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Friday, October 30, 2020

Warhammer 40 000 Roleplay: Random Genestealer Hybrid

A 1st Generation Hybrid.
The sinister xenos infiltration organism. The Corporaptor hominis, otherwise known as the Genestealer. These disgusting aliens infest the dark corners of the Imperium, planting their tainted seed and producing generations of foul Human-Xenos Hybrids. These creatures are known as Genestealer Hybrids and the further they are removed from their progenitor, the more human-like they become until the 4th generation spawn true Genestealer and repeat the cycle. The 3rd and 4th Generation Hybrids are the most human-like and many of them can pass for human, ranging from 'ugly mutant' to seemingly nearly ordinary individual. While the common image depicted in the lore these days is generally that of the bald and ridged head of a Neophyte these creatures have a disgusting level of variety born of the randomize admixture of their human and alien DNA.

I've already written about stating these Tyranids vanguards in Stars Without Numbers here. The various stats for the Hybrids and their myriad forms and generations can be found in that post. Consider this one an addition.

Random Genestealer Hybrid

D12

Genestealer Hybrid Type

1-2

First Generation Hybrid: A true monster born of tainted human seed, the First Generation hybrid mostly looks like a three-armed Genestealer with some scattering of human features. Roll twice in Human-Like Features to determine where it diverges from its Genestealer form.

Number of Arms (1d4): Either Three (1-3) or Four (4).

3-4

Second Generation Hybrid: The individual is a Second Generation Hybrid. It has somewhat more human features compared to the previous Generation. Roll three times in Human-Like Features to determine where it diverges from its Genestealer form.

Number of Arms (1d4): Three.

5-6

Third Generation Hybrid: The individual is a Third Generation Hybrid, a mixture which generally blends the features of both races. They display a rather large variety in form. Roll a d4 to determine if you roll twice(1-3) or three times (4) in for Hybrid Features.

Number of Arms (1d4): Either Three (1-3) or Two (4).

7-8

Fourth Generation Hybrid: The individual is a Fourth Generation Genestealer Hybrid and retains only vestigial features in most cases, which somewhat vary from individual to individual. Roll either once for Hybrid Features or twice for Insidious Features.

Number of Arms: Usually only two.

9-10

Fourth Generation Infiltrator: While not really any genetically distinct from its compatriot, this Fourth Generation Hybrid’s physical form is so heavily human-dominant as to appear nearly identical to a baseline human. Roll once on Insidious Features.

Number of Arms: Definitely only two

11

Early Aberrant: An early monstrosity born either from some biological error or through the experimentation of the cult (or perhaps the Warp’s influence?), an Aberrant is a monstrous 1st or 2nd Generation hulking mass of muscles and rage with a dim witted intelligence. Roll twice on Aberrant Features and once in Human-Like Features.

Number of Arms (1d4): Either Three (1-3) or Four (4).

12

Late Aberrant: Despite its late generation, this creature is an unfortunate monstrosity. It is larger and far more mutated and misshapen than any 3rd/4th Generation Hybrid. Roll twice on Aberrant Features and twice in Hybrid Features.

Number of Arms (1d4): Either Three (1-3) or Two (4).


D8

Human Features

1-2

Human Hand: The Genestealer Hybrid has at least one hand which is nearly completely human, safe for its pink/purple color. This gives it the rare opportunity to clumsily wield weapons if it is of First Generation.

3

Human Nose: The Genestealer Hybrid has a crude, stubby yet human-like nose in its otherwise mostly purely Genestealer-like face. This doesn’t impair any enhanced sense of smell.

4

Reduced Carapace: The Hybrid’s carapace isn’t fully formed in some areas, creating a spot on its body where the tell-tale blue and ridged chitinous mass melds or retreats into softer, pink/purple flesh.

5

Human Ears: More fully formed, cauliflower or even human-like ears protrude from the Genestealer Hybrid’s head where some would only have crude lumps and holes.

6

Chitin-Less Arm: One arm of the Genestealer Hybrid is mostly lacking in the chitinous blue exo-skeleton and has softer, more human-like skin. If Human Hand has been rolled already, then that is the human-like arm.

7

Forward-Facing Eyes: Rather than the slightly-to-the-side bulging eyes of the Hybrids and its Genestealer parent, this Hybrid has a much more human field of vision and overall a more human face.

8

More Upright: This Genestealer Hybrid is less hunched than others of its Generation, if only slightly. It walks in a more human fashion rather than constantly trying to scuttle on its alien limbs.


Hybrid Features

D10

Limbs and Body

Head

1

Clawed Hand: The hybrid has a very distinctly clawed hand which shows its heritage as a Genestealer clearly. If rolled twice, another of its hands displays claws but is otherwise human-shaped.

Bulging Cranium: The hybrid has a big, bulging bald head that is common to hybrids of many generations. If rolled twice it has a particularly Genestealer-like head.


