Person Chaos Attributes chart from Realms of Chaos: Slaves to Darkness book.

Updated by SlackRatchet

 

Roll 1d1000 and consult the main table.

 

Roll

Name

Insanity

Corruption

1

5

Acid Excretion

2d10

0

6

10

Additional eye

2d10

0

11

15

Agility

0

0

16

20

Albino

1

0

21

25

Alcoholism

2

1d5

26

30

Atrophy

1d5

0

31

40

Beaked

1d10

0

41

175

Bestial Face

1d10

0

176

180

Beweaponed Extremities

1d10

0

181

185

Big Ears

2

0

186

190

Bird's Feet

1d5

0

191

195

Black Skin

2

0

196

200

Blood Rage

1d10

1d5

201

210

Blood Substitution

5d10

5d10

211

215

Breathes Fire

1d5

0

216

220

Brightly Patterned Skin

2

0

221

225

Bulging Eyes

2

0

226

230

Burning Body

5d10

5d10

231

240

Chaos Lord

10d10

10d10

241

250

Chaos Spawn

100

100

251

260

Chaos Were

2d10

3d10

261

270

Cloud of Flies

1d10

0

271

280

Cloven Hooves

1d5

0

281

285

Cowardice

1

0

286

290

Crest

1d5

0

291

305

Crossbreed

7d10

5d10

306

315

Crown of Flesh

2d10

0

316

320

Crystalline Body

5d10

0

321

325

Dimensional Instability

1d10

0

326

330

Duplication

1d10

0

331

335

Elastic Limbs

1d5

0

336

340

Enormously Fat

2

0

341

345

Enormous Noise

1d5

0

346

355

Evil Eye

1

2

356

365

Extra Joints

2

0

366

370

Extremely Thin

1d5

0

371

380

Eyestalks

1d10

0

381

390

Fangs

1d10

0

391

395

Fast

2

0

396

400

Fear of Blood

0

0

401

405

Feathered hide

3d10

0

406

410

Featureless Face

3d10

0

411

415

Fits

1d5

0

416

420

Flaming Skull Face

3d10

3d10

421

425

Furry

1d10

0

426

440

GM's Choice

~

~

441

450

Growth

1d10 per size

0

451

455

Headless

1d10

0

456

460

Hideous Appearance

5d10

0

461

465

Hopper

1d5

0

466

475

Horns

1d5

0

476

480

Horrible Stench

1d10

0

481

485

Huge Head

2

0

486

495

Hunchback

1

0

496

500

Hypnotic Gaze

1

1d5

501

505

Illusion of Normality

~

~

506

510

Invisibility

1

1d5

511

515

Iron Hard Skin

3d10

0

516

525

Irrational Fear

1

0

526

535

Irrational Hatred

1

0

536

540

Levitation

1

0

541

550

Limb Loss

1d5

0

551

560

Limb Transference

2d10

0

561

565

Long Legs

2

0

566

570

Long Neck

2

0

571

575

Long Nose

2

0

576

580

Long Spines

1d10

0

581

585

Mace Tail

1d10

0

586

590

Magician

0

0

591

595

Mane of Hair

0

0

596

600

Manic Fighter

1d10

1d10

601

605

Manikin

8d10

0

606

610

Massive Intellect

1d5

0

611

615

Mechanoid

2d10

0

616

620

Mercreature

1d10

0

621

630

Metal Body

2d10

0

631

635

Mindless

100

0

636

640

Moronic

1d10

0

641

645

Multiple Arms

1d5 per arm

0

646

655

Multiple Heads

1d10 per head

0

656

665

Multiplication

4d10

0

666

675

One Eye

1d10

0

676

680

Overgrown Body Part

1d5 per size

0

681

685

Pin Head

1d10

0

686

700

Plague Bearer

2d10

1d10

701

705

Pointed Head

1d5

0

706

715

Poisonous Bite

1d5

0

716

720

Powerful Legs

1d5

0

721

725

Prehensile Tail

1d5

0

726

730

Pseudo-Deamonhood

2d10

1d10

731

735

Psychic Immune

2d10

1d10

736

745

Psychic Resistant

1d10

1d5

746

750

Puny

1

0

751

755

Quadruped/Biped

1d10

0

756

760

Rapid Regeneration

2

0

761

765

Razor Sharp Claws

1

0

766

770

Rearranged Face

1d10

0

771

775

Regeneration

1

0

776

780

Resilient

1

0

781

790

Rotting flesh

3d10

1d10

791

795

Scaly skin

1d10

0

796

805

Scorpion Tail

1d10

0

806

810

Short Legs

2

0

811

820

Shrink

1d5 per size lost

0

821

825

Siamese Twin

3d10

0

826

830

Silly Voice

1

0

831

835

Silly Walk

1

0

836

840

Skull Face

3d10

1d10

841

845

Snake Tail

1d10

0

846

850

Spits Acid

2

0

851

855

Strong

1

0

856

860

Suckers

2d10

0

861

865

Tail

1d10

0

866

880

Technology

1d5

1d10

881

885

Telekinesis

1

0

886

890

Teleport

1d10

0

891

895

Temporal Instability

1d5

1d10

896

920

Tentacles

2d10

0

921

925

Transparent skin

2d10

0

926

930

Uncanny Resemblance

0

0

931

940

Uncontrollable Flatulence

1d10

0

941

945

Vampire

3d10

1d10

946

950

Vividly Colored Skin

2

0

951

955

Walking Head

5d10

0

956

960

Warp Frenzy

2d10

0

961

965

Warty Skin

1d10

0

966

970

Weapon Master

2

2

971

975

Wings

1d10

0

976

985

Zoological

1d5 per part changed

0

986

1000

Invent your own.

~

~

 


Acid Excretion

            The mutant sweats an extremely potent acid. The mutant can not wear armor and normal melee weapons are destroyed when they successfully hit the mutant. Successful unarmed melee attacks cause 1d5 damage to the attacker. Adjust Fellowship by -10 permanently.

 

Additional eye

            The mutant grows an extra eye. This change is otherwise cosmetic though helmets will have to be specially made, adjust Fellowship by -10 permanently.

 

Agility

            The mutant becomes extremely agile; adjust Agility by +10 permanently.

 

Albino

            The mutant is weakened and enervated. Its skin becomes a dead white skin and it develops glowing red eyes. Adjust Toughness and Fellowship by -10 permanently.

 

Alcoholism

            The mutant’s behavior is unstable and unpredictable. Even when it can't find anything to drink its metabolism is capable of producing its own alcohol. Each day the mutant roll a d10 and check to see if they are drunk, a 10 indicates they are. The character suffers from a -10 to all Tests except Will which gains a +10 for that day.

 

Atrophy

            One or more parts of the mutant's body become shriveled and atrophied. As a result the mutant loses the use of part of its body. Roll d10 to determine how many body parts atrophy

1 – 5                One

6 - 8                 Two

9 - 10               Three

 

Roll 1d10 to see which parts atrophied

1 - 2                 Head, reduce Intelligence by half permanently

2 - 5                 Arm, lose the use of that arm

6 - 10               Leg, lose the use of that leg.

 

Beaked

            The mutant has a beak such as a bird, octopuses, or platypus although its other facial features remain unchanged. The mutants bite now does 1d10 + SB with 1 Pen. Adjust Fellowship by -10 permanently

 

Bestial Face

            The mutant's face becomes identical to that of some sort of beast. Adjust Fellowship by -10 permanently and roll 1d10 on the table to see what their face looks like.

