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#abhuman
wh40kartwork · 2 months
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Chaos
by fat-elf
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Assorted Felinids (Homo Sapien Hirsutus) of Warhammer 40K.
Art by WolfdawgArt
https://twitter.com/WolfdawgArt
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wh40kgallery · 29 days
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Trans-Hyperian Alliance
by Jaime Martinez
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pauliusthemad-blog · 6 months
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Abhuman sister of battle - Minotaur Edition Minotaurs are a thing in 40k, being ogryn sized cow like beastmen, so what if...some poor and unfortunate order of fanatics had to make do and well...your sister of battle is bigger then usual but hits just as hard...
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dancwart · 2 months
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A felinid with Ork Grillfriends
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lord-vermin · 10 months
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As much as I love Felinids as Guards + cat ears, I wanted to take a shot as making them freaky little cat people?
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solemnace-galleries · 2 years
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Warhammer 40,000: Darktide
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maya-the-skaven · 5 months
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Imperium Maledictum: A Module for Aeldari and Abhumans, Part III (Abhumans Guide!)
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Part II: https://www.tumblr.com/maya-the-skaven/735704419999612928/imperium-maledictum-a-module-for-aeldari-and?source=share Part I: https://www.tumblr.com/maya-the-skaven/735704386685304832/imperium-maledictum-a-module-for-aeldari-and?source=share
Abhumans are the humans who have changed and developed an independent sustained population either through naturally occurring mutations in highly diverse environments, are results of various Imperial attempts at genetic enhancement projects or are the descendants of ancient humans who still possessed technology to change their genetics to their wanted specifications without additionally losing fertility and also in numbers that would’ve allowed them to start their own branch of humanity. These peoples are quite different from the mutants that are products or Chaos corruption or some runaway or unsanctioned biomutagenic force in that they in effect constitute fully viable human subspecies and thus are viewed differently by the Imperium. While both the former type of mutants and these mutants are often nearly equally feared and despised by the majority of “normal” Imperials and are very often victims to those fanatically obsessing over the purity of human race, the Abhumans often have a legal standing to exist within the framework of Imperium and, as such, are not relentlessly hunted by the Inquisition, and also are often considered Imperial citizens and manage to find a place of service in several departments of Imperium that are unwilling to disregard a viable source of manpower, especially if it can be specialized towards certain roles. Some Abhumans, such as Navigators are, conversely, very highly valued and respected within the Imperial society. Most Abhumans, however, are usually simply disregarded by Imperium at large, neither systematically or legally persecuted, but also not at all protected against the often extreme levels of oppression largely xenophobic regular human citizens of Imperium do upon them. 
In this section some rules will be described for creating your own unique species of Abhuman, as the Galaxy is wide and there’s plenty of space they could exist, as long as they would be generally recognized as a naturally sustained or otherwise sanctioned branch of Homo Sapiens by the higher authorities of the Inquisition. Some of the most recognizable Abhumans would be the Ogryns, the Ratlings and the Beastmen, all of whom have some changes from baseline humans described in the base rulebook. Navigators are covered within the book under Inheritor Talent and are otherwise not different from other humans. Squats are technically Abhumans, however they are members of an entire separate Votann faction with its own politics, culture, items, loyalties and while it’s not extremely rare to see a Squat in Imperial setting, they would still necessitate creation of its own module and are, thus, omitted. Also, while Beastmen are now declared outlawed by Imperial bureaucracy, for the sake of gameplay, it is assumed that the many local authorities in the Macharian Sector choose to ignore this proscription (just as they usually ignore many laws and the powers that be turn an eye on this as long as nothing explicitly heretical or seditious is happening). Otherwise, creating your own Abhuman species with some of the guidelines below is encouraged, as long as you provide appropriate lore that would make it not impossible for them to fit into the Imperial life in the Macharian Sector.
General Abhuman rules
Imperium is still an overwhelmingly xenophobic place for even other human subspecies, to represent this the standing with every Faction other than the one you belonged to and except Rogue Traders and Infractionists is decreased by 1. Additionally the GM may include Adeptus Arbites or Inquisition agents that will try at the very least annoying you and at most actively pursuing with the intent to kill, however this shouldn’t make the Abhuman character an immediate outlaw, as self-defense justification might be covered by your Patron and more pragmatic local bureaucrats and leaders might close eyes on the disappearance of their more fanatical colleagues (no one likes them). You can create your own Abhuman provided you indicate their Size, Speed, Mutations and Description. It is up to you and the GM to agree what is a balanced Mutant gameplay-wise. For example GM may increase Influence penalties or indicate certain skill/characteristic check penalties or sic certain enemies onto you based on how your mutations might be perceived by others. For example GM may arbitrarily increase Difficulty for a Fellowship test with a certain racially puritan human.