2

3

Vestigial Chitin: One or more limb of the hybrid is blue-tinged and displays half-formed, thin plates of Genestealer chitin. If rolled twice, the hybrid displays more Genestealer chitin on its body.

Prominent Ridge: The hybrid has a tell-tale spiky ridge of Genestealer chitin in the middle of its forehead. If rolled twice then the crest is quite large and noticeable for its Generation.

4

5

Vestigial Arm: One or more of the hybrid’s extra arms is smaller and improperly formed. If rolled for a Fourth Generation hybrid with more than two arms then instead the arm is a Genestealer-like appendage.

Mottled and Veiny: The hybrid’s complexion lean heavily on its alien parentage, giving it a purple tinge with prominent and pulsing red veins.

6

Half-Formed Face: The hybrid has a thin and flat nose as well as thin lips, giving it a more feral and alien visage.

7

Protruding Spine: The back of the hybrid is hunched and large spikes grow out, mimicking a Genestealer or a Tyranid’s plates but out of human-like bone.

Long Tongue: The hybrid has an unnaturally long purple tongue that has a bad habit of sticking out its mouth when excited.

8

Vestigial Tail: The coccyx of the hybrid erupts in tell-tale blue Genestealer chitin and it appears the Tyranid and human genetics tried to grow back the vestigial human tail. If rolled twice, the tail is not vestigial but rather functional.

Big Eyes: The hybrid has rather large and hungry looking eyes which bulge out from their socket.

9

Clawed Feet: The hybrid’s feet are twisted and beast-like. Large, black or deep blue nails grow from its feet.

Heavy Brow: The hybrid has a heavy, bony and eyebrows-less brow ridge with sunken eyes.

10

Very Purple: The hybrid’s skin tone is a very clear purple or unnatural pinkish hue in color.

Sharp Teeth: The hybrid has particularly long and sharp, jagged teeth and perhaps a bit too many of then.


D12

Insidious Features

1-4

Bald: The hybrid carries with it the very tell-tale sign of complete or near complete absence of body hair. Do keep in mind that such a divergence of the human form isn’t that strange in the Imperium.

5

Insidious Physique: The hybrid proportions are slightly off, such as arms or legs being a tad too long or too wiry, with muscles bulging in odd places when they move. They bear ever so slight Genestealer influence in their muscles or bones and they have surprising dexterity and strength for their size and build.

6

Vestigial Chitin: In some places on the hybrid’s body are protruding bony ridges, such as along the spine or rib cage which have a slight blue or pink tinge to them. Most hybrids have these on their heads but not this one. These aren’t strange, especially if the hybrid is passing as a skinny and ugly voidborn.

7

Odd Fingers: The hybrid has particularly long and creepy, bony hands and/or feet. These can be easily passed off as unusual features within human genetic diversity, yet the hybrid has an uncanny grip and range of motion with them.

8

Double-Jointed: Like a freak gymnast or escape artist, the otherwise human-like hybrid is particularly limber, with joints that bend in ways a normal human cannot. They have slightly pink or reddish tinge on their limbs but nothing that can’t be passed as a minor skin condition.

9

Sharp Teeth: While not as sharp as those of more alien hybrids, this particular hybrid has sharper than usual teeth and their canine might appear a tad longer. Their bite, likewise, has a deceptive force that no human should have.

10

Thick Nails: If left to grow and not properly cared for, the nails of the hybrid will eventually form crude claws, stronger than normal human nails. They have black, purple or bone colored tinge to their nails.

11

Pinkish Tinge: The hybrid’s skin tone is ever so slightly more pink or purple than the average skin tone of their people’s phenotype. This may also extend to their gum and tongue, giving them an odd tinge.

12

Thick Brow: The hybrid has a particularly thick and bony brow but not as much as the other hybrids. Even if they lack eyebrows, such features are not implausible among the Imperium’s sheer genetic diversity.


D12

Aberrant Features

1-2

Misshapen Arm: One or more of the arms of the Aberrant is a misshapen mass of bone and muscle, a twisted amalgam of human and Genestealer traits.

3-4

Fused Arms: One of the extra arms of the Aberrant is fused at the elbow with the other arm from that side of the torso.

5

Multi-Eyed: The hybrid has 1d4-1 (minimum 1) misshapen, alien eyes which hint of its Tyranid ancestry.

6

Split Jaw: The jaws of the Aberrant are misshapen and split, revealing one or more long tongues as if the Tyranid ancestry tried to grow mouth biomorph.

7

Spiked Chitin: The blue chitinous growths on the Aberrant grow into malformed spikes and blades, hinting at the Tyranid ancestry and the talons and spike of larger Tyranids.

8

Extra Arm: The Aberrant has one more Genestealer-like arm, bringing it to a maximum of four arms. Any extra reroll is treated as a misshapen, fused arm.

9

Dreadful Claw: One of the Genestealer-like arms of the Aberrant displays some misshapen yet terrifyingly large and sharp claws, akin to a malformed Tyranid talon.

