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16/11/2014

Roll

Person Chaos Attributes chart from Realms of Chaos: Slaves to Darkness book.
Updated by SlackRatchet
Roll 1d1000 and consult the main table.
Roll
1
6
11
16
21
26
31
41

http://www.slackratchet.com/rough2.htm

176
181
186
191
196
201
211
216
221
226
231
241
251
261
271
281
286
291
306
316
321
326
331
336
341
346
356
366
371
381
391
396
401
406
411
416
421
426
441
451
456
461

180
185
190
195
200
210
215
220
225
230
240
250
260
270
280
285
290
305
315
320
325
330
335
340
345
355
365
370
380
390
395
400
405
410
415
420
425
440
450
455
460
465

Name
Acid Excretion
Additional eye
Agility
Albino
Alcoholism
Atrophy
Beaked
Bestial Face
Beweaponed
Extremities
Big Ears
Bird's Feet
Black Skin
Blood Rage
Blood Substitution
Breathes Fire
Brightly Patterned Skin
Bulging Eyes
Burning Body
Chaos Lord
Chaos Spawn
Chaos Were
Cloud of Flies
Cloven Hooves
Cowardice
Crest
Crossbreed
Crown of Flesh
Crystalline Body
Dimensional Instability
Duplication
Elastic Limbs
Enormously Fat
Enormous Noise
Evil Eye
Extra Joints
Extremely Thin
Eyestalks
Fangs
Fast
Fear of Blood
Feathered hide
Featureless Face
Fits
Flaming Skull Face
Furry
GM's Choice
Growth
Headless
Hideous Appearance
Hopper

466
476
481
486
496
501
506
511
516
526
536
541
551
561
566
571
576
581

475
480
485
495
500
505
510
515
525
535
540
550
560
565
570
575
580
585

Horns
Horrible Stench
Huge Head
Hunchback
Hypnotic Gaze
Illusion of Normality
Invisibility
Iron Hard Skin
Irrational Fear
Irrational Hatred
Levitation
Limb Loss
Limb Transference
Long Legs
Long Neck
Long Nose
Long Spines
Mace Tail

5
10
15
20
25
30
40
175

Insanity
2d10
2d10
0
1
2
1d5
1d10
1d10

Corruption
0
0
0
0
1d5
0
0
0

1d10
2
1d5
2
1d10
5d10
1d5
2
2
5d10
10d10
100
2d10
1d10
1d5
1
1d5
7d10
2d10
5d10
1d10
1d10
1d5
2
1d5
1
2
1d5
1d10
1d10
2
0
3d10
3d10
1d5
3d10
1d10
~
1d10 per size
1d10
5d10
1d5

0
0
0
0
1d5
5d10
0
0
0
5d10
10d10
100
3d10
0
0
0
0
5d10
0
0
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
3d10
0
~
0
0
0
0

1d5
1d10
2
1
1
~
1
3d10
1
1
1
1d5
2d10
2
2
2
1d10
1d10

0
0
0
0
1d5
~
1d5
0
0
0
0
0
0
0
0
0
0
0
1/18

16/11/2014

Roll

586
591
596
601
606
611
616
621
631
636
641
646
656
666
676
681
686
701
706
716
721
726
731
736
746
751
756
761
766
771
776
781
791
796
806
811
821
826
831

590
595
600
605
610
615
620
630
635
640
645
655
665
675
680
685
700
705
715
720
725
730
735
745
750
755
760
765
770
775
780
790
795
805
810
820
825
830
835

Magician
Mane of Hair
Manic Fighter
Manikin
Massive Intellect
Mechanoid
Mercreature
Metal Body
Mindless
Moronic
Multiple Arms
Multiple Heads
Multiplication
One Eye
Overgrown Body Part
Pin Head
Plague Bearer
Pointed Head
Poisonous Bite
Powerful Legs
Prehensile Tail
Pseudo-Deamonhood
Psychic Immune
Psychic Resistant
Puny
Quadruped/Biped
Rapid Regeneration
Razor Sharp Claws
Rearranged Face
Regeneration
Resilient
Rotting flesh
Scaly skin
Scorpion Tail
Short Legs
Shrink
Siamese Twin
Silly Voice
Silly Walk