Ogryns
Size: Large
Speed: Slow
Mutations: Brutish, Tough Skin, Noisy, Primal Instincts, Enduring
Additional Notes: Recognized and variably respected members of the Abhuman family, especially in the military contexts. +1 faction influence with Astra Militarum, Imperial Navy and Inquisition.
Ratlings
Size: Small
Speed: Normal
Mutations: Sensitive (Sight), Subtle Physiology, Warp-resistant, Fragile
Additional Notes:  Recognized and variably respected members of the Abhuman family, especially in the military contexts. +1 faction influence with Astra Militarum, Imperial Navy and Inquisition.
Beastmen
Size: Medium
Speed: Normal
Mutations: Digitigrade Legs, Fur-clad, Irregular shape (lower face), Horned, Claws (small), Sharp teeth, Smelly, Primal Instincts, Inhuman
Additional Notes: Recently gained Proscribed Citizen status. While local leadership, especially that of Astra Militarum and Imperial Navy chose to ignore this change in law, you are technically illegal and this might land you into trouble with high level authorities, especially that of Adeptus Arbites, Inquisition and Adeptus Administratum. Starting Influence with Adeptus Administratum, Adeptus Ministorum and Inquisition is -2 (unless a member of a faction, then penalties are halved).
Example: Homo Sapiens Rattus
Size: Small or Medium
Speed: Normal Mutations: Agoraphobic, Claws (Small), Fur-clad, Dark Vision, Irregular Speech, Irregular Shape (lower face), Irregular Shape (feet), Smelly, Sensitive (Smell), Tail (prehensile), Regrowth (Teeth), Sharp teeth, Warp-resistant, Whiskers, Fragile, Inhuman
Additional Notes: Adeptus Mechanicus and Inquisition have starting influence of -4 with characters of this subspecies since, while Adeptus Administratum are yet to see a reasonable argument to proscribing these Abhumans, enough of individuals from this subspecies wronged higher ups in Adeptus Mechanicus and subsequently the Inquisition with their constant unsanctioned tinkering that members of the entire subspecies are universally despised by members of those factions (unless they somehow gained membership, then penalties are halved).
Mutations:
Most of these mutations are made for use with the new Abhuman design, some are directly borrowed from Corruption mutations in the original rulebook, but otherwise assumed to be a result of non-Corruption related genetic modifications/mutations. Some of these mutations, however, can be used when determining Corruption mutations, upon the GM’s discretion.
Aquatic - the physiology of this character has been adapted to life underwater and as such the character has gills, somewhat extended limbs and webbed feet and hands. On the surface, unless rigged with some moisture delivery system around the gills, suffer a 1 SL penalty to all Strength and Toughness checks. This mutation is incompatible with Digitigrade Legs, Feathered and Wings, unless a result of Corruption-induced mutation. Can be gained through Corruption.
Agoraphobic - this species have an instinctual predisposition to avoid large and open spaces, preferring labyrinthine forests, underground tunnels or streets of a city. You receive 1 SL penalty to all Willpower checks unrelated to psychic abilities, while you are in a large and open area, such as a meadow or a large plaza.
Brutish - receive -10 Agility, +10 Strength and Toughness.
Claws (Small/Large) - enhance your Unarmed attacks. With small claws you can remove Ineffective from unarmed attacks. With large claws you both lose Ineffective and gain Rend (1), however you need to trim your claws if you want to wear full-body suits (such as space suit) and otherwise not suffer 0.5 lost Armor per 1 Armor (rounded up, so 1 Armour loses 0, while 2 loses 1) for any Body armor piece.
Cartilaginous - receive -5 Strength and -10 Toughness but +10 Agility and you are able to do bending and dislocating of your joints that would otherwise break them.
Colorblind - you cannot see certain color spectrums, thus reducing your Awareness (Sight) SL by 1 on objects that have similar color to their background.
Clumsy - you have a naturally poor ability to control your motorics with your movements being more susceptible to reflexive changes in direction. To others you might appear twitchy, rapid or walking as if there is no obstacle in your path. Add 1 SL penalty to Reflexes tests
Digitigrade Legs - you have animalistic and muscular legs that are fit for sprinting and hopping. You gain 1 SL to all Athletics tests involving legs.
Dark Vision - you see in Dark as if it was Poorly Lit and gain no vision penalties in Poorly Lit.
