Scrax

The Scrax are a fearsome race of reptilian xenos who are loosely affiliated with the Tau Empire. Their world of Scaraxia is a trade partner with the Tau Empire who exchange the exotic animal meats and parts for more advanced weaponry and ships. Scaraxian mercenary bands are regularly employed by both the Tau and Rogue Traders and are said to be cheap to purchase and always worth the thrones. They are natural predators to orks as they both feed off them and use them to incubate their young.
Their planet sits on the edge of Imperial space and when it was first explored it was regarded as being an abandoned xenos world. Little did the Imperium know that the Scrax had been in a long period of hibernation due to an ice age and when the snows thawed, so did they.
Note: The majority of the information here was collected by Inquisitor Grace Parmenion.
==Scrax Biology==
Scrax evolved from a sort of primitive, reptilian, parasitic, scavenger. Scrax stand about 7-8 feet tall but are thinner and much stronger than humans. Their bodies have spines that are covered in a sort of fungicide and their green skin has bioluminescent lines that produce a self cleaning bacteria that reduces pathogens and mold from growing on them in their wet climate. Their hands end in nasty claws and their legs are bird-like with similarly sharp talons. They breed by injecting their egg sacks into the dead or dying bodies of their foes. They have a particular taste for orks and maintain a domestic orc population for both food and breeding. 
Scrax are cold-blooded creatures and will enter a form of hibernation or torpor when exposed to prolonged cold or grievous injuries. They enter a sort of “healing trance” when injured that puts them into hibernation where their body can heal traumatic injuries. While in this trance they have negligible senescence (effectively unlimited lifespans) which halts their aging while in it. Their planet underwent a centuries-long ice age and many who emerged from their hibernation were the same that had entered it at the start of the ice age.
===Hygroreception===
While Scrax have the five senses typical to most humanoids (with notably poor eyesight) they have a 6th sense that makes them devilishly tricky to sneak up on. They have what is known as “hygroreception” thanks to hygroreceptor organs in their skin. These glands allow them to detect changes in the moisture content of the environment with incredible detail and at incredible range. This was a key adaptation for them on their moist homeworld but has proven quite a useful sense organ to have as most creatures do not consider matching the amount of moisture they are producing or absorbing.
==Homeworld: Scaraxia==
Scaraxia is a small world (roughly 15,000 km or 1/5th the size of Holy Terra) on the edge of Imperial space. It’s tolerated due to its use as a buffer planet between the Imperium and orks, their use as mercenaries for Rogue Traders, and the little threat they pose. Scaraxia is the most habitable planet in the Scrax system though 4 other planets exist that can possibly support life with terraforming and they all orbit around a G-type main-sequence star (comparable to Sol). It has 0.8 Gs of gravity; a variation that only vaguely registered on one’s senses if they had lived on Holy Terra their whole lives. It’s atmosphere is safe to breath, though the smell is unpleasant (like a peaty fen or bog) to non-natives.
Scaraxia has 5 satellites that orbit it though they are hardly moons as the planet isn’t large enough to capture orbital bodies much larger than asteroids. Some are still irregularly shaped and threaten to leave orbit in time.
The planet has an extensive hydrosphere. Scaraxia has swollen seas and oceans, with a high sea level resulting in vast inland seas, fens, moors, and bogs. Continents have a lot of rainfall and it rains 75% of the year, but the land soaks up the moisture like a sponge, making it damp year-round. The temperatures are comparable to that of Holy Terra though the dampness makes it unpalatable and the constant downpours (particularly in the costal regions) make rain gear a requirement rather than a suggestion. Flash floods, monsoons, and tidal waves happen with unsettling frequency but the Scrax have tamed all these things and turns them to their own uses; most of the energy comes from various forms of hydro powers.
There are two prevalent kinds of terrain on the continents: woodlands and moors. Moors are wetlands usually fed by mineral-rich rainfall and runoff, particularly in the coastal inland regions and at the bases of mountians. The high peat concentration (dead plant matter) and alkaline soil means they have a sort of xenos equivalent to grasses and sedges, and typically have brown mosses. Their extensive woodlands are found mostly on the interior areas not near mountains. On the equator they turn into massive jungles while in the more extreme latitudes they have something roughly synonymous to tiga biomes.