836
841
846
851
856
861
866
881
886
891
896
921
926

840
845
850
855
860
865
880
885
890
895
920
925
930

931
941
946
951
956
961
966
971

940
945
950
955
960
965
970
975

Skull Face
Snake Tail
Spits Acid
Strong
Suckers
Tail
Technology
Telekinesis
Teleport
Temporal Instability
Tentacles
Transparent skin
Uncanny Resemblance
Uncontrollable
Flatulence
Vampire
Vividly Colored Skin
Walking Head
Warp Frenzy
Warty Skin
Weapon Master
Wings

976
986

985
1000

Zoological
Invent your own.

0
0
1d10
8d10
1d5
2d10
1d10
2d10
100
1d10
1d5 per arm
1d10 per head
4d10
1d10
1d5 per size
1d10
2d10
1d5
1d5
1d5
1d5
2d10
2d10
1d10
1
1d10
2
1
1d10
1
1
3d10
1d10
1d10
2
1d5 per size lost
3d10
1
1

0
0
1d10
0
0
0
0
0
0
0
0
0
0
0
0
0
1d10
0
0
0
0
1d10
1d10
1d5
0
0
0
0
0
0
0
1d10
0
0
0
0
0
0
0

3d10
1d10
2
1
2d10
1d10
1d5
1
1d10
1d5
2d10
2d10
0

1d10
0
0
0
0
0
1d10
0
0
1d10
0
0
0

1d10
3d10
2
5d10
2d10
1d10
2
1d10
1d5 per part
changed
~

0
1d10
0
0
0
0
2
0
0
~

Acid Excretion
The mutant sweats an extremely potent acid. The mutant can not wear armor and normal melee weapons are destroyed when
they successfully hit the mutant. Successful unarmed melee attacks cause 1d5 damage to the attacker. Adjust Fellowship by -10
permanently.
Additional eye
The mutant grows an extra eye. This change is otherwise cosmetic though helmets will have to be specially made, adjust
Fellowship by -10 permanently.
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Roll

Agility
The mutant becomes extremely agile; adjust Agility by +10 permanently.
Albino
The mutant is weakened and enervated. Its skin becomes a dead white skin and it develops glowing red eyes. Adjust Toughness
and Fellowship by -10 permanently.
Alcoholism
The mutants behavior is unstable and unpredictable. Even when it can't find anything to drink its metabolism is capable of
producing its own alcohol. Each day the mutant roll a d10 and check to see if they are drunk, a 10 indicates they are. The character
suffers from a -10 to all Tests except Will which gains a +10 for that day.
Atrophy
One or more parts of the mutant's body become shriveled and atrophied. As a result the mutant loses the use of part of its body.
Roll d10 to determine how many body parts atrophy
15
One
6-8
Two
9 - 10
Three
Roll 1d10 to see which parts atrophied
1-2
Head, reduce Intelligence by half permanently
2-5
Arm, lose the use of that arm
6 - 10
Leg, lose the use of that leg.
Beaked
The mutant has a beak such as a bird, octopuses, or platypus although its other facial features remain unchanged. The mutants
bite now does 1d10 + SB with 1 Pen. Adjust Fellowship by -10 permanently
Bestial Face
The mutant's face becomes identical to that of some sort of beast. Adjust Fellowship by -10 permanently and roll 1d10 on the
table to see what their face looks like.
12
3-9
10

Identical to Chaos Patron or corrupting power


Goat with horns
Roll on next chart.

