Shattered Hope Enemies

In my previous post about this front I described the general setting of the mission and the front I created for it. Now it’s time to write up the baddies that the Acolytes will probably run in to.

Groups, Intelligent, Organized
d8 damage, 6 HP, 1 armor
Weapons: One of Laspistol/Stub Revolver, one of Crowbar/Pickaxe/Wrench
Instinct: To upset the order

The Rebel exists already in Dungeon World, but it’s a horde there and in this setting they work in smaller groups. I’ve changed it to a group which ups the damage from d6 to d8 and the hp from 3 to 6.

Mutant Rebel

Mutant Rebel
Groups, Intelligent, Organized
d8 damage, 10 HP, 1 armor
Weapons: One of Laspistol/Stub Revolver, one of Crowbar/Pickaxe/Wrench
Mutation, choose one: Extra eyes, large eyes, scaled flesh, tentacle appendages, monstrous mouth, extra limbs

These particular members of the rebellion have undergone strange physical transformations that make them a blasphemous sight, and often a more vicious foe. Instinct: To upset the order, to corrupt the flesh

The Mutant Rebel is pretty simple, I’ve just taken the common rebel and added 4HP, as well as a list of mutations to pull from to describe them.


Mutant Guardsman
Solitary, Hand
d10 damage, 12 HP, 1 armor
Weapons: fists

This man was once a member of the Imperial Guard, but has been terribly warped by the power of the Antithesis Stone. He feasts on the corpses he finds, and makes new ones when he can.
Instinct: to feast on the dead

The stats for the Guardsman are just those of a solitary monster as per the Dungeon World rules. I was going to add some of the extras (damage, hp, tags, moves, etc) but really it’s a pretty basic enemy and doesn’t need anything more.

Mutant Abomination
Solitary, Reach, Forceful
d10+2 damage, 16 HP, 1 armor
Weapon: Jagged claws, fangs
Moves: Toss aside

This creature been tainted so severely that it is nearly unrecognisable as a former human. Its impossibly long arms each end in a single large jagged claw. Tufts of coarse fur emerge at various points on its body, particularly near its lamprey mouth. Instinct: to revel in slaughter

In terms of numbers this guy is the Mutant Guardsman with +2 damage, +4 HP and +1 armor. The real threat comes from its long arms which give it a much bigger range and the forceful tag, letting it knock the Acolytes around a bit.

Weak Plaguebearer
Solitary, Terrifying, Close
d10+2 damage, 18 HP, 2 armor
Weapon: Barbed long sword
Moves: Spew vitriol

This writhing mass of decay and malaise is weaker than most Plaguebearers, as it has only been partially summoned, but it is no less repulsive. Instinct: To spread rot

In my previous post I mentioned that I would let the Chaos god that the cult worships be found out during play, and let that dictate what type of daemon they fight. That’s just classic feature creep right there, so I’ve cut that back so I only have to make the Plaguebearer.

I’ve also developed a custom move to go along with the Plaguebearer.

Move: Nurglenomics
When a Plaguebearer deals damage to you, roll+CON. On a hit your body fights off the diseased essence of Nurgle. On a 10+ you steel yourself against the Plaguebearer and are no longer affected by this move. On a 6-you begin vomiting immediately, becoming vulnerable, and gain the Sick debility.

According to my googling I’m the first person to use this genius pun online.

In the original adventure it also explains that destroying the Antithesis Stone will send the Plaguebearer back into the warp. I’ve created another custom move for that scenario.

Move: Damage the Stone
When you attack the Antithesis Stone, roll+DEX if using a ranged weapon or roll+STR if attacking in melee. On a 10+ you hit the stone and deal 1 point of damage. On a 7-9 the same, but at a cost – the GM will tell you what. When the Stone has suffered 3 damage it shatters, sending the Plaguebearer hurtling back into the warp and ending its foul presence in this part of the mines.

Possible costs: Use more ammo, suffer Nurglenomics, have the Stone attempt to mutate them again, draw the attention of the Plaguebearer, damage a melee weapon

This custom move isn’t meant to be read out loud to the players, rather is should be discovered if they try to destroy the stone.

I have two people who are new to RPGs and very new to Warhammer 40k who I have started playtesting this with. I’ll be writing up my findings and notes on that once they’ve played a bit more of this front.

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