===Technical Specifics===
*Axial Tilt: 1-5°
*Day Length: 30 Terran hours
*Orbital Period: 63 Terran days
*Gravity: 0.8% of Holy Terra
*Temperature Range: -10°C to +30°C/14°F to 86°F
*Seasonal Temperature Variation: ± 5°C/41°F.
=== Other Planets ===
Of the other four worlds of the Scrax system there are two that are closer to the star and two that are father.
The planet closest to the star is a small planetoid known as Hindren. It had a slowly declining orbit that is somewhat irregular so it is theorized that Hindren is was a “rogue planet” or large asteroid that was caught in the sun’s orbit during a near miss and looped into the system. Its orbit is not actually in line with the rest of the elliptical plane, making it a poor candidate for terraforming (though it would be possible) but a great candidate for sensor outposts. Hindren was named after an ancient Scraxian mythological figure who is said to have “wrung the water from the clouds”, stealing it for the Scrax from a race of monsters who were jealously guarding it.
The second planet from the star is Mourne or “The Laughing Scrax”, a radiation-scarred planetoid that is rich in helium. It has a thin atmosphere and thus has never developed life. The Scrax actually landed on Mourne before any of their five moons as it has a very similar orbit to Scaraxia and they are orbitally near each other (on the scale of planetary bodies). During periods of synchronicity in their orbits subtle tidal effects occur on Scaraxia, making the weather very severe.
The planet beyond Scaraxia is known as Hy’jrax or “The Red Giant” and is a gas giant with a dense, but very large, core. The atmosphere is somewhat breathable for the Scraxians but they would find it too dry to sustain life and the higher atmosphere is highly corrosive and sometimes comes down as rain. The main issue is the crushing gravity which is 7.8x that of Holy Terra. Being rich in exotic minerals, particularly in small pockets of rare adamantium, orbital refining colonies and large floating mining platforms in the mid-atmosphere have been set up with plans for more extensive terraforming later.
The final planet, known as Yinjal and translated as “The Forlorn Sentinel” or “The Watcher from Afar” into Gothic, has an average orbital distance of 63.2 AU (Pluto has 49.3, for context). Its long elliptical orbit and frigid temperatures make it a poor choice for life but, despite this, several military bases exist there. The planet, against all odds, has an active core and is quite large. It seems to have been a “super earth” type of planet before something happened to it. Strange energy readings have been detected deep underground from time to time though researchers have been unable to ascertain exactly why.
==Scrax Society & Culture==
Scraxian culture is deeply fractured, suspicious, and clannish. The planet, which is the only major bastion of Scraxian culture, supports a population of about 500,000,000 individuals but about twice that exist elsewhere as mercenaries, colonists, or prisoners. The Scrax are technologically advanced, at least as advanced as humans or Tau but they have had to re-discover much of their technology due to their long period of societal hibernation due to the devastating ice age that hit Scaraxia. While they have explored their own system and colonized several other smaller worlds they haven’t been able to access the larger universe themselves (though the Tau seem to be helping them with that). They use weapons on par with las weapon and they have a practical mastery of both cybernetics that rivals even Imperial standards and a mastery of energy production that even the Eldar are impressed (but not surpassed) by.
=== Language ===
Due to moisture-rich environments they live in the spoken language of the Scrax is wet and throaty, utilizing trills and rhythms (often low frequency) that travel well in and around water. They have a certain “throatiness” about the way they pause their sentences (almost like putting you hand over the lid of jar) that they use as punctuation. At times, particularly for ritual use they make use of multiple harmonics simultaneously (similar to throat signing), though elements of this can be found in some of their more ornate words.
===Government===
The Scraxian Clan Council that runs the planet is nominally a democatic organization. The planet is governed by a council of clan leaders who are elected from their clans as their representatives. As there are 400+ clans of Scrax of various sizes and affiliations, a smaller council of 25 “troads” are elected from the clan leaders, by the clan leaders, for high level administrative functions. Their legal system is complex and based in part on divination and the reading of signs as well as personal autonomy and clan loyalty.