 

1 – 2                Identical to Chaos Patron or corrupting power

3 - 9                 Goat with horns

10                    Roll on next chart.

 

2                      Ant, the mutant’s bite now does 1d10+SB

3                      Ape, cosmetic change only

4                      Bat, the mutant’s bite now does 1d10+SB and it gains the Dark Sight trait

5                      Bear, cosmetic change only

6                      Boar, the mutant’s bite now does 1d10+SB

7                      Bull, the mutant’s bite now does 1d10+SB

8                      Deer, cosmetic change only

9                      Dog, the mutant’s bite now does 1d10+SB

10                    Dragon, the mutant’s bite now does 1d10+SB and as a half action can Breath Fire as a Hand Flamer

11                    Eagle, the mutants bite now does 1d10+SB with 1 Pen and gets a +10 to Perception in vision related tests

12                    Horse, cosmetic change only

13                    Lion, the mutant’s bite now does 1d10+SB

14                    Rabbit, the mutant gets +10 to Perception in hearing related tests

15                    Rat, the mutant’s bite now does 1d10+SB

16                    Raven, the mutant’s bite now does 1d10+SB with 1 Pen and gets +10 to Perception in vision related tests

17                    Snake, the mutant’s bit now does 1d10+SB Toxic

18                    Spider, the mutant’s bite now does 1d10+SB Toxic

19                    Tiger, the mutant’s bite now does 1d10+SB and it gains the Dark Sight trait

20                    Weasel, the mutant’s bite now does 1d10+SB

 

Beweaponed Extremities

            All of the mutant's hands or paws are turned into ornate weapons marked with the rune of the mutant's patron Chaos Power Adjust Fellowship by -10 permanently and roll 1d10 on the following table. The mutant now has no normal hands. All weapons have +1 Pen more than normal.

 

1 – 5                Sword

6 – 10              Mace

 

Big Ears

            The mutant has enormous ears and gets +10 to Perception in Hearing related tests

 

Bird's Feet

            The mutant's legs and feet become birdlike, adjust Fellowship by -10 permanently. This change is otherwise cosmetic though special shoes would be required.

 

Black Skin

            The mutant's skin becomes completely and unremittingly black, so that light falling on the mutant vanishes into the depths of its darkened surface. Its eyes, however, turn milk white and lose their pupils and irises. The mutant's sight is unaffected by this alarming change. The mutant's physical make-up is otherwise unchanged only its color is altered. The mutant gets +10 to Concealment tests and adjust Fellowship by -10 permanently.

 

Blood Rage

            The mutant becomes frenzied when within 10 meters of a wounded creature it can see, including itself.

The mutant must pass an Ordinary (+10) Willpower test or Frenzy.

 

Blood Substitution

            The nature of the mutant's blood changes radically. This causes Fear 1 when revealed. Roll 1d10 and consult the chart to see what the blood substitute is.

1 – 3                Leeches or Maggots

Adjust Toughness by +10 permanently. Whenever the mutant is wounded, a stream of squirming things pours out of the wound. Any melee opponent will be have a -10 skill modifier for a number of rounds equal to the mutants TB or until they spend a full action removing the biting things.

 

4 – 6                Acid

Adjust Toughness by +10 permanently. Any opponent in Melee must make a Routine (+10) Agility or be drenched in acid doing 1d5 ignoring Toughness for each successful hit on the mutant.

 

7 - 8                 Protoplasm

Adjust Toughness by +10 permanently. When the mutant dies its blood coalesces into a single mass of protoplasm to fight on its own. Apply the Amorphous Physical Form trait to the Mutants profile for the stats of this resulting creature..

 

9                      Molten Metal

Adjust Toughness by +20 permanently. When wounded motel metal sprays out in a jet with the stats of a Hand Flamer at a random target in range.

 

10                    Electricity

Adjust Toughness by +10 permanently. If the mutant is wounded in melee the attacker takes 1d5 wounds ignoring armor, 1d10 if the attacker is wearing metal armor.

 

Breathes Fire

            The mutant is able to breathe fire once per turn as a Half Action using the stats of a Hand Flamer, this causes Fear 0 when revealed

 

Brightly Patterned Skin

            The mutant's skin becomes brightly colored, with clashing or contrasting stripes, spots, or other. Choose two or more contrasting colors or use the colors and shades of the appropriate Chaos Power and consult the table below for the pattern

1          Singe color spots

2          Muti-color polka dots

3          Single/Multi-color squares

4          Dark zebra-like stripes

5          Multiple color lozenges

6          Zigzag stripes

7          Tiger Stripes

8          Disruptive 'camouflage patterns'

9          Body vertical divided into two equal halves each of a different color

10        Roll 1d5 times and combine the results in the most outrageous manner possible.

 

Bulging Eyes

            The mutant's eyes become large and frog-like. These uncanny protuberances give the mutant a bizarre appearance but have no effect on its stats. Adjust Fellowship by -10 permanently.

 

Burning Body

            The mutant's body is wreathed in the flickering tongues of hellish flames, and burns with an unnatural light. Adjust Fellowship by -20 permanently. The hell-born fire causes damage as a Hand Flamer to any target that strikes it in melee or even simply touches it. Only specially made or chaos granted equipment may be used. The mutant gains the Fear 2 trait.

 

Chaos Lord

            If the mutant a servant of chaos it has been blessed by its patron Chaos Power otherwise treat as a Chaos Spawn result as the Chaos Power punishes you. The mutant gains the Fear 2 trait and two rolls on the Retinue table.

 

There is a 50% chance of gaining each of the following items, roll 1d10 for each, on a 6 or more the mutant gets it.

 

A suit of Chaos Armor

One Psyker level unless it is a follower of Khorne then they get a Fleshhound and a Collar of Khorne

A further 1d5 chaos attributes.

A Deamon Weapon

Permanent +20 Weapon Skill

Permanent +20 Ballistic Skill

Permanent +20 Strength

Permanent +20 Toughness

Permanent +20 Intelligence

Permanent +20 Perception

Permanent +20 Willpower

Dark Sight trait

Demonic Presence trait

 

Retinue Table, roll 1d100

1 – 30              1d10 Cult Initiates

31 - 35             1d10 Cult Fanatics

36 - 38             Cult Magus

39 - 41             1d10 Dregs

42 - 46             1d5+1 Skulkers

47 - 51             Heretek with Gun Servitor

52 - 53             1d5-1 Nightwings

54 - 73             1d5 Mutants

74 - 78             1d5 Mutant Abomination

79 - 80             Mutant Abomination with a Bulls head mutation

81 - 82             Mutant Abomination with Unnatural Strength (2) trait.

83 - 87             1d5-1 Heavies

88 - 92             1d5 Sabre-Wolves

93                    Mutant Abomination with Regeneration trait

94                    Witch

95 - 99             1d10 Wolves

100                  Dissolute Noble

 

Chaos Spawn

            The mutant gains up to 6 additional Chaos attributes, and becomes a Chaos Spawn. A PC can ignore this result and re-roll otherwise roll 6 times on this chart ignoring this result.

 

Chaos Were

            The mutant becomes a Chaos Were; it now has two forms and is also subject to Frenzy. Generate a random Indigen creature using the GM’s kit. When it frenzies it must pass an Average (10+) Willpower check or change forms to the randomly generated one.