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Ant, the mutants bite now does 1d10+SB


Ape, cosmetic change only
Bat, the mutants bite now does 1d10+SB and it gains the Dark Sight trait
Bear, cosmetic change only
Boar, the mutants bite now does 1d10+SB
Bull, the mutants bite now does 1d10+SB
Deer, cosmetic change only
Dog, the mutants bite now does 1d10+SB
Dragon, the mutants bite now does 1d10+SB and as a half action can Breath Fire as a Hand Flamer
Eagle, the mutants bite now does 1d10+SB with 1 Pen and gets a +10 to Perception in vision related tests
Horse, cosmetic change only
Lion, the mutants bite now does 1d10+SB
Rabbit, the mutant gets +10 to Perception in hearing related tests
Rat, the mutants bite now does 1d10+SB
Raven, the mutants bite now does 1d10+SB with 1 Pen and gets +10 to Perception in vision related tests
Snake, the mutants bit now does 1d10+SB Toxic
Spider, the mutants bite now does 1d10+SB Toxic
Tiger, the mutants bite now does 1d10+SB and it gains the Dark Sight trait
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 Power
Adjust Fellowship by -10 permanently and roll 1d10 on the following table. The mutant now has no normal hands. All weapons have +1
Pen more than normal.
15
6 10

Sword
Mace

Big Ears
The mutant has enormous ears and gets +10 to Perception in Hearing related tests
Bird's Feet
The mutant's legs and feet become birdlike, adjust Fellowship by -10 permanently. This change is otherwise cosmetic though
special shoes would be required.
Black Skin
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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 its
darkened surface. Its eyes, however, turn milk white and lose their pupils and irises. The mutant's sight is unaffected by this alarming
change. The mutant's physical make-up is otherwise unchanged only its color is altered. The mutant gets +10 to Concealment tests and
adjust Fellowship by -10 permanently.
Blood Rage
The mutant becomes frenzied when within 10 meters of a wounded creature it can see, including itself.
The mutant must pass an Ordinary (+10) Willpower test or Frenzy.
Blood Substitution
The nature of the mutant's blood changes radically. This causes Fear 1 when revealed. Roll 1d10 and consult the chart to see
what the blood substitute is.
13
Leeches or Maggots
Adjust Toughness by +10 permanently. Whenever the mutant is wounded, a stream of squirming things pours out of the wound. Any
melee opponent will be have a -10 skill modifier for a number of rounds equal to the mutants TB or until they spend a full action
removing the biting things.
46
Acid
Adjust Toughness by +10 permanently. Any opponent in Melee must make a Routine (+10) Agility or be drenched in acid doing 1d5
ignoring Toughness for each successful hit on the mutant.
7-8
Protoplasm
Adjust Toughness by +10 permanently. When the mutant dies its blood coalesces into a single mass of protoplasm to fight on its own.
Apply the Amorphous Physical Form trait to the Mutants profile for the stats of this resulting creature..
9
Molten Metal
Adjust Toughness by +20 permanently. When wounded motel metal sprays out in a jet with the stats of a Hand Flamer at a random
target in range.
10
Electricity
Adjust Toughness by +10 permanently. If the mutant is wounded in melee the attacker takes 1d5 wounds ignoring armor, 1d10 if the
attacker is wearing metal armor.
Breathes Fire
The mutant is able to breathe fire once per turn as a Half Action using the stats of a Hand Flamer, this causes Fear 0 when
revealed
Brightly Patterned Skin
The mutant's skin becomes brightly colored, with clashing or contrasting stripes, spots, or other. Choose two or more contrasting
colors or use the colors and shades of the appropriate Chaos Power and consult the table below for the pattern
1
Singe color spots
2
Muti-color polka dots
3
Single/Multi-color squares
4
Dark zebra-like stripes
5
Multiple color lozenges
6
Zigzag stripes
7
Tiger Stripes
8
Disruptive 'camouflage patterns'
9
Body vertical divided into two equal halves each of a different color
10
Roll 1d5 times and combine the results in the most outrageous manner possible.
Bulging Eyes
The mutant's eyes become large and frog-like. These uncanny protuberances give the mutant a bizarre appearance but have no
effect on its stats. Adjust Fellowship by -10 permanently.
Burning Body
The mutant's body is wreathed in the flickering tongues of hellish flames, and burns with an unnatural light. Adjust Fellowship
by -20 permanently. The hell-born fire causes damage as a Hand Flamer to any target that strikes it in melee or even simply touches it.
Only specially made or chaos granted equipment may be used. The mutant gains the Fear 2 trait.
Chaos Lord
If the mutant a servant of chaos it has been blessed by its patron Chaos Power otherwise treat as a Chaos Spawn result as the
Chaos Power punishes you. The mutant gains the Fear 2 trait and two rolls on the Retinue table.
There is a 50% chance of gaining each of the following items, roll 1d10 for each, on a 6 or more the mutant gets it.
A suit of Chaos Armor
One Psyker level unless it is a follower of Khorne then they get a Fleshhoundand a Collar of Khorne
A further 1d5 chaos attributes.
A Deamon Weapon
Permanent +20 Weapon Skill
Permanent +20 Ballistic Skill
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Permanent +20 Strength


