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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.