 

Cloud of Flies

            The mutant is permanently surrounded by a great swirling mass of flies and opponents in melee apply a -10 Weapon Skill modifier to hit the target. Adjust Fellowship by -10 permanently.

 

Cloven Hooves

            he mutant has cloven hooves Adjust Fellowship by -10 permanently. This change is otherwise cosmetic though shoes will have to be specially made.

 

Cowardice

            The mutant becomes extremely cowardly and must pass a Challenging (+0) Willpower test before entering combat.

 

Crest

            The mutant's head is adorned with a crest. This can be bird-like, a feathered crest, or a reptilian membrane. Adjust Fellowship by -10 permanently. This change is otherwise cosmetic although helmets will have to be specially made.

 

Crossbreed

            The mutant's entire frame changes and it becomes a hybrid creature, a mixture of two species.

Roll a 4d10 to determine the creature that the mutant merges with.

 

4                      Astropath

5                      Beast of Burden, Cow

6                      Beast of Burden, Elephant

7                      Beast of Burden, Horse

8                      Beast of Burden, Ox

9                      Brain Leaf Plant, Immature

10                    Brain Leaf Plant, Mature

11                    Brain Leaft Plant, Ancient

12                    Combat Servitor

13                    Cult Magus

14                    Dusk Stalker

15                    Ferocious Creature, Alligator

16                    Ferocious Creature, Hunting Hound

17                    Ferocious Creature, Tiger

18                    Ferocious Creature, Warhound

19                    Ferocious Creature, Wild Boar

20                    Flying Creature, Bat

21                    Flying Creature, Dragonfly

22                    Flying Creature, Eagle

23                    Flying Creature, Pterodactyl

24                    Grox

25                    Gun Servitor

26                    Nightwing

27                    Sabre-Wolf

28                    Saurian Carnosaur

29                    Slaugth (GM's kit)

30                    Slithering Creature, Constricting Snake

31                    Slithering Creature, Leech

32                    Slithering Creature, Poisonous Snake

33                    Slithering Creature, Slug

34                    Slithering Creature, Snail Slug

35                    Walking Creature, Goat

36                    Walking Creature, House Cat

37                    Walking Creature, Rat

38                    Walking Creature, Spider

39                    Walking Creature, Turtle

40                    Witch

 

            The Profile of the newly hybrid mutant is an average of the 'old' mutant and the randomly determined creature. Pairs of characteristics are added together and divided by two. The results are then rounded down to the nearest whole number.

Its physical form also changes to a mixture of its 'parent' creatures. Roll 1d10 and consult the table below for the mutant's head, upper body, lower body, each pair of arms, and each pair of legs individually. The table below indicates which of its two 'parents' the hybrid mutant resembles in that body part.

 

1 – 3                Mutant Parent

The mutant's current form is dominant in this body area but it gains some of the features associated with the creature parent; eg a mutant-eagle crossbreed retains a human head, although this is beaked, or a mutant-Ork crossbreed retains its general form but its skin becomes green.

 

4 – 7                Compromise

The mutant develops an appearance that is a mixture of its two parents; eg a mutant-spider crossbreed gains a set of mandibles on a furry head but retains a 'normal' pair of eyes and a nose.

 

9 – 10              Creature Parent

The hybrid develops the appearance of its creature 'parent' in this area; eg when crossbreeding with a warhorse the mutant's legs become equine and hairy.

 

As far as possible without creating rules contradictions the mutant is subject to any special rules that applied to its 'parent' creatures. This general principle may have to be modified if the mutant's Final physical form does not conform to the creature's special rules; eg a Gun Servitor without a Gun arm doesn't have the servitor’s weapon.

 

Crown of Flesh

The mutant develops a ring of fleshy protuberances around his head. Adjust Fellowship by -10 permanently. This change is otherwise cosmetic although helmets will have to be specially made.

 

 

Crystalline Body

The mutant's body changes into a single living crystal. This is tough, but easily shattered. Increase Toughness by total Wounds, Wounds then become zero. Adjust Fellowship by -20 permanently

 

Dimensional Instability

The mutant is subject to instability and exposure to a Gellar field, such as a Warp ship uses, causes the mutant to go catatonic.

 

Duplication

The mutant splits into two entirely separate, but initially identical beings.

 

Elastic Limbs

The mutant can stretch out its limbs at will up to 15 yards.

 

Enormously Fat

The mutant becomes enormously fat and bloated, this change is cosmetic.

 

Enormous Noise

The mutant periodically produces a deafening sound, a wild manic laugh, a mighty (and disgusting) breaking of wind, a crazed scream or wail, or any other noise you devise.  The mutant gains the Feedback Screech talent.

 

Evil Eye

The mutant's gaze can place a curse on any creature which meets it. If a target fails an Easy (+20) Willpower test the mutant causes a -10 modifier to all tests for a number of rounds equal to the mutants WB.

 

Extra Joints

The mutant develops extra joints in one or more of its limbs. The usually take the form of extra elbows or knows.

1 – 4                Arms, adjust Agility by +10 permanently

5 – 7                Legs, calculate speed as though AB were one higher.

9 - 10               Both arms and legs, adjust Agility by +10 permanently and calculate speed as if AB were one higher.

 

Extremely Thin

The mutant becomes a matchstick figure, impossibly thing and gangling. Adjust Toughness by -10 permanently. This change is otherwise cosmetic.

 

Eyestalks

The mutant has stalked eyes, similar to a crab. Adjust Fellowship by -10 permanently. Any strike to the head has a 10% chance of severing an eyestalk and doing nothing else.

 

Fangs

The mutant grows huge fangs. Adjust Fellowship by -10 permanently; the mutants bite now does 1d10 +SB with 1 Pen.

 

Fast

The mutant develops a remarkable turn of speed using its feet, wheels, tentacles, hooves, or other strange motive apparatus. The mutant moves as if it’s AB were 2 higher.

 

Fear of Blood

The mutant suffers from an Acute Phobia to the sight of Blood.

 

Feathered hide

The mutants hide is covered in feathers. The mutant also develops vestigial (and useless) wing membranes between arms and body. Adjust Fellowship by -10 permanently, this change is otherwise cosmetic.

 

Featureless Face

The mutant's facial features disappear, leaving an entirely blank face. Despite the lack of features, the mutant's senses are unimpaired. Food is directly absorbed through the skin. Adjust Fellowship by -20 permanently, this change is otherwise cosmetic.

 

Fits

The mutant may suffer from fits whenever it is in the presence of anything that causes fear or it has a phobia about and may make an Ordinary (+10) Willpower test to resist, repeat every turn the fear causing object is visible. A failed test means the mutant drops to the ground twitching and frothing as the fit takes hold and the mutant can take no actions. Another test is required before the mutant can act normally.

 

Flaming Skull Face

The mutant's head becomes a fleshless skull, surrounded by hellish flames which does damage as a Hand Flamer to things touched. Adjust Fellowship by -20 permanently.

 

Furry

The mutant's body grows a covering of long, dense, fur. If the mutant is naturally furry its features and shape are completely obscured by the mass of hair. Adjust Fellowship by -10 permanently, this change is otherwise cosmetic

 

GM's Choice

Re-roll if you have no GM handy.

 

Growth

The mutant grows 1 to 3 times its original size categories.

1 – 6                One size bigger

7 - 9                 Two sizes bigger

10                    Three sizes bigger

Refer to Table 2-3 in the GM’s kit.

