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16/11/2014 Roll http://www.slackratchet.com/rough2.htm 1/18 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

Chaos Mutations

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  • 16/11/2014 Roll

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    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 Corruption1 5 Acid Excretion 2d10 06 10 Additional eye 2d10 0

    11 15 Agility 0 016 20 Albino 1 021 25 Alcoholism 2 1d526 30 Atrophy 1d5 031 40 Beaked 1d10 041 175 Bestial Face 1d10 0

    176 180BeweaponedExtremities 1d10 0

    181 185 Big Ears 2 0186 190 Bird's Feet 1d5 0191 195 Black Skin 2 0196 200 Blood Rage 1d10 1d5201 210 Blood Substitution 5d10 5d10211 215 Breathes Fire 1d5 0216 220 Brightly Patterned Skin 2 0221 225 Bulging Eyes 2 0226 230 Burning Body 5d10 5d10231 240 Chaos Lord 10d10 10d10241 250 Chaos Spawn 100 100251 260 Chaos Were 2d10 3d10261 270 Cloud of Flies 1d10 0271 280 Cloven Hooves 1d5 0281 285 Cowardice 1 0286 290 Crest 1d5 0291 305 Crossbreed 7d10 5d10306 315 Crown of Flesh 2d10 0316 320 Crystalline Body 5d10 0321 325 Dimensional Instability 1d10 0326 330 Duplication 1d10 0331 335 Elastic Limbs 1d5 0336 340 Enormously Fat 2 0341 345 Enormous Noise 1d5 0346 355 Evil Eye 1 2356 365 Extra Joints 2 0366 370 Extremely Thin 1d5 0371 380 Eyestalks 1d10 0381 390 Fangs 1d10 0391 395 Fast 2 0396 400 Fear of Blood 0 0401 405 Feathered hide 3d10 0406 410 Featureless Face 3d10 0411 415 Fits 1d5 0416 420 Flaming Skull Face 3d10 3d10421 425 Furry 1d10 0426 440 GM's Choice ~ ~441 450 Growth 1d10 per size 0451 455 Headless 1d10 0456 460 Hideous Appearance 5d10 0461 465 Hopper 1d5 0

    466 475 Horns 1d5 0476 480 Horrible Stench 1d10 0481 485 Huge Head 2 0486 495 Hunchback 1 0496 500 Hypnotic Gaze 1 1d5501 505 Illusion of Normality ~ ~506 510 Invisibility 1 1d5511 515 Iron Hard Skin 3d10 0516 525 Irrational Fear 1 0526 535 Irrational Hatred 1 0536 540 Levitation 1 0541 550 Limb Loss 1d5 0551 560 Limb Transference 2d10 0561 565 Long Legs 2 0566 570 Long Neck 2 0571 575 Long Nose 2 0576 580 Long Spines 1d10 0581 585 Mace Tail 1d10 0

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    586 590 Magician 0 0591 595 Mane of Hair 0 0596 600 Manic Fighter 1d10 1d10601 605 Manikin 8d10 0606 610 Massive Intellect 1d5 0611 615 Mechanoid 2d10 0616 620 Mercreature 1d10 0621 630 Metal Body 2d10 0631 635 Mindless 100 0636 640 Moronic 1d10 0641 645 Multiple Arms 1d5 per arm 0646 655 Multiple Heads 1d10 per head 0656 665 Multiplication 4d10 0666 675 One Eye 1d10 0676 680 Overgrown Body Part 1d5 per size 0681 685 Pin Head 1d10 0686 700 Plague Bearer 2d10 1d10701 705 Pointed Head 1d5 0706 715 Poisonous Bite 1d5 0716 720 Powerful Legs 1d5 0721 725 Prehensile Tail 1d5 0726 730 Pseudo-Deamonhood 2d10 1d10731 735 Psychic Immune 2d10 1d10736 745 Psychic Resistant 1d10 1d5746 750 Puny 1 0751 755 Quadruped/Biped 1d10 0756 760 Rapid Regeneration 2 0761 765 Razor Sharp Claws 1 0766 770 Rearranged Face 1d10 0771 775 Regeneration 1 0776 780 Resilient 1 0781 790 Rotting flesh 3d10 1d10791 795 Scaly skin 1d10 0796 805 Scorpion Tail 1d10 0806 810 Short Legs 2 0811 820 Shrink 1d5 per size lost 0821 825 Siamese Twin 3d10 0826 830 Silly Voice 1 0831 835 Silly Walk 1 0