The smallest political unit is one’s clan that can be a few hundred to a few thousand members in size and all cohabitate in large, partially underground, domed buildings known as “krozes”. Each decade at a “clan happening” Scrax compete in various rituals and contests to be chosen by their clan as their clan leader. Only Scrax who have lived for many decades can compete and the contests are as much mental as they are physical or spiritual. At the end of the day though, they are elected by the adult members of their clan so even if one wins all the contests and does everything right, it is possible for someone else to win.
====Clan Forces====
The majority of military might on Scraxia are the military forces of the clans. While standing armies exist and security forces are present, true power rests in the hands of the clans with the largest forces. These warband are the reason for the clans systems and clans exist to support their warriors who bring in huge amounts of goods and money from their campaigns as mercenaries. The leaders of clans selects a “warlord” who leads their troops on campaign and is (hopefully) loyal to the wishes of the clan leader. A popular warlord can easily depose a weak clan leader and true power on Scraxia is in their hands. The opinions of warlords of large are more influential than even the entire clan council because if they decide to not take certain contracts the planet’s political system could turn south. Three times in as many centuries warlords have taken over the clan council with their troops through force and installed themselves as de facto emperors.
===Relationships with Other Species===
====Scrax and Orks====
The scrax have had many conflicts with the orks. This started many centuries ago when orks first invaded Scraxia and the local Scrax found that they were adapted quite well to fighting their would-be conquerors. Having grown up on a world where toxic molds and fungi were a real problem they developed natural immunities to such things and their spines have a natural fungicide that is deadly to orks. Scrax love the taste of ork and their bodies are excellent incubation chambers for scrax broods. They have a large population of ork slaves that they keep like cattle. They feed on them and use them for brood incubators; something other orks take exception to.
====Scrax and the Tau====
The Scrax system is not too far from several Tau outposts and as such the Scrax fall into their sphere of influence. The Tau are in the early stages of assimilation of the Scrax and currently are trading technical advisors, ships, weapons, and technology the Scrax don’t have in exchange for the many exotic animal goods the Scrax have and their services as mercenaries to the Tau Empire.
====Scrax and the Imperium====
The Imperium largely considers the Scrax to not be a threat. They have bigger fish to fry but they have fought several conflicts where Scrax mercenaries were on the other side. The Inquisition has recommended the extermination of the Scrax several times, largely on the basis that they are xenos and so they do not become an asset for the Tau, but Rogue Traders who regularly employ them as mercenaries have found ways to block their efforts every time (so far).
===Notable Scrax===
*Olnor the Eviscerator: This scrax warlord is famous for their prowess and size. They are a mutant who is twice the size of the average scrax warrior and due to their absurd muscle-mass is forced to walk on all fours. They have killed hundreds of guardsmen and thousands of orcs. The Megamarines chapter of space marines have a particular disdain for him and have swore vengeance on him after he eviscerated the captain of their third company during a battle against the Tau. They united three of the largest clans under their might and marched on the capital, crowning himself Emperor and ushering in a bloody age. His reforms were reversed when the clan council regained control but Olnor is a name still whispered in fear as he hibernates somewhere in space, waiting for some unknown signal to return and re-conquer the planet.
===Economy===
The Scrax’s planet is home to a seemingly endless amount of unique xenos animals. They are all strongly toxic and many Tau medical advancements have been made thanks to studying the flora and fauna found on Scaraxia. The planet is also something of a breadbasket: producing a surplus of edible meat and produce that they trade with offworlders. There is a booming export market for exotic goods sought by Rogue Traders. They are often looking for things like Tau technology, exotic animal hides, exotic meats, and medical supplies.
Scaraxia is an increasingly wealthy planet thanks to their robust export market but they are voracious in their appetite for new technology, particularly spacecraft and weapons. Regularly they will trade ships for food on a pure pound-to-pound basis for even small voidcraft without warp drives. The Tau have begun to supply them with some of their older models of ships like  Gal'leath (Explorer)-class starships and Kass'l (Orca)-class Gunships. Rogue traders have given them outdated or damaged Imperial vessels though these are mostly for study rather than deployment.
==Military==
Scaraxia has roughly the military might of a developed world of the Imperium though the majority of it consists of private clan armies and a robust navy that is sponsored by off-world powers like Rogue Traders and the Tau Empire.