 

Headless

The mutant is headless, having its face situated on its chest. Its facial features are unchanged by this attribute, but this is an extremely unnatural appearance. Adjust Fellowship by -20 permanently, hits to the head Miss while Body hits have a 50% chance of being Head hits instead.

 

Hideous Appearance

The mutant's appearance changes for the worse and it becomes indescribably terrifying, an eldritch and sanity blasting horror that washes away any tenuous hand on reality possessed by those who are unlucky enough to see it. In short, the mutant is vile beyond all moral comprehension.

The mutant gains the Fear 3 trait and adjusts Fellowship by -30 permanently

 

Hopper

One of the mutant's legs becomes big and powerful while the rest waste away to nothing. The mutant may move only by hopping. The mutants movement is made though it's AB were one less but it can jump as if it's AB were two higher. Adjust Fellowship by -10 permanently

 

Horns

The mutant's head grows horns and it can now attempt to gore people in melee as a half action. Horns do 1d10+SB 1 Pen. Helmets will have to be specially made adjust Fellowship by -10 permanently

 

Horrible Stench

The mutant emits a terrible smell, a combination of halitosis, flatulence, and unwashed flesh that is without equal.  An Easy Toughness test is required or become nauseated. Modify Fellowship by -20 permanently

 

Huge Head

The mutant has an unnaturally huge head. Adjust Intelligence by +10, Fellowship and Perception by -10 permanently.

 

Hunchback

The mutant has a grossly hunched and twisted back. While this looks grotesque it is mostly cosmetic.

Adjust Fellowship by -10 permanently, armor must be specially made

 

Hypnotic Gaze

The mutant may fix its gaze on one opponent and fix them in place. If the target fails a Routine (+20) Willpower check they can take no actions that turn.

 

Illusion of Normality

The mutant appears to be a completely normal member of its original species or race. Only when melee combat commences is its true nature revealed. It is then, for example, that any fear effects come into play. All mutations are obscured until the mutant takes a combat action where they are revealed.

 

Invisibility

The mutant can become invisible as a half action; the mutant must become visible to attack.

 

Iron Hard Skin

The mutant's skin is covered in tiny overlapping iron and steel scales attached to one another by rivets marked with the rune of the mutant's patron Chaos Power, if any. Adjust Toughness by +10 and Fellowship by -10 permanently.

 

Irrational Fear

The mutant is subject to fear of one or more things, without any readily apparent reason.

Quantity of things feared.

1 – 4                One

5 - 8                 1d5-1

9 – 10              1d10-4

 

Extent of Fear

1 - 6                 Mild fear

7 – 8                Severe fear

9 – 10              Acute fear

 

Thing or things feared

1 - 30               Xenos

31 - 37             Humans

38 - 45             Eldar

46 - 53             Dwarves

53 - 57             Anything larger then himself

58 – 68            'good' creatures

69 - 78             Psykers, sanctioned or otherwise.

79 - 80             Obvious Mutants

81 - 82             Orks

83 - 84             Winged Creatures

85 - 89             Items/Creatures of a particular color

95 - 96             Loud Noises

97 - 98             Reptiles

99 - 100           Insects

 

Irrational Hatred

The mutant hates one or more things, to the exclusion of all other emotions about those objects. The mutant gains the Talent Hatred for those things.

 

Quantity of things hated.

1 - 4     One

5 - 8     1d5 - 1

9 - 10   1d10 - 4

 

Thing or things hated

1 – 30              Xenos

31 - 37             Humans

38 - 45             Eldar

46 - 53             Dwarves

53 - 57             Anything larger then himself

58 - 68             'good' creatures

69 - 78             Psykers, sanctioned or otherwise.

79 - 80             Obvious Mutants

81 - 82             Orks

83 - 84             Winged Creatures

85 - 89             Items/Creatures of a particular color

95 - 96             Loud Noises

97 - 98             Reptiles

99 - 100           Insects

 

Levitation

The mutant may levitate at will. Roll 1d10

1 - 8                 The mutant gains the Maglev Grace Talent

9 - 10               The mutant gains the Maglev Transcendence Talent

 

Limb Loss

The mutant loses one or more limbs.

1 - 2                 Both arms

3 - 4                 Both legs

5 - 7                 One arm

8 - 10               One leg.

 

Limb Transference

One or more parts of the mutant's anatomy have been move to new locations.

Roll to determine how many parts have been moved.

1 - 4                 One

5                      Two

6                      1d5 - 1

 

Roll 1d10 to determine which parts are affected

1 - 2                 Head

3                      Eyes

4                      Mouth

5 - 7                 Arm/hand

8 - 10               Leg/foot

 

Roll 1d10 to determine where they are moved to.

1                      Head

2                      Chest

3                      Back

4                      Stomach

5                      Hip

6                      Groin

7                      Elbow

8                      Knee

9                      Hand

10                    Foot

 

Long Legs

The mutant has exceptional long legs.  Armor will have to be especially made and the mutant moves as if their AB were one higher.

 

Long Neck

The mutant has a long giraffe-like neck. This attribute only affects the mutant's appearance and is otherwise cosmetic unless the mutant needs to see over a tall hedge

 

Long Nose

The mutant has a long, protruding nose or snout. The mutant gets +10 to Perception tests relating to smell.

 

Long Spines

The mutant has long spines or spikes growing from its body. Roll 1d5, on a 1 the spikes are poisonous and have the Toxic trait. The spines count as a melee weapon and do 1d10+SB with 1 Pen in Melee. Armor must be specially made, adjust Fellowship by -10 permanently

 

Mace Tail

The mutant has a long flexible tail with a mace-like bony tip, similar to a Firmir or a Dinosaur.

Treat as a limb with an irremovable mace. Adjust Fellowship by -10 permanently

 

Magician

            The mutant has limited Psychic powers. The mutant picks one minor psychic power from table 6-4 in the main rule book.

 

Mane of Hair

            The mutant has an enormous mane of hair, similar to that of a horse or lion. This is mostly cosmetic.

Helmets must be specially made unless the mutant shaves regularly.

 

Manic Fighter

            The mutant hates any enemy within 10 meters. The mutant has the Talent Hatred for any opponent while fighting.

 

Manikin

            Most of the mutant's facial features atrophy and disappear, until only the mouth is functional. Meanwhile, a miniature body sprouts from the mutant's forehead or crown. This manikin torso is perfect in every detail, with its own arms, head, and face. This miniature torso and head do all the talking for the mutant, and the lower mouth in the atrophied face is used only for eating. Further facial attributes can be applied to the manikin or the mutant's atrophied face as appropriate. 25% of head hits are on the manikin which has 10% of the mutant’s wounds. The mutant can not survive the destruction of its manikin. Adjust Fellowship by -20 and Perception by -10 permanently

 

Massive Intellect

            The mutant is gifted with massive intellect and gains the Unnatural Intellect (2) trait.

 

Mechanoid

            The mutant becomes a creature of metal or has mechanical parts substituted for some of its natural limbs and organs. Roll 1d10 and consult the chart.

1 – 5                Completely Mechanical

            The Mutant gains the traits Armor Plate, Machine (4), Dark Sight, Unnatural Intelligence (2), Unnatural Strength (2) and Natural Weapon. Modify Fellowship by -20 permanently. The mutant now can not heal damage and must be repaired. Roll on the chart for legs below.