    836 840 Skull Face 3d10 1d10841 845 Snake Tail 1d10 0846 850 Spits Acid 2 0851 855 Strong 1 0856 860 Suckers 2d10 0861 865 Tail 1d10 0866 880 Technology 1d5 1d10881 885 Telekinesis 1 0886 890 Teleport 1d10 0891 895 Temporal Instability 1d5 1d10896 920 Tentacles 2d10 0921 925 Transparent skin 2d10 0926 930 Uncanny Resemblance 0 0

    931 940UncontrollableFlatulence 1d10 0

    941 945 Vampire 3d10 1d10946 950 Vividly Colored Skin 2 0951 955 Walking Head 5d10 0956 960 Warp Frenzy 2d10 0961 965 Warty Skin 1d10 0966 970 Weapon Master 2 2971 975 Wings 1d10 0

    976 985 Zoological1d5 per part

    changed 0986 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 whenthey successfully hit the mutant. Successful unarmed melee attacks cause 1d5 damage to the attacker. Adjust Fellowship by -10permanently. Additional eye The mutant grows an extra eye. This change is otherwise cosmetic though helmets will have to be specially made, adjustFellowship by -10 permanently.

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    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 Toughnessand Fellowship by -10 permanently. Alcoholism The mutants behavior is unstable and unpredictable. Even when it can't find anything to drink its metabolism is capable ofproducing its own alcohol. Each day the mutant roll a d10 and check to see if they are drunk, a 10 indicates they are. The charactersuffers 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 atrophy1 5 One6 - 8 Two9 - 10 Three Roll 1d10 to see which parts atrophied1 - 2 Head, reduce Intelligence by half permanently2 - 5 Arm, lose the use of that arm6 - 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 mutantsbite 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 thetable to see what their face looks like. 1 2 Identical to Chaos Patron or corrupting power3 - 9 Goat with horns10 Roll on next chart. 2 Ant, the mutants bite now does 1d10+SB3 Ape, cosmetic change only4 Bat, the mutants bite now does 1d10+SB and it gains the Dark Sight trait5 Bear, cosmetic change only6 Boar, the mutants bite now does 1d10+SB7 Bull, the mutants bite now does 1d10+SB8 Deer, cosmetic change only9 Dog, the mutants bite now does 1d10+SB10 Dragon, the mutants bite now does 1d10+SB and as a half action can Breath Fire as a Hand Flamer11 Eagle, the mutants bite now does 1d10+SB with 1 Pen and gets a +10 to Perception in vision related tests12 Horse, cosmetic change only13 Lion, the mutants bite now does 1d10+SB14 Rabbit, the mutant gets +10 to Perception in hearing related tests15 Rat, the mutants bite now does 1d10+SB16 Raven, the mutants bite now does 1d10+SB with 1 Pen and gets +10 to Perception in vision related tests17 Snake, the mutants bit now does 1d10+SB Toxic18 Spider, the mutants bite now does 1d10+SB Toxic19 Tiger, the mutants bite now does 1d10+SB and it gains the Dark Sight trait20 Weasel, the mutants 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 PowerAdjust Fellowship by -10 permanently and roll 1d10 on the following table. The mutant now has no normal hands. All weapons have +1Pen more than normal. 1 5 Sword6 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 thoughspecial shoes would be required. Black Skin

