Trylloids are crustacean-like scavengers frequently found on Kroot warspheres, where they occupy a niche comparable to rats on Imperial vessels. A trylloid resembles a flattened lozenge of segmented carapace about the size of a man’s shoe, with numerous small legs covering their underside. They have a single eye and twitching antenna on either end of their bodies- it’s easy to misinterpret this a the trylloid having two heads, but it is more accurate to say that their rudimentary ‘head’ is divided into two separate segments.
Trylloids can survive in a wide variety of environments, from Earth-normal oxygen/nitrogen atmosphere to ammonia- and chlorine-filled conditions that would kill most creatures in seconds; they can even tolerate hard vacuum for limited periods.
Naturally skittish, trylloids will normally flee from any movement which they detect, seeking out hiding places where larger creatures can’t follow. This can prove disconcerting to those exploring abandoned vessels, as briefly glimpsed shapes dart into nooks and crannies as they approach…
The only exception to the trylloid’s instinct to flee from other creatures is when a group of the scavengers have discovered a particularly rich food source (such as a dead body): then, the trylloids will attempt to defend their find with the only tool at their disposal. They can spray atomized digestive juices from orifices between their armoured plates, surrounding themselves with an acidic cloud. Likely evolved to blind natural predators, this defense has an unusual effect on unnatural predators: the orange-tinted cloud of acid reacts quite violently with refined metals and other man-made materials, corroding items exposed to the defensive cloud with startling speed.
WS: 15 BS: - S: 10 T: 20 Ag: 30 Int: 05 Per: 30 WP: 05 Fel: -
MOVEMENT: 2/4/6/12 WOUNDS: 3
SKILLS: Awareness (Per) +10, Climb (Ag) +20, Concealment (Ag) +20
TALENTS: Hard Target, Paranoia, Resistance (Poisons), Sprint
TRAITS: Bestial, Dark Sight, Natural Armour (2), Size (Puny), Strange Physiology, Unnatural Speed
ARMOUR: Chitin Plating (2 All)
WEAPONS: Acidic Cloud (fills 1 cubic meter per trylloid present and lasts 2d10 rounds; anyone entering the cloud takes 1d5 R damage per round of immersion and must test Toughness (each round) or be blinded for 1d10 rounds [trylloids are immune to this effect]. Further, roll a d10 for each armour location within the Acidic Cloud: if the result is less that the armour value of that location, there is no effect; if the roll equals or exceeds the armour value of the location, its armour value is reduced by 1 until it can be repaired by a skilled armourer with access to adequate facilities. Weapons immersed in the cloud have a 10% chance each round of having their Craftsmanship reduced one stage [so that a Master weapon becomes Exceptional, or an Exceptional weapon becomes Common; a weapon that is already Common becomes either Unreliable if it is a missile weapon or Primitive if it is a Melee weapon.])