 

6 – 10              Partially Mechanical

            Roll 1d5-1 to determine how many parts are affected.

 

Roll 1d10 to see which parts

1                      Head, the mutant has a 1d10+SB bite

2                      Body, the mutant gains the Armor Plated trait

3 – 5                Arms, the mutant gains the Unnatural Strength (2) trait

6 - 7 Hands      The mutant gains the Unnatural Agility (2) trait

8 - 10 Legs      For legs roll d6 and check next chart

 

1 - 3                 Legs, simple replacement of Good Quality bionics.

4                      Wheels , the mutant gains 4 wheels. Combat Speed 15/45/90/135/180. Narrative speed 65 kmph / 125 kmph Handling (Drive(Ground Vehicle) ) +0

5                      Hoverer, the mutant gains Hoverer(4) trait and its legs are replaced with thrust nozzles.

6                      Tracked, the mutant’s legs and hips are replaced by a tracked assembly. Narrative Speed: 35 kmph/70 kmph. Combat speed 10/25/50/75/100 Handling Modifier (Drive(Ground Vehicle): 0

 

Mercreature

            Instead of legs the mutant has a scaly fishlike tail. It also has gills as well as lungs, and can breath underwater. The mutant is also able to swill exceptionally well. The mutant gets a +20 to Swim tests and can breath underwater indefinitely

 

Metal Body

            The mutant is made of living metal - a marvelous contrivance of gold, steel, and silver. The mutant is immune to fire and cold based attacks and takes double damage from electrical damage. The mutant gains +10 Toughness and the Armor Plated trait.

 

Mindless

            The mutant becomes a total automaton, obeying every command of whoever holds sway over it.

Intelligence becomes 0 permanently

 

Moronic

            The mutants mind shrinks and it becomes a moron, divide intelligence by half permanently

 

Multiple Arms

            The mutant grows extra arms. Adjust Fellowship by -10 permanently Roll 1d10 and consult the chart.

1 – 4                One

5 - 8                 Two

9                      Three

10                    Four

 

Multiple Heads

            The mutant grows one or more extra heads. Adjust Fellowship by -20 permanently

Roll 1d5

1 - 4                 One

5                      Two

 

Multiplication

            The mutant may split into two or more separate fragments for a limited time when under stress. When the mutant is within 3 meters of any enemy on 1d10 roll more than 8 the mutant splits in to 1d5 smaller fragments. Divide strength and wounds as equally among the fragments as possible. At the end of 1d5+1 rounds the fragments recombine, the mutant has wounds equal to the total remaining among the fragments.

 

One Eye

            The mutant's eyes merge one a single huge eyeball, like that of a Cyclopes. Divide Ballistic Skill by half permanently; adjust Fellowship by -10 permanently

 

Overgrown Body Part

            Part of the mutant's body becomes huge and overgrown. Roll 1d5-2, minimum of 1, to determine severity of overgrowth and reduce Fellowship by 5 for every point, next Roll 1d10-4 to determine body part affected.

 

1 Arms

1 Adjust Strength by +5 and -5 Agility permanently

2 Adjust Strength by +10 and -10 Agility permanently

3 Adjust Strength by +15 and -15 Agility permanently

2 Legs

1 Add +1 to base movement

2 Add +2 to base movement

3 Add +3 to base movement

3 Head

1 Adjust Intelligence by +5 permanently

2 Adjust Intelligence by +5 permanently

3 Adjust Intelligence by +5 permanently

4 Hands

1 Adjust Strength by +1 and -1 Agility permanently

2 Adjust Strength by +3 and -3 Agility permanently

3 Adjust Strength by +5 and -5 Agility permanently

5 Feet

1 Adjust initiative rolls by -1.

2 Adjust Agility by -1 and Initiative rolls by -2 permanently

3 Adjust Agility by -2 and Initiative rolls by -2 permanently

                                                                          

6 Torso

1 Adjust Strength and Toughness by +5 permanently

2 Adjust Strength and Toughness by +10 permanently and adjust Initiative rolls and base speed by -1

3 Adjust Strength and Toughness by +20 permanently and adjust Initiative rolls and base speed by -2

 

Pin Head

            The mutant has a tiny head, out of all proportion to the size of its body. Divide intelligence by half permanently, adjust Fellowship by -10 permanently, helmets must be specially made

 

Plague Bearer

            The mutant carries some form of hideous Chaos-tainted disease. Followers of Nurgle with this attribute automatically have Nurgle's Rot. Adjust Fellowship by -20 permanently

 

1          The Shakes

The mutant is afflicted with terrible and uncontrollable shaking fits, to the extent that it can no longer control its muscles and limbs properly. Adjust Weapon skill by -10 permanently.

 

2 – 3    Eye Rot

The mutant's eyes swell and distend, growing large and bulbous with retained fluid, Ballistic Skill is modified by -10 permanently,

 

4 – 5    Creeping Buboes

The mutant's limbs are covered in foul and ulcerous open sores which restrict movement and cause great discomfort Movement is calculated as if AB were 2 less, minimum of Zero.

 

6 – 7    Bone Ague

The mutant's bone structure changes, growing enormously in places and withering to nothing in others. The mutant's form is twisted and distorted as a result. Adjust Strength and Toughness by -10 each permanently

 

8 – 9    Grey Fever

The mutant's brain is seized by a strange wasting fever, which brings hallucinations, premature senility, and dementia. Reduce Intelligence and Willpower by 5 each permanently.

 

10        Green Pox

The mutant develops hideous green spots over its entire body, and grows thinner as the pox takes its toll. Reduce Wounds by 2 permanently

 

            Whenever the mutant hits something in melee it must make an Ordinary (+10) Toughness test or immediately contract the plague. Every month the mutant must make an Ordinary (+10) Toughness test or have the plagues effects applied to them again.

 

Pointed Head

            The mutant's head rises to a sharp point, squeezing its brain.

Intelligence and Fellowship reduced by 5 permanently. Helmets must be specially made.

 

Poisonous Bite

            The mutant grows vicious fangs and its bite becomes poisonous. The mutant’s bite now does 1d10 + SB with 1 Pen Toxic.

 

Powerful Legs

            The mutant gains powerful hind legs, like those of a Kangaroo. The mutant may use its full movement in a turn, and then make a leap of a distance equal to half its maximum distance and up to 2 meters tall. A mutant with the Birds Feet mutation can make a claw attack (1d10+SB) as a free action if it jumps over an opponent.

 

Prehensile Tail

            The mutant grows a prehensile tail, or a tail with a hand on the end. The tail can be used to carry and use a weapon or shield. Adjust Fellowship by -10 permanently

 

Pseudo-Deamonhood

            The mutant changes to have the physical appearance (but not necessarily any of the powers) of an archetypal Daemon. Adjust Fellowship by -20 permanently. The mutant gains Fear 1, grows to 1 1/2 times its original size, and develops wings, horns, and a tail. The mutant’s wings allow Flight 2 and the horns allow a melee attack of 1d10+SB, 1 Pen. The tail is cosmetic. All armor will have to be specially made.

 

Psychic Immunity

Psychic powers have no direct effect on this mutant. Will automatically pass any test needed to resist a psychic power that allows a save, this is not optional.

 

Psychic Resistant

The mutant has significant resistant to Psychic powers. The mutant gains +10 Willpower vs. psychic tests.