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    The mutant's skin becomes completely and unremittingly black, so that light falling on the mutant vanishes into the depths of itsdarkened surface. Its eyes, however, turn milk white and lose their pupils and irises. The mutant's sight is unaffected by this alarmingchange. The mutant's physical make-up is otherwise unchanged only its color is altered. The mutant gets +10 to Concealment tests andadjust 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 seewhat the blood substitute is.1 3 Leeches or MaggotsAdjust Toughness by +10 permanently. Whenever the mutant is wounded, a stream of squirming things pours out of the wound. Anymelee opponent will be have a -10 skill modifier for a number of rounds equal to the mutants TB or until they spend a full actionremoving the biting things. 4 6 AcidAdjust Toughness by +10 permanently. Any opponent in Melee must make a Routine (+10) Agility or be drenched in acid doing 1d5ignoring Toughness for each successful hit on the mutant. 7 - 8 ProtoplasmAdjust 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 MetalAdjust Toughness by +20 permanently. When wounded motel metal sprays out in a jet with the stats of a Hand Flamer at a randomtarget in range. 10 ElectricityAdjust Toughness by +10 permanently. If the mutant is wounded in melee the attacker takes 1d5 wounds ignoring armor, 1d10 if theattacker 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 whenrevealed Brightly Patterned Skin The mutant's skin becomes brightly colored, with clashing or contrasting stripes, spots, or other. Choose two or more contrastingcolors or use the colors and shades of the appropriate Chaos Power and consult the table below for the pattern1 Singe color spots2 Muti-color polka dots3 Single/Multi-color squares4 Dark zebra-like stripes5 Multiple color lozenges6 Zigzag stripes7 Tiger Stripes8 Disruptive 'camouflage patterns'9 Body vertical divided into two equal halves each of a different color10 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 noeffect 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 Fellowshipby -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 theChaos 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 ArmorOne Psyker level unless it is a follower of Khorne then they get a Fleshhoundand a Collar of KhorneA further 1d5 chaos attributes.A Deamon WeaponPermanent +20 Weapon SkillPermanent +20 Ballistic Skill

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    Permanent +20 StrengthPermanent +20 ToughnessPermanent +20 IntelligencePermanent +20 PerceptionPermanent +20 WillpowerDark Sight traitDemonic Presence trait Retinue Table, roll 1d1001 30 1d10 Cult Initiates31 - 35 1d10 Cult Fanatics36 - 38 Cult Magus39 - 41 1d10 Dregs42 - 46 1d5+1 Skulkers47 - 51 Heretek with Gun Servitor52 - 53 1d5-1 Nightwings54 - 73 1d5 Mutants74 - 78 1d5 Mutant Abomination79 - 80 Mutant Abomination with a Bulls head mutation81 - 82 Mutant Abomination with Unnatural Strength (2) trait.83 - 87 1d5-1 Heavies88 - 92 1d5 Sabre-Wolves93 Mutant Abomination with Regeneration trait94 Witch95 - 99 1d10 Wolves100 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-rollotherwise 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 creatureusing the GMs 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 Skillmodifier 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 haveto 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 Astropath5 Beast of Burden, Cow6 Beast of Burden, Elephant7 Beast of Burden, Horse8 Beast of Burden, Ox9 Brain Leaf Plant, Immature10 Brain Leaf Plant, Mature11 Brain Leaft Plant, Ancient12 Combat Servitor13 Cult Magus14 Dusk Stalker15 Ferocious Creature, Alligator16 Ferocious Creature, Hunting Hound17 Ferocious Creature, Tiger18 Ferocious Creature, Warhound19 Ferocious Creature, Wild Boar20 Flying Creature, Bat21 Flying Creature, Dragonfly

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    22 Flying Creature, Eagle23 Flying Creature, Pterodactyl24 Grox25 Gun Servitor26 Nightwing27 Sabre-Wolf28 Saurian Carnosaur29 Slaugth (GM's kit)30 Slithering Creature, Constricting Snake31 Slithering Creature, Leech32 Slithering Creature, Poisonous Snake33 Slithering Creature, Slug34 Slithering Creature, Snail Slug35 Walking Creature, Goat36 Walking Creature, House Cat37 Walking Creature, Rat38 Walking Creature, Spider39 Walking Creature, Turtle40 Witch The Profile of the newly hybrid mutant is an average of the 'old' mutant and the randomly determined creature. Pairs ofcharacteristics 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' thehybrid 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 amutant-eagle crossbreed retains a human head, although this is beaked, or a mutant-Orkcrossbreed retains its general form but its skinbecomes 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 mandibleson 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 legsbecome 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 specialrules; eg a Gun Servitor without a Gun arm doesn't have the servitors weapon. Crown of Flesh

    The mutant develops a ring of fleshy protuberances around his head. Adjust Fellowship by -10 permanently. This change isotherwise 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 crazedscream 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 mutantcauses a -10 modifier to all tests for a number of rounds equal to the mutants WB.