===Irregular/Paramilitary Forces===
The bulk of their law enforcement and security forces double as ground defense forces in the event of an invasion of the planet. Their deployment is in proportion to the population though they are not exceptionally well trained. They are rotated around the planet on a regular schedule so they do not end up in a place where their clan loyalties can impact their duties. That being said, there is a notable absence of any sort of militias or major criminal organization on the planet and most of the irregular armed forces seem to be in line with the government’s wishes.
===Scraxian Military Kroze===
The Scraxian Military Kroze is the standing army maintained by the clan council. They primarily take part in local conflicts and protect the clan council from usurping warlords. While it is supposedly composed of scrax from all the clans it is in fact simply staffed with soldiers loyal to the trodes in power. They get a generous payment for their services and joining the Scraxian Military Kroze is seen as something of a reward as the position has a rather low chance of death. They mainly function as the personal guards of the trodes in power and suppress rebellions that might pop up. All things considered, the Scraxian Military Kroze is not particularly large when judged by the size of other planets in a similar situation but they are at least on par with guardsmen in terms of training, skill, and equipment (if not a bit better).Note: A “kroze” is the Scraxian word for a clan’s compound but it also can be used to define a group of Srax linked by a common cause or bond.
The bulk of their forces come from private armies. They have a large presence and, though they are nominally loyal to the government, only their warlords are the only ones truly in control of them. While the armies are regimented and skilled (their veterans rivaling any elite guardsmen) they rely on their numbers and natural abilities rather than advanced equipment to win the day. They are frequently loaned out as mercenaries to other galactic powers and the heads of these private clan-armies have become major, un-elected, political powers in their own right.
===Armor and Vehicles===
Scraxian forces are not backed up by much heavy armor and the only thing they really have are troop transports and converted civilian technology at their disposal in terms of vehicles. When they deploy with other forces they rely on the heavy armor of their allies, particularly when fighting alongside the Tau. Needless to say they do not have any great warmachines like titans or baneblades but legend has it that they once had colossal “war gods” that could “shatter skies” (though the inquisition has seen no evidence to support this).
===Navy===
The Scrazuab void-fleet is nothing to scoff at though. While they used to be nothing but civilian volunteers and small patrol craft their trade with the Tau and Rogue Traders have made their fleet of void-craft rather respectable. They have a naval tradition that seems to be on par with the best Imperial fleets but their numbers are only that of a single developed Imperial world. Many of their ships are Tau in design (orcs, explorers, etc) but many advancements have been made in Scrax ship design as of late. While their ships are exceptional, given the small size of their worlds, they are lacking much in the way of missile silos, defensive lasers, or and orbital stations.
===Weapons & Equipment===
*Spine-Glaive: The most iconic weapon wielded by the scrax is their spine-glaive. This organic one-handed hatchet-like weapon secretes a powerful neruo-toxin that can kill a guardsman with a single scratch. These are living weapons grown by the scrax and wielded by their warriors.
*Hun’Dro: The hun’dro is the standard las weapon used by the scrax. While most will wield it in two hands they can be shifted to one hand in a pinch or by a particularly strong scrax.
*Gal Mask: This cyclopean mask has integrated targeting equipment and generates a sonic noise that can cause damage to human eardrums with prolonged exposure. When in a group the almost hyper-sonic tone it generates can drive a guardsman mad. They are sometimes called “Screaming Cyclopes”. It is theorized that these masks facilitate some kind of communication between Scrax.
*Thrallmail: The long coats worn by the soldiers of the clan armies are comprised of kevlar-like strands from local plants. They are surprisingly light, at least as strong as flack armor, and naturally repair themselves if they are lacquered with a nutrient compound.
==Notable Campaigns==
The 1st Scraxian War: When the Scrax were covertly hired by the Eldar of Craftworld Nova’Cor to take over the Imperial world of Apate IV. They were aided by Tau allies from Kau'ui Ko'vash Hunter Cadre and the human mercenaries of By’tho Se’ieg’n. Imperial forces comprised of the Megamarines and Golems space marine chapters, Ubrin Regiments, 9th Neo-Jerionite Regiment, and duelists from Spada Sacra under the command of Inquisitor Grace Parmenion struggled to retake the planet. After many months of conflict the Imperium was driven from the planet with both sides suffering heavy casualties.
Category:Xenos
Category:Scrax