 

Puny

            The mutant’s body shrivels to 1/4 its original weight and its muscles wither to almost nothing.

Divide Strength and Toughness by 1/2 permanently

 

Quadruped/Biped

            Two of the mutant's arms or tentacles become legs, or two of a quadruped's legs turn into arms. If a biped has more than two arms, only two of them change. The rest are unaffected. If a mutant has more than four legs only two of them are affected. A mutant can very well end up with no arms as a result. Adjust Fellowship by -20 permanently

 

Rapid Regeneration

            The mutant can recover very rapidly from injuries received in battle. Test  Challenging (+0) Toughness for each would each round, on a success that wound is restored. This ability is lost at death.

 

Razor Sharp Claws

            The mutant grows long, sharp claws on its hands, tentacles, or paws. The mutant’s unarmed strikes now do 1d5+SB R with Pen 2.

 

Rearranged Face

            The mutant's facial features are rearranged. Its eyes and mouth are swapped, its whole face is turned upside down, the features are twisted vertically, the eyes and ears are swapped or any other combination you care to invent. Adjust Fellowship by -10 permanently and the mutant gains Fear 1

 

Regeneration

            The mutant has the ability to recover to wounds received in battle. The mutant gains the Regeneration trait

 

Resilient

            The mutant is very resilient, capable of shrugging off blows that would fell a lesser being. The mutant gains the Unnatural Toughness (2) trait.

 

Rotting flesh

            The mutants flesh is rotting and putrid, hanging from its frame in disgusting tatters. Every so often a leprous gobbet of diseased flesh drops off, exposing the newly-pestilent areas beneath. The unfortunate creature spreads a noxious odor in its wake and attracts an audience of hungry flies. The mutant gains Fear 1, adjust Fellowship by -20 permanently. The changes are otherwise cosmetic.

 

Scaly skin

            The mutant's skin becomes leathery, scaled, and reptilian. Increase Toughness by 10 and Fellowship by -10 permanently.

 

Scorpion Tail

            The mutant grows a scorpion-like segmented tail that curves above its head. Adjust Fellowship by -10 permanently. Roll 1d10 to determine if the tail is poisonous. The tail does 1d10+2. in melee.

1 – 4                Non-poisonous, attack to front and sides only.

5 - 10               Poisonous attack to the front only, non-poisonous, to the side, the attack has the Toxic trait.

 

Short Legs

            The mutant’s legs shrivel up and become far shorter than normal for its original species or race.

The mutant can move half as far as otherwise his AB would otherwise indicate.

 

Shrink

            The mutant’s body shrinks to between a half and a quarter of its original size. The mutant loses one or two size Ranks. Roll 1d10

1 – 8                Loses one size

9 - 10               Two sizes.

 

Siamese Twin

            The mutant becomes two separate entities joined by flesh, gristle, and bone. Adjust Fellowship by -20 permanently. Movement is calculated as if the mutant's AB were one lower than it is. Each creature has its own profile. From now on determine new Chaos attributes separately for each 'half' of the mutant. While each twin has its own wound total, if either of them is killed, both die. If a second Siamese Twin result is rolled they become triplets and so on.

 

Roll 1d10 to see how they are attached.

1 – 5                Back to back, can not be attacked from the rear.

6 - 10               Side by side, reduce the number of arms since the 'inside' arms are lost.

 

 

Silly Voice

            The mutant’s voice becomes squeaky, stuttering, trumpeting, honking, or other wise unusual and open to ridicule. In any serious situation the character suffers from -10 Fellowship and +10 if they are trying to amuse or otherwise entertain.

 

Silly Walk

            The mutant develops an extremely odd method of waking, taking ridiculously short steps, several steps forward and back, in a single stride, hopping on the spot between steps or whatever. Movement is calculated as of the mutant's AB were one lower than it is. A +10 bonus is give to any attempt at entertainment.

 

Skull Face

            The flesh of the mutant's face dissolves, leaving a skull. While this mutation presents a horrifying appearance it is otherwise cosmetic. The mutant gains Fear 1 and adjusts Fellowship by -20 permanently

 

Snake Tail

            The mutant grows a tail which ends in a snake's head. There is a 50% chance the snakes bite is poisonous Adjust Fellowship by -10 permanently. The snake does 1d10-2 with 2 Pen and Toxic.

 

Spits Acid

The mutant may spit acid. As a half action the mutant may spit acid doing 1d5 damage when it hits and 1d5 the round after.

 

Strong

            The mutant is endowed with Herculean strength and gains the Unnatural Strength (2) trait

 

Suckers

            The mutant's limbs and body become covered in powerful suckers.  The mutant gains +10 to grappling checks and Adjust Fellowship by -10 permanently

 

Tail

            The mutant grows a tail, this change is mostly cosmetic but armor must be specially made

Adjust Fellowship by -10 permanently.

 

Technology

            The mutant is granted an arcane and mysterious weapon from the dark age of technology. The weapon is bonded to the mutants flesh in place of a hand. The skill to operate the weapons is also gifted. The technology gained is powered by the dark energies of chaos and never needs ammunition and is always loaded no matter how often it is fired. Adjust Fellowship by -10 permanently

 

Consult the tables below to see how many dice to roll depending on the mutant’s Chaos patron.

 

Champion of Khorne

1 – 8                Roll 1d100 + 5d10

9 - 10               Roll 1d100 only.

 

Champion of Slaanesh

1 – 6                Roll 1d100  -  4d10

7 – 10              Roll 1d100

 

Champions of Tzeentch

1 - 2                 Roll 1d100 plus 5d10

3 - 8                 Roll 1d100 only

9 - 10               Roll 1d100 minus 4d10

 

Champions of Nurgle or non chaos agents roll 1d100.

 

-35 - or less                 Force Sword

-34 - -32                      Force Rod

-31 - -30                      Jokaero Needler

-29 - -28                      Jokaero Laser

-27 - -26                      Jokaero Flamer

-25 - -24                      Heavy Webber

-23 - -18                      Neuro Disruptor

-17 - -16                      Webber

-15 - -14                      Flintlock Pistol

-13 - -10                      Laspistol

-9 - -5                          Needle Pistol

-4 - -3                          Musket

-2 - 0                           Needle Rifle

1 - 5                             Autopistol

6 - 7                             Sawn-off Shotgun

8 - 12                           Shotgun

13 - 15                         Stub Gun

16 - 19                         Auto-gun

20 - 25                         Lasgun

26 - 32                         Bolt Pistol

33 - 35                         Graviton Gun

36 – 40                        Hand flamer

41 - 43                         Plasma Pistol

44 - 69                         Bolter

70 - 73                         Flamer

74 – 77                        Shuriken Pistol

78 - 81                         Shuriken Catapult

82 - 86                         Chainsword

87 - 88                         Power Axe

89 - 90                         Melta Gun

91 - 92                         Power Sword

93 - 94                         Heavy Stubber

95 - 96                         Plasma Gun

97 - 98                         Power Glove

99 - 100                       Heavy Bolter

101 - 109                     RPG Launcher

110 - 118                     Auto Cannon

119 - 121                     Multi-laser

122 - 124                     D-Cannon

125 - 130                     Conversion Beamer

131 - 133                     Jokaeo Needler

134 - 136                     Jokaero Laser

137 - 139                     Jokearo Flamer

140 - 143                     Multi-Melta

144 - 146                     Plasma Cannon

147 - ~                                    MP Lascannon

 

Telekinesis

            The mutant has the ability to manipulate inanimate objects with the power of its mind alone. The mutant gains the use of the Telekinesis power without having to roll a psychic test.