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    Extra JointsThe 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 permanently5 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 isotherwise cosmetic. Eyestalks

    The mutant has stalked eyes, similar to a crab. Adjust Fellowship by -10 permanently. Any strike to the head has a 10% chanceof 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. Themutant moves as if its 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 andbody. 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 areunimpaired. 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 maymake an Ordinary (+10) Willpower test to resist, repeat every turn the fear causing object is visible. A failed test means the mutantdrops to the ground twitching and frothing as the fit takes hold and the mutant can take no actions. Another test is required before themutant 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 thingstouched. 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 completelyobscured 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. GrowthThe mutant grows 1 to 3 times its original size categories.1 6 One size bigger7 - 9 Two sizes bigger10 Three sizes biggerRefer to Table 2-3 in the GMs kit. Headless

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

    The mutant's appearance changes for the worse and it becomes indescribably terrifying, an eldritch and sanity blasting horrorthat washes away any tenuous hand on reality possessed by those who are unlucky enough to see it. In short, the mutant is vile beyondall 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 byhopping. 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 Fellowshipby -10 permanently

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    HornsThe 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 EasyToughness 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 cantake 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 itstrue nature revealed. It is then, for example, that any fear effects come into play. All mutations are obscured until the mutant takes acombat 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 ofthe 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 One5 - 8 1d5-19 10 1d10-4 Extent of Fear1 - 6 Mild fear7 8 Severe fear9 10 Acute fear Thing or things feared1 - 30 Xenos31 - 37 Humans38 - 45 Eldar46 - 53 Dwarves53 - 57 Anything larger then himself58 68 'good' creatures69 - 78 Psykers, sanctioned or otherwise.79 - 80 Obvious Mutants81 - 82 Orks83 - 84 Winged Creatures85 - 89 Items/Creatures of a particular color95 - 96 Loud Noises97 - 98 Reptiles99 - 100 Insects Irrational HatredThe mutant hates one or more things, to the exclusion of all other emotions about those objects. The mutant gains the Talent Hatred forthose things. Quantity of things hated.1 - 4 One5 - 8 1d5 - 19 - 10 1d10 - 4 Thing or things hated1 30 Xenos31 - 37 Humans38 - 45 Eldar

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    46 - 53 Dwarves53 - 57 Anything larger then himself58 - 68 'good' creatures69 - 78 Psykers, sanctioned or otherwise.79 - 80 Obvious Mutants81 - 82 Orks83 - 84 Winged Creatures85 - 89 Items/Creatures of a particular color95 - 96 Loud Noises97 - 98 Reptiles99 - 100 Insects LevitationThe mutant may levitate at will. Roll 1d101 - 8 The mutant gains the Maglev Grace Talent9 - 10 The mutant gains the Maglev Transcendence Talent Limb LossThe mutant loses one or more limbs.1 - 2 Both arms3 - 4 Both legs5 - 7 One arm8 - 10 One leg. Limb TransferenceOne 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 One5 Two6 1d5 - 1 Roll 1d10 to determine which parts are affected1 - 2 Head3 Eyes4 Mouth5 - 7 Arm/hand8 - 10 Leg/foot Roll 1d10 to determine where they are moved to.1 Head2 Chest3 Back4 Stomach5 Hip6 Groin7 Elbow8 Knee9 Hand10 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 onehigher. Long Neck

    The mutant has a long giraffe-like neck. This attribute only affects the mutant's appearance and is otherwise cosmetic unless themutant 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 -10permanently 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.

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    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 bodysprouts from the mutant's forehead or crown. This manikin torso is perfect in every detail, with its own arms, head, and face. Thisminiature torso and head do all the talking for the mutant, and the lower mouth in the atrophied face is used only for eating. Furtherfacial attributes can be applied to the manikin or the mutant's atrophied face as appropriate. 25% of head hits are on the manikin whichhas 10% of the mutants 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 1d10and 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 NaturalWeapon. Modify Fellowship by -20 permanently. The mutant now can not heal damage and must be repaired. Roll on the chart for legsbelow. 6 10 Partially Mechanical Roll 1d5-1 to determine how many parts are affected. Roll 1d10 to see which parts1 Head, the mutant has a 1d10+SB bite2 Body, the mutant gains the Armor Plated trait3 5 Arms, the mutant gains the Unnatural Strength (2) trait6 - 7 Hands The mutant gains the Unnatural Agility (2) trait8 - 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) ) +05 Hoverer, the mutant gains Hoverer(4) trait and its legs are replaced with thrust nozzles.6 Tracked, the mutants legs and hips are replaced by a tracked assembly. Narrative Speed: 35 kmph/70 kmph. Combatspeed 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 alsoable 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 coldbased 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 One5 - 8 Two9 Three10 Four Multiple Heads The mutant grows one or more extra heads. Adjust Fellowship by -20 permanentlyRoll 1d51 - 4 One5 Two

