Kroot Mercenary
Characteristic Array
WS BS S T Ag Int Per WP Fel
25 20 20 20 25 15 20 20 15

Traits

Eater of the Dead

Once per encounter, a creature with this trait may devour part of a fresh corpse as a Full Action to restore 1d5+WPB Wounds, recovering Critical Damage first.

Hyperactive Nymune Organ

Once per round, a creature with this trait can suffer one level of Fatigue to make an additional Reaction.

Kroot Leap

When making a Charge action, a creature with this trait can ignore obstacles by making a Running Vertical Jump, provided they can land beside target and have sufficient clearance.


Corruption

Kroot gain Corruption as normal.

Insanity

Kroot gain Insanity as normal.

Kroot Rules

A Kroot character uses the following rules:

Experience Cost

500 xp

Starting Skills

Common Lore (Kroot), Linguistics (Kroot), Survival

Starting Talents

Leap Up, Weapon Training (Kroot)

Starting Traits

Eater of the Dead, Hyperactive Nymune Organ, Kroot Leap, Natural Weapons (Beak), Non-Imperial, Unnatural Perception (2), Unnatural Strength (2)

Kroot Bonus

Greed is Good: A Kroot can make an Influence test instead of a Willpower test to resist Fear and Pinning.


Adaptations

Chameleonic Hybrid Rules

A Chameleonic Hybrid character applies the following benefits during character creation:

Characteristic Modifiers

+ Agility, + Perception, - Strength

Fate Threshold

2 (Shaper's Blessing 5+)

Origin Bonus

Chromatovore: A Stalker Hybrid makes Stealth tests as a Free Action, even if observed, while wearing armour worth 4 base AP or fewer.

Origin Aptitude

Agility

Wounds

A Chameleonic Hybrid starts with 11+1d5 wounds.

Recommended Backgrounds

Auxiliary, Headhunter, Mercenary

Cunning Hybrid Rules

A Cunning Hybrid character applies the following benefits during character creation:

Characteristic Modifiers

+ Fellowship, + Intelligence, - Toughness

Fate Threshold

2 (Shaper's Blessing 7+)

Origin Bonus

Smarter, Not Harder: A Cunning Hybrid starts with Rank 1 in Commerce and Deceive, and permanently increases their Intelligence by 5.

Origin Aptitude

Intelligence

Wounds

A Cunning Hybrid starts with 11+1d5 wounds.

Recommended Backgrounds

Auxiliary, Headhunter, Mercenary

Greenskin Hybrid Rules

A Greenskin Hybrid character applies the following benefits during character creation:

Characteristic Modifiers

+ Strength, + Toughness, - Ballistic Skill

Fate Threshold

2 (Shaper's Blessing 5+)

Origin Bonus

Enemy's Strength: A Greenskin Hybrid acquires the Unnatural Toughness (2) trait and ignores the Unreliable quality of Ork weapons.

Origin Aptitude

Toughness

Wounds

A Greenskin Hybrid starts with 12+1d5 wounds.

Recommended Backgrounds

Headhunter, Mercenary


Backgrounds

Auxiliary Rules

A Kroot with the Auxiliary background applies the following benefits:

Starting Skills

Athletics, Awareness, Command, Deceive, Scrutiny

Starting Talents

Weapon Training (Low-Tech, Pulse)

Starting Equipment

Kroot rifle or pulse pistol and mono-sword, combat vest, mesh armour, totem pouch, 1d5 meat chunks

Background Bonus

Record of Service: An Auxiliary starts with Rank 1 in Forbidden Lore (T'au) and Linguistics (T'au), and gains the Peer (Fire Caste) talent.

Background Aptitude

Finesse or Leadership

Recommended Roles

Assassin, Crusader, Luminary, Warrior

Headhunter Rules

A Kroot with the Headhunter background applies the following benefits:

Starting Skills

Acrobatics, Awareness, Dodge, Stealth, Survival

Starting Talents

Weapon Training (Low-Tech, SP)

Starting Equipment

Kroot rifle, 5 sniper rounds, mono-knife, combat vest, mesh vest, totem pouch, 1d5 meat chunks

Background Bonus

Familiar Taste: A Headhunter gains a +10 bonus on Medicae and Perception-based tests concerning any species they have previously eaten.

Background Aptitude

Fieldcraft or Knowledge

Recommended Roles

Assassin, Chirurgeon, Seeker, Warrior

Mercenary Rules

A Kroot with the Hunter duty applies the following benefits:

Starting Skills

Athletics, Awareness, Dodge, Parry, Survival

Starting Talents

Weapon Training (Low-Tech, Chain|Splinter)

Starting Equipment

Kroot rifle or splinter rifle, chainsword or venomblade, mesh vest, totem pouch, 1d5 meat chunks

Background Bonus

Tools of the Trade: A Mercenary can purchase the Exotic Weapon Training talent as though it was a Tier 1 talent, instead of Tier 2.

Background Aptitude

Offence or Social

Recommended Roles

Assassin, Crusader, Fanatic, Warrior


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