 

Teleport

            The mutant can teleport itself and possibly others from one location to another. On a 1 or a 2 the mutant can teleport others in addition to itself, otherwise it can only teleport itself. If the mutant is capable and wants to take someone along they must be within 2 meters. A Routine (+10) Willpower test is needed if the target wants to resist the teleport. The mutant can not teleport into a solid object, into the air, or someplace it can not see and it takes a full round action to attempt a teleport. Every teleport roll 2d10 add them together and multiply it times 10, this is the percentage of the desired distance the mutant teleported. A result over 100 is unused excess but a 200 is a critical failure and the teleported person goes 200+m in a random direction.

 

Temporal Instability

            The mutant's position in time grows unstable and it may, at times, 'slip sideways' in time to another, parallel time stream. Roll 1d10 to determine how much control the mutant has over this ability.

1 – 8                Involuntary

            In times of stress, such as combat, the mutant may slip 1d5 rounds into the future. A Difficult (-10) Willpower test is needed to resist.

9 – 10              Voluntary

            The mutant can initiate the slip to 1d5 rounds into the future with a Ordinary (+10) Willpower test, plus or minus one round as they see fit.

 

Tentacles

            The mutant's arms wither and turn into grasping tentacles covered in fine suckers. Tentacles can grip weapons but limit fine manipulation. If the mutant only has tentacles all fine manipulations are at an additional -20. Adjust Fellowship by -10 permanently Roll 1d5 to determine how many arms are affected.

1 - 2                 One arm is affected.

3 - 4                 d5-2 arms are affected

5                      All arms are affected

 

Transparent skin

            The mutant's skin becomes completely transparent, revealing its inner structure - bones, organs, muscles, sinews, digestive system, for all to see.  This is extremely bizarre. The mutant gains Fear 1, adjust Fellowship by -20 permanently

 

Uncanny Resemblance

            The mutant's facial features and, to whatever extent is practical, the rest of its physical characteristics resemble a member of your gaming group, some other associate or relative. This is completely cosmetic.

 

Uncontrollable Flatulence

            One of the mutant's bodily orifices emits clouds of gas, Adjust Fellowship by -20 permanently. Roll 1d10 to check type of gas.

1 – 2                Poison smoke doing 1d10 Toxic damage.

3 – 4                Paralyzing anyone in the cloud must pass an Ordinary (+10) Toughness test or be unable to move.

5 – 6                Noxious anyone in the cloud must pass an Ordinary (+10) Toughness test or spend the round retching and vomiting.

7 – 8               Oily Smoke, -10 to tests shooting through it.

9 – 10              Crazy as a Hallucinogen grenade

 

Vampire

            The mutant's metabolism changes so that it can no longer survive without a regular intake of warm, fresh blood. The mutant's appearance gradually becomes pale and cadaverous and its temperature drops to a sepulchral chill and it gains the Vampiric trait.

 

Vividly Colored Skin

            The mutant's skin or pelt turns an exceptionally vivid color. This is often a color associated with the mutant's Chaos Power (brazen red for Khorn, pastel and electric shades for Slaanesh, swamp-green for Nurgle, and an ever-changing iridescence for Tzeentch) but need not be so. Bright purples, pinks, oranges, and electric greens and blues are all possible.

This causes a -10 to hide checks and adjust Fellowship by -10 permanently

 

Walking Head

            The mutant's body atrophies and withers to nothing, while its head expands to several times its original size. The mutant’s limbs also shift position, becoming attached directly to the head and the vestigial neck. Armor must be specially made, all hits to the body count as hits to the head and adjust Fellowship by -20 permanently

 

Warp Frenzy

            The mutant become subject to Frenzy of a particularly virulent type, when it becomes frenzied it gains 1d10+1 Chaos attributes during the duration of the frenzy. These may be rolled every time or saved from time to time

 

Warty Skin

            Every inch of the mutant's body is covered in repulsive warts. Adjust Toughness by +10 and Fellowship by -10 permanently

 

Weapon Master

            The mutant gains an innate understanding of how to use weapons to the best effect in the service of Chaos. Add +10 to either Weapon or Ballistic skill.

 

Wings

            The mutant grows a pair of wings. Adjust Fellowship by -10 permanently and roll 1d10 to determine size of wings.

1 – 4                Small wings - Can not fly

5 – 7                Medium - the mutant gets the trait Flight 1

8 – 10              Large the mutant gets the trait Flight 2

 

Zoological

            One or more parts of the mutant's body change into the corresponding parts of some animal. Adjust Fellowship by -20 permanently and Roll 1d100 to determine how many parts of the mutant's body undergo this startling change. In some cases the resulting mutations will duplicate the effects of another entry on this table such as Bird Feet or Scorpion Tail, use the rules for that mutation if applicable.

 

01 – 07            Head

08 – 10            Torso and Arms

11 – 13            Torso and Head

14 - 16             Torso, Head and Arms

17 – 23            Face

24 – 26            Lower Body and Legs

27 – 29            Pair of legs

30 – 36            One leg

37 – 43            Foot

44 – 46            Tow

47 – 49            Pair of arms

50 – 56            One arm

75 – 63            Hand

64 – 66            Fingers

76 – 73            Mouth

74 – 76            Nose

77 – 93            Eye

94 – 90            Pair of eyes

91 – 93            Ear

94 - 100           Tail (If the mutant has no tail, it gains one now.)

 

Roll 1d100 to determine the 'donor' species that provides the replacement part for the mutant's body. (only a single roll is made, even if several body parts are being replaced)

 

1                      Ant

2 - 5                 Ape

6 - 10               Bat

11 - 15             Bear

16                    Beetle

17 - 20             Boar

21 - 25             Bull

26 - 27             Deer

28 - 35             Dog/Wolf

36 - 37             Dragon

38 - 40             Eagle

41 - 42             Frog

43 - 50             Horse

51 - 55             Lion

56 - 57             Lizard

58 - 59             Octopus

60 - 61             Owl

62 - 65             Rabbit

66 - 75             Rat

76 - 77             Raven

78                    Scorpion

79 - 90             Sheep/Goat

91                    Snake

92                    Spider

93 - 97             Tiger

98                    Toad

99                    Warthog

100                  Weasel

 

Invent your own.

            Re-roll or make your own, I recommend 'Godhood'

 

Traits 

 

Frenzy

            While frenzied the mutant can not use any skills that require concentration and enjoys a +10 Toughness, a +10 Weapon Skill, +10 Strength, can ignore the -10 modifier from Fatigue but can not make use of ranged weapons, psychic powers, or talents. The mutant will be frenzied for one round per point of Toughness Bonus and will suffer one fatigue per round until they collapse. The mutant may frenzy as a free action.

 

Jokaero Digital Weapon

            An amazing example of Xenos technology, the weapon works exactly as a normal version but is the size and shape of an ornate ring. Availability is always Very Rare, Quality is always Best and cost is always 5 times Best quality.

 

Gravity Manipulation

            A successful hit doubles the weight of all equipment on the target per hit up to 4 times, this effect lasts an hour.

 

Confuse

            Target must make a Routine (+10) Willpower test or take only 1/2 actions for 1d5 rounds.

 

Charge Up

            It takes 2 Full rounds to fire this weapon with the shot happening in the end of the 2nd round.