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    Multiplication The mutant may split into two or more separate fragments for a limited time when under stress. When the mutant is within 3meters of any enemy on 1d10 roll more than 8 the mutant splits in to 1d5 smaller fragments. Divide strength and wounds as equallyamong the fragments as possible. At the end of 1d5+1 rounds the fragments recombine, the mutant has wounds equal to the totalremaining 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; adjustFellowship 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 andreduce 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 permanently2 Adjust Strength by +10 and -10 Agility permanently3 Adjust Strength by +15 and -15 Agility permanently

    2 Legs1 Add +1 to base movement2 Add +2 to base movement3 Add +3 to base movement

    3 Head1 Adjust Intelligence by +5 permanently2 Adjust Intelligence by +5 permanently3 Adjust Intelligence by +5 permanently

    4 Hands1 Adjust Strength by +1 and -1 Agility permanently2 Adjust Strength by +3 and -3 Agility permanently3 Adjust Strength by +5 and -5 Agility permanently

    5 Feet1 Adjust initiative rolls by -1.2 Adjust Agility by -1 and Initiative rolls by -2 permanently3 Adjust Agility by -2 and Initiative rolls by -2 permanently

    6 Torso1 Adjust Strength and Toughness by +5 permanently2 Adjust Strength and Toughness by +10 permanently and adjust Initiative rolls and base speed by -13 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, adjustFellowship 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 haveNurgle's Rot. Adjust Fellowship by -20 permanently 1 The ShakesThe mutant is afflicted with terrible and uncontrollable shaking fits, to the extent that it can no longer control its muscles and limbsproperly. Adjust Weapon skill by -10 permanently. 2 3 Eye RotThe mutant's eyes swell and distend, growing large and bulbous with retained fluid, Ballistic Skill is modified by -10 permanently, 4 5 Creeping BuboesThe mutant's limbs are covered in foul and ulcerous open sores which restrict movement and cause great discomfort Movement iscalculated as if AB were 2 less, minimum of Zero. 6 7 Bone AgueThe mutant's bone structure changes, growing enormously in places and withering to nothing in others. The mutant's form is twisted anddistorted as a result. Adjust Strength and Toughness by -10 each permanently 8 9 Grey FeverThe mutant's brain is seized by a strange wasting fever, which brings hallucinations, premature senility, and dementia. ReduceIntelligence and Willpower by 5 each permanently. 10 Green PoxThe mutant develops hideous green spots over its entire body, and grows thinner as the pox takes its toll. Reduce Wounds by 2permanently Whenever the mutant hits something in melee it must make an Ordinary (+10) Toughness test or immediately contract the

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    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 mutants 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 aleap 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 clawattack (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. AdjustFellowship 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 mutants 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 bespecially made. Psychic Immunity

    Psychic powers have no direct effect on this mutant. Will automatically pass any test needed to resist a psychic power thatallows 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 mutants 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 twoarms, 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 canvery 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 eachround, 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 mutants unarmed strikes now do 1d5+SB R with Pen2. Rearranged Face The mutant's facial features are rearranged. Its eyes and mouth are swapped, its whole face is turned upside down, the featuresare twisted vertically, the eyes and ears are swapped or any other combination you care to invent. Adjust Fellowship by -10 permanentlyand 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 UnnaturalToughness (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 diseasedflesh drops off, exposing the newly-pestilent areas beneath. The unfortunate creature spreads a noxious odor in its wake and attracts anaudience 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 todetermine if the tail is poisonous. The tail does 1d10+2. in melee.1 4 Non-poisonous, attack to front and sides only.

