The following table will be used for all abhuman advancement:
Lvl 1: HD 1d8; XP 0; AB 1
Lvl 2: HD 2d8; XP 3,000; AB 1
Lvl 3: HD 3d8; XP 6,000; AB 1
Lvl 4: HD 4d8; XP 12,000; AB 3
Lvl 5: HD 5d8; XP 24,000; AB 3
Lvl 6: HD 6d8; XP 48,000; AB 3
Lvl 7: HD 7d8; XP 96,000; AB 5
Lvl 8: HD 8d8; XP 192,000; AB 5
Lvl 9: HD 9d8; XP 492,000; AB 5
Lvl 10: HD 9d8+2; XP 892,000; AB 7
All abhumans save as warriors of the same level.
OgrynsOgryns are described as big, brutish, physically powerful and tough. They are often used by the Imperial Guard as close quarter and shock troops.
Mutations:Gigantism: Ogryns stall about 3 meters tall. As a result they gain a +1 on damage in HTH combat.
Increased Physical Attribute: Roll (or choose):
1-3 Strength: starting at 3rd level, the ogryn can summon great bursts of strength. Once a day, the ogryn does an additional 3d6 damage in HTH combat. The number of times per day goes up one for every additional 2 levels (thus, at 7th level it can be done 3 times per day).
4-6 Constitution: The ogryn receives an additional hit point per level and a +2 to all saves vs. poison.
BeastmenThese abhumans combine features of both human and animal. Despite their bestial nature, however, they do conform to the genetic standard of what qualifies as an abhuman. In the past, they were used as assault troops by the Imperial Guard, but this practice has been quietly abandoned over fears that beastmen are more prone to fall prey to the temptations of Chaos (despite little evidence that normal humans are any less so).
Mutations:Aberrant Form: Beastmen normally have horns, which they can use in HTH combat doing 1d6 damage.
Natural Armor: Beastmen are also covered in hide, which give them a natural AC bonus of +3.
DarkmenThese near albino abhumans hail from the feral planet Night in the Black Reach Sector. Once a mining colony, the surface of the planet along with its atmosphere was blasted to ruin in a conflict long forgotten by its inhabitants. The isolated remnant population has managed to adapt and survive far beneath the surface of the planet in honeycombed cave complexes with a society largely based on war. Locally, the Imperial Guard in the Black Reach Sector have recruited Darkmen as special forces.
Mutations:Ecolocation: Often living in pitch dark, Darkmen have adapted echolocation as means to see. Though they cannot make out fine details, they can make out shapes even incomplete darkness. This adaptation can also be used to increase combat prowess — Darkmen who are able to use their echolocation gain a +2 to hit in combat.
Combat Empathy: This is a low-grade psychic power that allows Darkmen to see what their opponents are about to do in combat before they do it. As a result they gain +1 to hit and +1 to damage in combat. This damage bonus increases by 1 at both 3rd and 5th level.