth 75%, Sense Dodge 45%
80%
Strong animal. May be ridden (but Ride skill rolls become
A large cat with orange fur and bright blue eyes, the Difficult) or used to tow wagons or heavy ordnance
Gyrinx may act as a pet for a psychic character. (Magic or weapons.
Sorcery using characters may take a Gyrinx as a familiar
at GM's discretion.) Horse War

Horse Riding Characteristic Roll Average


STR 3D6+24 34-35
Characteristic Roll Average
CON 4D6 14
STR 4D6 14
SIZ 3D6+24 34-35
CON 3D6 10-11
INT 1D6 3-4
SIZ 4D6+18 32
POW 1D6 3-4
INT 1D6 3-4
DEX 3D6 10-11
POW 1D6 3-4
APP 1D6 3-4
DEX 3D6 10-11
MOV 12
APP 0 0 Hit Points 17
MOV 12 Armour None or armoured
Hit Points 12 Damage Bonus +1D6
Armour None Attacks
Damage Bonus +1D4 Stomp 36%
Attacks Skills
Stomp 32% Dodge 45%
Skills
Dodge 45% Trained for battle.

Light, fast transport animal. Not trained for battle.


Lashworm Yamnan Mimic

Characteristic Roll Average Characteristic Roll Average


STR 1D6 3-4 STR 2D6 7
CON 3D6 10-11 CON 2D6 7
SIZ 1D6 3-4 SIZ 2D6 7
INT 0 INT 1D6 3-4
POW 0 POW 2D6 7
DEX 0 DEX 3D6 10-11
APP 0 0 APP 0 0
MOV 0 MOV 10
Hit Points 8 Hit Points 6
Armour None Armour None or by species
Damage Bonus -1D6 Damage Bonus -1D6
Attacks Attacks
Lash Attack 30% Fist or by weapon 32%
Skills Skills
Hide 90% Disguise 75%

Hides in confined spaces and attacks from ambush. An Looks like a small, cute ape. Can shape change into a
area can be infested with 1D20 (or 3D6) Lashworms. The humanoid creature of similar shape but will always appear
creature attacks by whipping its thin, saw-edged body at smaller than average for the species. It may use weapons
any target within 2 metres from its anchor point. After it appropriate to the creature it is mimicking.
hits and sucks out blood or tears out flesh, it retreats to its
hiding place to digest its meal for 1D6 hours. Ptera-squirrel

Riding Lizard Characteristic Roll Average


STR 2D6 7
Characteristic Roll Average
CON 1D6+12 15-16
STR 4D6+6 14
SIZ 1D3 2
CON 4D6+3 17
INT 0 0
SIZ 2D6+12 19
POW 0 0
INT 1D6 3-4
DEX 1D6 3-4
POW 1D6 3-4
APP 0 0
DEX 1D6 3-4
MOV 10/18 (flying)
APP 0 0 Hit Points 10
MOV 12 Armour None
Hit Points 18 Damage Bonus -1D6
Armour 2 points (scales) Attacks
Damage Bonus +1D6 Claw 41%
Attacks Skills
Stomp 34% Climb 90%, Jump 90%, Fly 90%
Skills
Dodge 45% A small tree-rodent, the Ptera-squirrel is cute and furry
most of the time but can turn into a berserk blood-
Light, fast transport animal. May be trained for battle. drinking carnivore for no apparent reason. Thin
membranes between its arms and legs allow it to fly short
distances at MOV 18.
Razorwing Swarm

Characteristic Roll Average Characteristic Roll Average


STR 3D6 10-11 STR 1D6 3-4
CON 3D6 10-11 CON 0 0
SIZ D6+3 6-7 SIZ 1D6 3-4
INT 1D6 3-4 INT 1D6 3-4
POW 3D6 10-11 POW 5D6+6 23-24
DEX 3D6+6 16-17 DEX 0 0
APP 0 0 APP 0 0
MOV 3/12 (flying) MOV 6
Hit Points 12 Hit Points 4
Armour None Armour
Damage Bonus None Damage Bonus -1D6
Attacks Attacks
Wing-slash 48% Bites/Stings/Scratches (x10) 10%
Skills Skills
Fly 90%, Search 65%
Swarms of small creatures (rats, bats, insects etc) which
A vicious class of bird of prey. They will move and attack band together to find food or defend themselves.
in flocks of D6+2. A wing-slash can decapitate an
unarmoured human. Sunworm