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    5 - 10 Poisonous attack to the front only, non-poisonous, to the side, the attack has the Toxic trait. Short Legs The mutants 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 mutants body shrinks to between a half and a quarter of its original size. The mutant loses one or two size Ranks. Roll 1d101 8 Loses one size9 - 10 Two sizes. Siamese Twin The mutant becomes two separate entities joined by flesh, gristle, and bone. Adjust Fellowship by -20 permanently. Movementis calculated as if the mutant's AB were one lower than it is. Each creature has its own profile. From now on determine new Chaosattributes separately for each 'half' of the mutant. While each twin has its own wound total, if either of them is killed, both die. If asecond 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 mutants voice becomes squeaky, stuttering, trumpeting, honking, or other wise unusual and open to ridicule. In any serioussituation 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 asingle 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 otherwisecosmetic. 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 AcidThe 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 AdjustFellowship by -10 permanently Tail The mutant grows a tail, this change is mostly cosmetic but armor must be specially madeAdjust 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 mutantsflesh in place of a hand. The skill to operate the weapons is also gifted. The technology gained is powered by the dark energies of chaosand 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 mutants Chaos patron. Champion of Khorne1 8 Roll 1d100 + 5d109 - 10 Roll 1d100 only. Champion of Slaanesh1 6 Roll 1d100 - 4d107 10 Roll 1d100 Champions of Tzeentch1 - 2 Roll 1d100 plus 5d103 - 8 Roll 1d100 only9 - 10 Roll 1d100 minus 4d10

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    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 Rifle1 - 5 Autopistol6 - 7 Sawn-off Shotgun8 - 12 Shotgun13 - 15 Stub Gun16 - 19 Auto-gun20 - 25 Lasgun26 - 32 Bolt Pistol33 - 35 Graviton Gun36 40 Hand flamer41 - 43 Plasma Pistol44 - 69 Bolter70 - 73 Flamer74 77 Shuriken Pistol78 - 81 Shuriken Catapult82 - 86 Chainsword87 - 88 Power Axe89 - 90 Melta Gun91 - 92 Power Sword93 - 94 Heavy Stubber95 - 96 Plasma Gun97 - 98 Power Glove99 - 100 Heavy Bolter101 - 109 RPG Launcher110 - 118 Auto Cannon119 - 121 Multi-laser122 - 124 D-Cannon125 - 130 Conversion Beamer131 - 133 Jokaeo Needler134 - 136 Jokaero Laser137 - 139 Jokearo Flamer140 - 143 Multi-Melta144 - 146 Plasma Cannon147 - ~ 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 theTelekinesis 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 inaddition to itself, otherwise it can only teleport itself. If the mutant is capable and wants to take someone along they must be within 2meters. 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 togetherand multiply it times 10, this is the percentage of the desired distance the mutant teleported. A result over 100 is unused excess but a 200is 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. Roll1d10 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 toresist.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 asthey see fit.

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    Tentacles The mutant's arms wither and turn into grasping tentacles covered in fine suckers. Tentacles can grip weapons but limit finemanipulation. If the mutant only has tentacles all fine manipulations are at an additional -20. Adjust Fellowship by -10permanently Roll 1d5 to determine how many arms are affected.1 - 2 One arm is affected.3 - 4 d5-2 arms are affected5 All arms are affected Transparent skin The mutant's skin becomes completely transparent, revealing its inner structure - bones, organs, muscles, sinews, digestivesystem, 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 yourgaming 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'sappearance 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 mutants limbsalso shift position, becoming attached directly to the head and the vestigial neck. Armor must be specially made, all hits to the bodycount 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 attributesduring 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 eitherWeapon 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 fly5 7 Medium - the mutant gets the trait Flight 18 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 -20permanently and Roll 1d100 to determine how many parts of the mutant's body undergo this startling change. In some cases theresulting mutations will duplicate the effects of another entry on this table such as Bird Feet or Scorpion Tail, use the rules for thatmutation if applicable. 01 07 Head08 10 Torso and Arms11 13 Torso and Head14 - 16 Torso, Head and Arms17 23 Face24 26 Lower Body and Legs27 29 Pair of legs30 36 One leg37 43 Foot44 46 Tow

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    47 49 Pair of arms50 56 One arm75 63 Hand64 66 Fingers76 73 Mouth74 76 Nose77 93 Eye94 90 Pair of eyes91 93 Ear94 - 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 ifseveral body parts are being replaced) 1 Ant2 - 5 Ape6 - 10 Bat11 - 15 Bear16 Beetle17 - 20 Boar21 - 25 Bull26 - 27 Deer28 - 35 Dog/Wolf36 - 37 Dragon38 - 40 Eagle41 - 42 Frog43 - 50 Horse51 - 55 Lion56 - 57 Lizard58 - 59 Octopus60 - 61 Owl62 - 65 Rabbit66 - 75 Rat76 - 77 Raven78 Scorpion79 - 90 Sheep/Goat91 Snake92 Spider93 - 97 Tiger98 Toad99 Warthog100 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 mutantwill be frenzied for one round per point of Toughness Bonus and will suffer one fatigue per round until they collapse. The mutant mayfrenzy 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 ornatering. 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. EquipmentChaos Equipment Collar of Khorne.+20 Willpower to resist Psyhic powers.