Enduring - gain +5 Toughness and +1 SL to all Fortitude (Endurance) tests.
Fur-clad/Feathered - you gain +2 SL to Fortitude (Endurance) tests to resist Cold and -1 SL to Fortitude (Endurance) to resist Heat.
Fragile - you gain -10 Toughness and -5 Strength.
Hideous - elements of your physiology make you repulsive to most humans (although some still may ignore this element partially or completely, depending on how unaccustomed they are to your appearance or similar hideousness). You gain -2 SL to all Rapport (Charm) tests and -1 SL to Rapport (Haggle) and Rapport (Inquiry) tests, if the element that causes your hideousness is seen.
Horned - you can make an Unarmed attack with your horns without the Ineffective trait. You cannot wear helmets and suits without modifications
Irregular Speech - you have certain peculiarities with your speech, perhaps you are chittery, repeat your words, have a strong lisp or it is slurred. Your Rapport (Charm) and Presence (Intimidation) tests suffer 1 SL penalty.
Irregular Shape (body part) - you have a body that is shaped significantly different from any other human in your size category, necessitating you to commission a special set of armor and clothing to be able to wear it without incurring penalties. Usually full-body protective suits like space suits are inherently incompatible (if you still want their protection bonus). The table for body parts and respective penalties can be seen below.
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Inhuman - your physiology is so different from regular humans, you are sometimes not even immediately recognized as a human subspecies by the less educated and, as such, you are more susceptible to xenophobic attack by rank-and-file humans. This results in certain situations where your tests might be penalised unless you persuade the other human you’re an Abhuman, or even authorities may be called to determine if you are indeed human or not.
Primal Instincts - you always consult your instincts and deep inner feelings before you make a decision or assessment of anything, not willing to let go of your instincts even if logic dictates it. Get +1 SL to Intuition checks and -1 SL to Logic checks.
Psychically Sensitive - gain 1 in Awareness (Psyniscience), however you have a Disadvantage in any test to resist psychic powers, unless you have a Psyker talent.
Lanky - receive -5 Toughness, but +1 SL to all Reflexes checks.
Multiple Eyes - you have an additional eye or a set of eyes, most often located on your face. You gain +1 SL to all Awareness (Sight) tests.
Noisy - you are loud, either some of your body parts creak and shuffle or your weight gives you a bit of a stomp. All Stealth (Move Silently) tests have 1 SL penalty.
Oxygenated - you are adapted to high oxygen environments, you need a rebreather even in an otherwise breathable atmosphere. When using rebreathers or are in high oxygen places, you gain 1 SL to all Fortitude tests, otherwise gain 1 SL penalty.
Overactive Immunity - you have an overactive immunity that rejects implants and augmetics. Any wraithbone implants or biological implants that have your DNA are exempt. Otherwise, once per mission you have to perform a Hard (-20) Tech (Augmetics) check to do maintenance on your limb Augmetics and  for them to properly function, and a Challenging (+0) Medicae test to  suppress immunity for other implants (provided you have Chirurgeon's kit or appropriate medicine).
Regrowth (body part) - you can regrow one or more of your body parts, without ever needing an augmetic or an implant. In fact, augmetics and implants will be slowly rejected over time as the limb newly grown again will push those out or cause malfunctions. The speed of regrowth however needs to be slow for balance for most relevant body parts. For example you might regrow your teeth, claws, tail, etc pretty quickly, but it would take months if not years for an entire limb to regrow. For augmetics and implants, perform a Challenging (+0) Medicae test once a month to perform necessary medical action to stunt the regrowth of the body part that interferes with augmetic.
Restricted Speech - you really really struggle to speak in a way that humans can comprehend due to the way your vocal cords or speech patterns work. You require a voice box instrument or augmetic to be understood. Without such an instrument or an implant you must roll a Hard (-20) test of Fellowship to make yourself understood with your voice in general.
Sensitive (sense) - you can gain +1 SL in any test involving a sense of your choice: Hearing, Sight, Smell, Taste, Touch.
Sharp teeth - you can make an equivalent of an Unarmed Attack without the Ineffective trait.
Subtle Physiology - receive 1 SL bonus to all Stealth (Hide) tests.
Smelly - you have a distinct odor, not necessarily unpleasant, but somewhat unsubtle. Anyone doing Awareness (Smell) tests in the same Zone as you or in the Zone you’ve just been to receives 1 SL towards detecting your presence. Those with snobbish sense of smell will not like you and you receive 1 SL penalty to Charm, Inquiry and Haggle against them.