Rippy fish Characteristic Roll Average


STR 4D6 14
Characteristic Roll Average
CON 4D6+6 20
STR 3D6 10-11
SIZ 3D6+12 22-23
CON 1D6 3-4
INT 2D6 7
SIZ 1D6 3-4
POW 2D6 7
INT 1D3 2
DEX 5D6+6 23-24
POW 5D6+6 23-24
APP 0 0
DEX 3D6 10-11
MOV 1
APP 0 0 Hit Points 20
MOV 10 Armour None
Hit Points 4 Damage Bonus +1D6
Armour None Attacks
Damage Bonus -1D4 Electric Shock 34%
Attacks Skills
Bite 30% Climb 50%
Skills
Swim 100%, Sense 60% A large, fat oily maggot. The Sunworm basks in the
sunlight and converts the light into stored bio-electricity.
Vicious shoals of up to 3D6 pirahna-like fish. They can If or threatened, this electricity can be used to attack
infest an area of water. approaching creatures.
ALIEN PLANTS Floater

Catachan Brainleaf Characteristic Roll Average


STR 0 0
Characteristic Roll Average
CON 1D6 3-4
STR 4D6 14
SIZ 1D6 3-4
CON 4D6+6 20
INT 0 0
SIZ 2D6+12 19
POW 0 0
INT 0 0
DEX 0 0
POW 0 0
APP 0 0
DEX 0 0
MOV 0
APP 0 0 Hit Points 4
MOV 0/10 (flying leaf) Armour None
Hit Points 20 Damage Bonus -1D6
Armour Leaf None; Plant body 2 points Attacks
Damage Bonus +1D6 None
Attacks Skills
Flying Leaf 33%
Skills Floaters synthesise and store hydrogen within their cells.
They have no MOV of their own but are blown by
The plant attacks by "firing" its leaves at targets. Up to 6 prevailing winds. If they hit any object, they "pop",
leaves may be used in this way before the plant needs to scattering spores over the ground. If hit with any flame,
regrow them. The leaf detaches from the main plant, can heat or explosive based attack, the Floater explodes,
fly several metres, then attaches to a new host. The host causing 6D6 damage over a radius of the plant's CON in
becomes controlled by the plant. This acts like a poison metres.
with POT equal to the plant's CON.
Gas Fungus
Creeper
Characteristic Roll Average
Characteristic Roll Average
STR 4D6 14
STR 4D6+6 20
CON 4D6 14
CON 4D6+12 26
SIZ 2D6+12 19
SIZ 2D6+12 19
INT 0 0
INT 0 0
POW 0 0
POW 0 0
DEX 0 0
DEX 3D6 10-11
APP 0 0
APP 0 0 MOV 0
MOV 0 Hit Points 17
Hit Points 23 Armour None
Armour None Damage Bonus +1D6
Damage Bonus +1D6 Attacks
Attacks None
Tendrils (x4) 35% Skills
Skills
Gas Fungi release a cloud of poisonous gas with a POT
Up to four tendrils attack any creature within the equal to the plant's CON. It affects a radius of 1D6 metres
Creeper's DEX in metres. Make a STR vs. STR resistance and remains in effect for one hour unless the gas cloud
roll to avoid being dragged into the centre of the plant and can be blown away from the area.
slowly digested.
Rain Spores
Spinethorn
Characteristic Roll Average
Characteristic Roll Average
STR 4D6 14
STR 4D6+6 20
CON 4D6 14
CON 4D6+6 20
SIZ 2D6+12 19
SIZ 2D6+12 26
INT 0 0
INT 0 0
POW 0 0
POW 0 0
DEX 0 0
DEX 3D6 10-11
APP 0 0
MOV 0 APP 0 0
Hit Points 17 MOV 0
Armour None Hit Points 23
Damage Bonus +1D6 Armour 2 points
Attacks Damage Bonus +2D6
None Attacks
Skills None
Skills
A type of fungus, Rain Spores remain dormant in the
ground until it starts to rain. Then the spores erupt and The Spinethorn is a bush that grows in dense clumps or
grow into huge fungi which mature in a matter of long rows and is almost impossible to move through.
minutes. Full grown fungi then release clouds of spores Attempts to do so inflict 2D6 damage. Spinethorns can be
which will lie dormant until the next rain storm. The destroyed with flame or explosive based attacks.
spore clouds are poisonous with POT equal to the Spore's
CON. Sponge Weed