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    Chaos ArmorLocations Covered: AllAP: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 currentarmor by 1. Chaos WeaponA weapon of the mutants choosing with the Warp Weapon trait and aDeamonic Phenomina rolled randomly from table 12-8 in the mainrules. 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 andgain a bonus to Damage equal to the Psyker's WillpowerBonus. Force Swords and Force Axes also gain a bonus to Penetration equal to the Psyker's WillpowerBonus 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 WillpowerBonus. Exotic Weapons Name Class Range RoF Dam Pen Clip Rld Special Wt Cost AvailabilityShuriken Pistol Pistol 20m ~/5/10 1d10+4R 2 100 Full ~ 2 kg 250 RareShuriken 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 and200 round ammunition stacks. They operate by using gravitic or magnetic impulses to fire a barrage of mono edged discs Eldarweapons are always of Good or Best Quality unless damaged. Name Class Range RoF Dam Pen Clip Rld Special Wt Cost AvailabilityJokaero 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 RareNeuro Disruptor Pistol 15m S/~/~ ~ 0 ~ ~ Confuse trait 1.5 kg 1,500 VeryRareSawn-off Shotgun Pistol 10m S/~/~ 1d10+4 I 0 2 2Full Scatter 4kg 60 CommonGraviton Gun Pistol 15m S/~/~ 0 0 30 Full Gravity Manipulation 1.5kg 1,000 VeryRarePower Glove Melee ~ ~ 2d10 + 5 E 6 Power Field 5 kg 5,000 VeryRare

    Unnatural Strength(x2) Auto Cannon Heavy 120m S/3/10 1d10+4 I 2 100 2Full 20 kg 1,000 ScarceMulti-laser Heavy 150m S/3/10 1d10+3 E 1 100 Full Accurate, Reliable 10 kg 500 VeryRareD-Cannon Heavy 80m 2Full Special 0 5 2Full Move or Fire 70 kg 18,000 VeryRare Charge UpConversion Beamer Heavy 40m 2Full Special ~ 5 2Full Charge Up 120 kg 20,000 VeryRareMulti-Melta Heavy 30m S/~/~ 2d10 + 4 E 12 10 2full 12 kg 12,000 VeryRarePlasma Cannon Heavy 180m S/2/~ 1d10+6 E 6 40 8full Recharge, Overheat 20 kg 8,000 VeryRare 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 groundclaws. The weapon works by converting matter to energy, creating an energy field to its front. The energy field increases in intensity as thebeam extends further. Initially, the field builds up very slowly - so that troops in the path of the beam can avoid it fairly easily. At itsmaximum extent the matter/energy conversion becomes so powerful as to cause a violent explosion. Normally this will be at a range of80m. However any solid object which is in the path of the beam will feed the energy field causing a premature explosion - and a gooddeal of damage!

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    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 thetarget hit the bigger the resulting blast. Because of the slow build up and the weapons sensitivity to movement it is hard it hit a movingtarget, usually it is aimed at a dense stationary target and the blast is used to cause secondary damage rather than hit something thatmoves. For every round a target has moved previous to being shot adds a +10 to the difficulty of theshooter. Distortion Cannon The Distortion Cannon, also known as the Displacer Cannon, Displacer, D-Cannon, Warp Cannon, or Warper, uses the sameprinciple as a spacecraft's warpspace drives. The target is 'warped' slightly into hyperspace, and then back again. This occurs in anuncontrolled fashion, exposing the target to either the vacuum of space or the inferno of the heart of a sun, this automatically kills ordestroys 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. Torepresent this, targets which moved in previous turns add a +10 to the difficulty of the guns operator. If a shot missed only due to thedifficulty modifiers of a moving target are still hit but not fully affected and are moved spatially 1d10 meters in a randomdirection. Creatures FleshhoundWS 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: Allcreatures 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.