10

Hypermorph Tail: The lower spine of the Aberrant extends into a segmented tail covered in blue Genestealer chitin.

11

Tentacled Face: Disturbingly, the Aberrant display some particularly Tyranid-like features, with feeder tendrils instead of a human or hybrid-like mouth.

12

Roll again on Aberrant Features (if Early Aberrant) or roll again on Hybrid Features (if Late Aberrant).


Friday, October 23, 2020

Grimdark Future: Multi-Faction Deodorant Stick Grav-Tanks (Redux)

Still a classic.
Since the original post has been published, the game Grimdark has undergone some changes in mechanics and the point cost of certain abilities and weapons. As a result, I have decided to redo the stat blocks for the various 'Deodorant Grav Tanks' to make them more in line with recent versions of the game. For added fun, there are more variants of the Grav-Tank to make it fit other armies. The main battlefield function of the Grav Tanks are:

  • Its a cheap tank, at Tough 6. It doesn't pack too many guns even when upgraded. This make it cheap both in pts cost and in real-life cost, as it doesn't require all that much to be assembled.
  • Its an agile harassment unit, with a role similar to buggies or combat Jeeps. Grav-Tanks are in the same 'weight class' as an army's transport but mount one of the guns of a main battle tank.
With that in mind, here's a redo of the legendary Deodorant-pattern Grav Tank for Grimdark Future. I wasn't quite satisfied with the Ork and Tau version so these are getting a better redo some day.

Grav Tank

Factions: Battle Sisters, Dwarf Guilds, Human Defense Forces, Infected Colonies, Inquisition, Machine Cult, Machine Cult Defilers, Ratmen Clans, Rebel Guerrilla, Soul-Snatchers Cult, Vile Rattus Cult

The basic Imperial Grav-Tanks have a statline which them well-suited to a number of armies, as one can assume a variety of factions either produce and use them or, at the very least, loot them for their own purpose. These two version of the Grav-Tank are not as heavily armed as their Battle Brothers counterpart, the Attack Speeder and lack Ambush. These don't blast down from the sky or anything. They are just regular vehicles who just so happen to float rather than use tracks or wheels. Being light grav-tanks they are limited in the amount of weapons they can pile on, which also reflect the limited nature of building a model for these. Since last time, the Grav-Tank has gone down in price due to the change in points. One difference in its stat blocks is that the Machinegun upgrade now take the place of the 'main gun', limiting its extra weapons to the Storm Rifle and Hunter Missile Launcher, while its main gun has gained a few more options.

Name

Qua

Def

Equipment

Special Rules

Cost

Grav-Tank [1]

4+

2+

Machinegun (36", A3)

Fast, Impact(6), Strider, Tough(6)

150pts

Upgrade with one:

Storm Rifle (24”, A2)

+5pts

Reinforced Ram (Impact(+3))

+10pts

Hunter Missiles (48”, A1, AP(3), Deadly(3))

+30pts

Replace Machinegun:

Heavy Flamethrower (12”, A6, AP(1))

Free

Heavy Machinegun (36”, A3, AP(1))

+5pts

Laser Machinegun (36”, A3, AP(2))

+10pts

Fusion Cannon (24”,A1,AP(4),Blast(3)) 

+10pts

Missile Launcher – pick one to fire:

HE (48”, A1, Blast(3)) AT (48”, A1, AP(3), Deadly(3))

+15pts

Laser Cannon (48”,A1,AP(4),Deadly(3))

+20pts

Upgrade with:

Forward Observer (Scout)

+5pts


Assault Grav-Tank

Factions: Battle Brothers
This type of Grav-Tank is only slightly larger and heavier than the regular Grav-Tank. It differs from its cousins, the Speeders, by its relatively lightweight construction and smaller weaponry. Much like the smaller Light Grav Tank it is a recon vehicle and lacks the ability to dive into the atmosphere. In terms of raw stats and point cost, the two are rather similar when not upgraded.

Name

Qua

Def

Equipment

Special Rules

Cost

Assault Grav-Tank [1]

3+

2+

Heavy Flamethrower (12”, A6, AP(1))

Fearless, Fast, Impact(6), Strider, Tough(6)

210pts

Upgrade with one:

Storm Rifle (24”, A2)

+5pts

Reinforced Ram (Impact(+3))

+10pts

Hunter Missiles (48”, A1, AP(3), Deadly(3))

+40pts

Replace Heavy Flamethrower:

Heavy Machinegun (36”, A3, AP(1))

+10pts

Laser Cannon (48”,A1,AP(4),Deadly(3))

+20pts

Missile Launcher – pick one to fire:

HE (48”, A1, Blast(3)) AT (48”, A1, AP(3), Deadly(3))

+45pts

Upgrade with:

Forward Observer (Scout)

+5pts

For Blood Brothers: Very Fast

+15pts

For Dark Brothers: Grim

+15pts