Skrogs - Degenerates of the Skrog Tunnels Once, in the darkest areas of the Underhive where even Cawdors and Orlocks fear to tread, there was a large frame, made of some alloy of steel. No one knew what it was. No one cared. After all, what harm could a frame do to anyone?
If anyone's attention was ever drawn, it was by the large greenish button in the top of the frame. It had an alluring quality. It was the kind of button that makes your fingers itch and almost shouts "Push me!".
Eventually, a large group of young Cawdors decided to heed the siren call of the button. Twenty of them - with the customary audience for anything like this that is about to happen - climbed the frame and, with a brief amount of dramatic tension, pushed the button.
Neither they, nor the observers, were ever heard from again. Except one, who crawled back to a drinking hole with scaled skin, long, red claws, and black eyes. However, he seemed to have enough human control to walk normally, and apart from the mutations, he was humanoid.
He was given a glass of Second Best so that he'd talk, but he only uttered one word - "Sssskkkkrrooogggssss..." - and then his eyes narrowed and he leapt at the drinkers.
It took five people and five bolters to stop him.
Many people decided to find out what had happened to the Cawdors, and what the 'Skrogs' were, and led expeditions to the frame.
They met whatever fate the Cawdors had.
When the expeditions stopped, the disappearances continued. Those who would never be missed disappeared - but since they would never be missed, no one noticed - until Jan Kil Veran, a powerful Goliath and leader of a large gang, disappeared on the same day as a man from a noble house.
At that point, allthe Goliaths in the area banded with whatever Orlocks, Cawdors, Eschers, and Delaques would join them, and added to them an army of Scummers, Bounty Hunters, Ratskins, Wyrds, even a few Arbitrators and Marines, and went out to the gate.
About a quarter of them returned, and they immediately, without even saying what they had found, built a huge barricade out of whatever they could find.
From then on, everything beyond the 'Skrog Wall' was called the 'Skrog Tunnels' and left alone.
However, though the gangs never crossed the Skrog Wall, the same was not true of the Skrogs...
Skrogs use the weapons as of any other gang, but they also have Mutations. A Skrog Master gets 5 Mutations, a Skrog Troll gets 4, a Skrog Warlock also gets 4, a Skrog gets 2, a Skrogbeast gets 1, and a Larval Skrog gets no Mutations. Instead of advancing normally, a Skrog mutates again instead.
Skrog Mutation Table
D66 Roll
Mutation
11-13
Massive Claws - add 1 to Skrog Strength
14-16
Scaly Skin - add 1 to Skrog Toughness
21-23
Battle Champion - add 1 to Skrog WS
24-26
Keen Eye - add 1 to Skrog BS
31-32
Acid Spit* - Skrog can spit S3 acid 24" with no range penalties
33
Bat Wings* - Skrog can fly as a Ripper Jack
34-36
Keen Reflexes - add 1 to Skrog Initiative
41-43
Towering Height - add 1 to Skrog Leadership
44-46
Churning Limbs - add 1 to Skrog attacks
51-53
Long Legs - add 1 to Skrog Movement
54-55
Regeneration - add 1 to Skrog Wounds
56
Horrifying Image* - the Skrog causes fear.
61-63
Technological Power* - Skrog can carry any weapon
64-66
Many Arms - Skrog can carry 1 additional weapon (basic, heavy, special, hand to hand or pistol). Note that this does not give a Skrog that cannot carry a certain type of weapon the power to carry that weapon.
Mutations with an asterisk cannot be gained more than once.
Maximum Skrog advances:
PROFILE
M
WS
BS
S
T
W
I
A
Ld
Great Skrog
8
8
8
5
5
4
8
4
10
Some Skrogs look human enough to pass as one in any company, so Skrogs may use the normal trading list as well as the Outlaw one.
Skrog Territories:
There are only 6 Skrog Territories, so just roll a D6 for them. A Ratskin Map or a Ratskin Scout will give a Skrog gang a normal territory. 1: Skrog Mine: You may send a Skrog to mine out assorted minerals from the Skrog Mine that humans find precious after each battle for 1D6 * 10 income. 2: Feeding Pit: Feeding Pit generates 5D6 income. This all goes to profit - because the Feeding Pit produces some of the gang's food (spiders, beetles - and a few humans...). 3: Breeding Ground: Add 10 to your income if you send a Skrog after a battle to scrape some slime from the Breeding Alcoves. After each battle, roll a D6. On a 5+, a Larval Skrog is bred for your gang. If you do not scrape slime that turn, you may add 1 to the die roll. 4: Skrog Ruins: An old Skrog building long forgotten. You may send a Skrog into the Ruins to find rare items. If so, roll on the following table: 1-2: The Skrog is never seen again!
3: The Skrog emerges, covered in red slop. The Skrog misses one battle but after that battle, the Skrog gains a new mutation!
4-5: The Skrog returns with ten credits to add to your income.
6: Rare item found! Roll on the Rare Item table to see what it is. 5: Cantina: You own a place where you sell slime and crawling things to Skrogs for money - 2D6 * 10 credits if crewed, to be exact. However, on the roll of a double, one of the Skrogs finds something wrong with his meal - it's cooked, for example, or dead - and no matter how much the crewing Skrog says "It's not my fault!" the Cantina guests fall on him and tear him to pieces! 6: Gate Inspiration: While searching for a place to claim in the name of the gang, one of the Skrogs finds the Gate that brought the Skrogs to this universe in the form of mutated humans in the first place. The twisting designs become, in the Skrog's mind, the form of a map. The Skrog immediately hurries to a place of it's choosing - you may choose the territory you want.
1 Skrog Master
120 credits
PROFILE
M
WS
BS
S
T
W
I
A
Ld
Skrog Master
4
4
3
3
3
1
3
1
7
Experience: 60 + 1D6
Weapons: Basic, Special, Pistol, Hand-to-hand, Grenades
Special: As for a standard Leader, mutations.
Experience: 40 + 1D6
Weapons: Pistol, Special, Hand-to-hand (if has Grenade Launcher, may have grenades for it.)
Special: Mutations, 1 Major Wyrd power, D3 Minor Wyrd powers - none rolled, all chosen.
Experience: 0, becomes a Skrog with no profile change at 21
Weapons: Pistol, Hand-to-hand
Special: Mutations.
Skrogbeast
80 credits
PROFILE
M
WS
BS
S
T
W
I
A
Ld
Skrogbeast
8
2
2
3
3
2
3
1
5
Experience: 10 + 1D6
Weapons: Hand-to-hand, Grenades
Special: Mutations, every level advanced gains two mutations.
Your Skrog Gang cannot have more than half it's number made up of Skrogbeasts and/or Larval Skrogs.