Spiker Characteristic Roll Average


STR 0 0
Characteristic Roll Average
CON 4D6 14
STR 4D6 14
SIZ 1D6 3-4
CON 4D6+3 17
INT 0 0
SIZ 2D6+12 19
POW 0 0
INT 0 0
DEX 0 0
POW 0 0
APP 0 0
DEX 0 0
MOV 0
APP 0 0 Hit Points 9
MOV 0 Armour None
Hit Points 18 Damage Bonus -1D6
Armour 2 points Attacks
Damage Bonus +1D6 None
Attacks Skills
Spikes STRx2%
Skills Sponge Weed covers large areas (1 square metre per point
of SIZ). Any creature moving through the area has its
A very dangerous cactus-like plant, about 2 metres tall MOV halved; any vehicles attempting to cross are
and covered with sharp spikes. Should one of these spikes automatically bogged down (a special or critical Drive
pierce a living creature, the creature becomes infected and skill roll can free the vehicle).
will slowly mutate into a new Spiker. The spikes are fired
out to a range of the Spiker's STR in metres and have a
STRx2% chance of hitting. Armour is useless as the
spikes are needle-thin and can penetrate the tiniest chinks.
The infection acts as a poison with POT equal to the
Spiker's CON. The infected creature begins to mutate in a
few moments and the entire process takes 1D6 hours,
creating a new Spiker.
Tangle Fungus Thermotropic Vine

Characteristic Roll Average Characteristic Roll Average


STR 0 0 STR 0 0
CON 4D6 14 CON 4D6 14
SIZ 1D6 3-4 SIZ 1D6 3-4
INT 0 0 INT 0 0
POW 0 0 POW 0 0
DEX 0 0 DEX 0 0
APP 0 0 APP 0 0
MOV 0 MOV 0
Hit Points 9 Hit Points 9
Armour None Armour None
Damage Bonus -1D6 Damage Bonus -1D6
Attacks Attacks
None None
Skills Skills

Tangle Fungus covers large areas (1 square metre per This heat-sensitive plant is drawn to the heat emanated by
point of SIZ). It is extremely difficult terrain: any creature vehicle engines or living bodies. Creatures must make a
moving through the area has its MOV quartered; any DEXx5% roll each turn they are in the Vine's area to
vehicles attempting to cross are automatically bogged avoid being ensnared. Vehicles must make a Difficult
down (a special or critical Drive skill roll can free the Drive skill roll or be trapped.
vehicle).
Venus Mantrap

Characteristic Roll Average


STR 5D6+12 29-30
CON 7D6+15 39-40
SIZ 3D6+6 16-17
INT 0 0
POW 0 0
DEX 4D6+6 20
APP 0 0
MOV 0
Hit Points 29
Armour Leaves 2 points; Main body 8 points
Damage Bonus +2D6
Attacks
Leaves (x6) 57%
Skills
Spot Prey 35%

The Venus Mantrap is a huge plant. It has six main leaves


which can attack at a range of up to 20 metres from the
main plant body. Any wounding hits (ie those not dodged,
parried or stopped by armour) cause the creature to be
ensnared. A STR vs. STR resistance roll (either from the
trapped creature or another helper) can allow those
trapped to struggle free. Those who cannot escape are
dragged into the main plant body then killed and digested.

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