Special Diet (Carnivore/Herbivore/Specific mineral or vitamin) - you either can’t eat certain things compared to a human diet or require some special nutrition. While not really poisoned, roll Challenging (+0) Fortitude test if you eat a significant amount of food that goes against your diet. Additionally, not eating items from your diet for more than two days gives you 1 SL penalty to all Athletics and Fortitude tests. Additionally the diet allows you to eat raw fresh meat, starchy plants and required minerals in otherwise toxic quantities without negative effects.
Tough Skin - your outer shell is really tough, whether because it’s dense and leathery or you have scales or chitin covering you. Gain 1 Armour to all body parts.
Toxic Blood (Corrosive/Poisonous) - either same to Searing Blood or applies Poisoned status instead of damage.
Tail (regular/prehensile) - you have either a tail that reflexively balances you out or a tail that you can control as an extra appendage. In the former case add 1 SL bonus to all Reflexes tests, in the latter you can use your tail to grasp and hold any Encumbrance 0 objects and with Hard (-20) Athletics test you can use it to catch onto something and hold your body weight for a little time.
Warp-resistant - you are naturally resistant to the effects of warp and Chaos on your mind and body. You gain 1 SL to all tests related to resisting psychic powers, however the Psyker talent and Psychic Mastery skill experience costs are doubled.
Wallcrawler - your body is specifically adapted for crawling on the vertical surfaces and even ceilings. You can do a Routine (+20) Athletics (Climbing) test to crawl on surfaces in normal gravity, as long as they’re not very hard and smooth, with Slow Speed. In zero gravity you can just crawl around the same surfaces with Normal Speed. However your frame had to drop some weight to be able to pull such stunts, as such you suffer from -10 Toughness.
Wings - gives you the Fly ability. However your frame must be lighter for you to be able to lift you up, so you start with -15 Toughness.
Whiskers/Antennae - you have whiskers or antennae that can feel the tiniest vibrations in the air, additionally serving as locators in the darkness. You get 1 SL bonus to Awareness tests that either try to detect the flow of air and its changes that can be introduced for example by a large unit of enemies moving into the same area, and you don’t have the Disadvantage effect for Reflexes test in Dark areas.
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cadaver1ne · 1 year
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this is my son fidget he has every disease
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Ogryn by Mark Tarrisse
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wh40kartwork · 6 months
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Ogryns
by Miguel Iglesias
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A most intriguing new abhuman Primaris recruit for the Space Wolves...
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wh40kgallery · 2 months
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Chaos Throneroom
by Paul Dainton
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A couple of friends have been getting me into the setting of Warhammer 40k, and while it’s got… a LOT of issues (trust me, there’s a lot of problems with 40k both in and out of the setting), I gotta admit I’m having fun. Just one small issue though, one of my favorite parts of the setting is HIGHLY underrepresented in… pretty much everything.
And that iiiiiis!!… the Abhuman races! Long story short, these guys are 40ks way of getting typical fantasy (Warhammer Fantasy or just generic fantasy stuff) into the setting of the 41st millennium without there being dozens upon dozens of ‘aliens’ that are just straight up humans… in theory anyways.
Yeah, as it turns out though, while a few of them have gotten decent-to-good rep in various pieces of media and the Tabletop, waaaaaaaay more haven’t even gotten official designs for crying out loud!
So I decided to take it upon myself to start sketching them out myself. From left to right, so far I’ve sketched:
-A regular human guardsman (Homo Sapiens)
-An Ogryn (Homo Sapiens Gigantus)
-A ‘Ratling’ (Homo Sapiens Minimus)
-A Leagues of Votann Kin (Homo Sapiens Rotundus)
-A Beastman loosely based on the Fellgor versions (Homo Sapiens Variatus ‘Capra’)
-A Navigator (Homo Navigos. Weird that they drop ‘Sapiens’ in their name)
-A NightSider, whom lack ANY official art (Homo Sapiens Tenebris)
-An original Beastman design based more on Rams and more human-like Satyrs (Homo Sapiens Variatus ‘Ovis’)
-And a Chaos Beastman based on the dudes from Blackstone Fortress
Now after these guys I’m pretty much in ‘has NO official art of them’ territory, so future additions get to basically look entirely original. Maybe I’ll take some inspiration from some of the more common fan design tropes like with the Felinids, but buy-n-large I get to be creative with their designs from this point forward
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dancwart · 2 months
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Just abhumans getting along
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amechyofsorts · 3 months
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If the Dunmeshi party was being played in a Fantasy Flight 40k game instead of dnd, I feel like Chilchuck would thrive. Milky Way's most successful ratling.
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