 

Equipment

Chaos Equipment

 

Collar of Khorne.

+20 Willpower to resist Psyhic powers.

 

Chaos Armor

Locations Covered: All

AP:7, WT 0, Cost ~ , Avail ~

Gives a +10 to all saves made against psychic powers.

The armor is fused to the mutant and not removable. Further results that cause an award of Chaos Armor raise the AP of their current armor by 1.

 

Chaos Weapon

A weapon of the mutants choosing with the Warp Weapon trait and a Deamonic Phenomina rolled randomly from table 12-8 in the main rules.

 

Force Weapons                                                                                                                                   

Force Weapons have no special properties in the hands of a non-psyker.  In the hands of a Psyker they lose the Primitive quality and gain a bonus to Damage equal to the Psyker's Willpower Bonus.                                                                                                                             

Force Swords and Force Axes also gain a bonus to Penetration equal to the Psyker's Willpower Bonus                                                                                                                        

Name   Type    Damage            Pen      Special Weight             Cost     Availability                                           

 

Force Sword    Melee   1d10 R 0*        Balanced, Force, Primitive*      3 kg     5000    Very Rare                                           

Force Axe        Melee   1d10-1 I          0*        Force Primitive 4 kg     6000    Very Rare                                           

Force Rod        Melee   1d10-1 I          0*        Force Primitive 2 kg     7000    Very Rare                                           

Force Staff       Melee   1d10-1 I          0*        Balanced, Force, Primitive*      3 kg     10000  Very Rare                                           

 

Force Rods and Force staffs give a bonus to any Focus Power rolls equal to the wielder's Willpower Bonus.                                                                                                                            

 

Exotic Weapons                                                                                                                                  

Name                           Class    Range   RoF                 Dam                 Pen      Clip      Rld       Special             Wt            Cost     Availability

Shuriken Pistol  Pistol    20m     ~/5/10              1d10+4R         2          100      Full       ~                      2 kg     250            Rare

Shuriken Catapult         Basic    60m     ~/10/20            1d10+4R         3          200      Full       ~                      4 kg     500            Rare

 

Shuriken weapons can be used for semi-autofire as a half action. Eldar versions of the shuriken pistol and catapult have 100 round and 200 round ammunition stacks. They operate by using gravitic or magnetic impulses to fire a barrage of mono edged discs  Eldar weapons are always of Good or Best Quality unless damaged.

 

Name                           Class    Range   RoF     Dam                 Pen      Clip      Rld       Special                         Wt            Cost     Availability

Jokaero Needler           As per basic rules plus Jokaero trait                                                                                                                 

Jokaero Laser              As per basic rules plus Jokaero trait                                                                                                                 

Jokaero Flamer            As per basic rules plus Jokaero trait                                                                                                                 

Heavy Webber Heavy  100m   S/~/~   ~                      0          1          2Full     Blast (10), Snare          16 kg   3,800            Rare

Neuro Disruptor           Pistol    15m     S/~/~   ~                      0          ~          ~          Confuse trait                 1.5 kg            1,500   Very Rare

Sawn-off Shotgun         Pistol    10m     S/~/~   1d10+4 I          0          2          2Full     Scatter                         4kg      60            Common

Graviton Gun                Pistol    15m     S/~/~   0                      0          30        Full       Gravity Manipulation     1.5kg            1,000   Very Rare

Power Glove                Melee   ~          ~          2d10 + 5 E       6                                  Power Field                  5 kg            5,000   Very Rare

            Unnatural Strength(x2) 

Auto Cannon                Heavy  120m   S/3/10  1d10+4 I          2          100      2Full                                         20 kg            1,000   Scarce

Multi-laser                    Heavy  150m   S/3/10  1d10+3 E         1          100      Full       Accurate, Reliable        10 kg   500            Very Rare

D-Cannon                    Heavy  80m     2Full     Special             0          5          2Full     Move or Fire                70 kg            18,000 Very Rare

                                                                                                                                    Charge Up

Conversion Beamer      Heavy  40m     2Full     Special             ~          5          2Full     Charge Up                   120 kg            20,000 Very Rare

Multi-Melta                  Heavy  30m     S/~/~   2d10 + 4 E       12        10        2full                                          12 kg            12,000 Very Rare

Plasma Cannon Heavy  180m   S/2/~    1d10+6 E         6          40        8full      Recharge, Overheat      20 kg   8,000            Very Rare                                                                                                                               

 

Conversion beam projector.                                                                                                                             

    They can only be fired if the operator is stationary - the weapon will not work on board a moving vehicle. In order to ensure stability, troops using beamers are often equipped with special stabilizing boots and ground claws.                                                                                                                                  

    The weapon works by converting matter to energy, creating an energy field to its front. The energy field increases in intensity as the beam extends further. Initially, the field builds up very slowly - so that troops in the path of the beam can avoid it fairly easily. At its maximum extent the matter/energy conversion becomes so powerful as to cause a violent explosion. Normally this will be at a range of 80m. However any solid object which is in the path of the beam will feed the energy field causing a premature explosion - and a good deal of damage!                                                                                                                                  

It takes 2 Full rounds to fire with the shot happening in the end of the 2nd round. Damage to the target hit is always Current Wounds + Armor + Toughness Bonus + 1, if you are hit with this it is not a question of if you are hurt but how bad. Additionally the denser the target hit the bigger the resulting blast. Because of the slow build up and the weapons sensitivity to movement it is hard it hit a moving target, usually it is aimed at a dense stationary target and the blast is used to cause secondary damage rather than hit something that moves. For every round a target has moved previous to being shot adds a +10 to the difficulty of the shooter.                                                                                                                               

Distortion Cannon                                                                                                                                

    The Distortion Cannon, also known as the Displacer Cannon, Displacer, D-Cannon, Warp Cannon, or Warper, uses the same principle as a spacecraft's warpspace drives. The target is 'warped' slightly into hyperspace, and then back again. This occurs in an uncontrolled fashion, exposing the target to either the vacuum of space or the inferno of the heart of a sun, this automatically kills or destroys the target once a hit is scored.                                                                                                                             

    The only hope of avoiding the full effect of the weapon is to dive out of the main are before the distort field reaches full intensity. To represent this, targets which moved in previous turns add a +10 to the difficulty of the guns operator. If a shot missed only due to the difficulty modifiers of a moving target are still hit but not fully affected and are moved spatially 1d10 meters in a random direction.                                                                                                                           

Creatures      

Fleshhound

WS 50, BS 0, Str 40, T 35, Ag 40, Int 10, Per 40, WP 40, Fel 10

 

Movement 4/8/12/24, Wounds 15.

Skills: Awareness (per), Psynisciene (per).

Traits: Deamonic (TB 8), Dark Sight, Deamonic presence, Fear 3, From Beyond, Natural Weapon (Teeth) Demonic Presence: All creatures within 20 meters take a -10 penalty on Willpower tests. Weapons: Teeth (1d10+4 R, Primitive, Tearing)

Threat rating: Malleus Minoris

 

Thanks to Rick Priestly for Warhammer 40,000: Rogue Trader, Bryan Ansell, Mike Brunton, and Simon Forrest for Realms of Chaos: Slaves to Darkness. The Black Industries team for Dark Heresy, Cynical Cat for his Exotic and Force weapon rules, and Jaymon and The Brothels for proofreading and play testing.