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.