Permanent +20 Toughness
Permanent +20 Intelligence
Permanent +20 Perception
Permanent +20 Willpower
Dark Sight trait
Demonic Presence trait
Retinue Table, roll 1d100
1 30
1d10 Cult Initiates
31 - 35
1d10 Cult Fanatics
36 - 38
Cult Magus
39 - 41
1d10 Dregs
42 - 46
1d5+1 Skulkers
47 - 51
Heretek with Gun Servitor
52 - 53
1d5-1 Nightwings
54 - 73
1d5 Mutants
74 - 78
1d5 Mutant Abomination
79 - 80
Mutant Abomination with a Bulls head mutation
81 - 82
Mutant Abomination with Unnatural Strength (2) trait.
83 - 87
1d5-1 Heavies
88 - 92
1d5 Sabre-Wolves
93
Mutant Abomination with Regeneration trait
94
Witch
95 - 99
1d10 Wolves
100
Dissolute Noble
Chaos Spawn
The mutant gains up to 6 additional Chaos attributes, and becomes a Chaos Spawn. A PC can ignore this result and re-roll
otherwise roll 6 times on this chart ignoring this result.
Chaos Were
The mutant becomes a Chaos Were; it now has two forms and is also subject to Frenzy. Generate a random Indigen creature
using the 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 Skill
modifier to hit the target. Adjust Fellowship by -10 permanently.
Cloven Hooves
he mutant has cloven hooves Adjust Fellowship by -10 permanently. This change is otherwise cosmetic though shoes will have
to be specially made.
Cowardice
The mutant becomes extremely cowardly and must pass a Challenging (+0) Willpower test before entering combat.
Crest
The mutant's head is adorned with a crest. This can be bird-like, a feathered crest, or a reptilian membrane. Adjust Fellowship by
-10 permanently. This change is otherwise cosmetic although helmets will have to be specially made.
Crossbreed
The mutant's entire frame changes and it becomes a hybrid creature, a mixture of two species.
Roll a 4d10 to determine the creature that the mutant merges with.
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21

Astropath
Beast of Burden, Cow
Beast of Burden, Elephant
Beast of Burden, Horse
Beast of Burden, Ox
Brain Leaf Plant, Immature
Brain Leaf Plant, Mature
Brain Leaft Plant, Ancient
Combat Servitor
Cult Magus
Dusk Stalker
Ferocious Creature, Alligator
Ferocious Creature, Hunting Hound
Ferocious Creature, Tiger
Ferocious Creature, Warhound
Ferocious Creature, Wild Boar
Flying Creature, Bat
Flying Creature, Dragonfly

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22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40

Roll

Flying Creature, Eagle


Flying Creature, Pterodactyl
Grox
Gun Servitor
Nightwing
Sabre-Wolf
Saurian Carnosaur
Slaugth (GM's kit)
Slithering Creature, Constricting Snake
Slithering Creature, Leech
Slithering Creature, Poisonous Snake
Slithering Creature, Slug
Slithering Creature, Snail Slug
Walking Creature, Goat
Walking Creature, House Cat
Walking Creature, Rat
Walking Creature, Spider
Walking Creature, Turtle
Witch

The Profile of the newly hybrid mutant is an average of the 'old' mutant and the randomly determined creature. Pairs of
characteristics are added together and divided by two. The results are then rounded down to the nearest whole number.
Its physical form also changes to a mixture of its 'parent' creatures. Roll 1d10 and consult the table below for the mutant's head,
upper body, lower body, each pair of arms, and each pair of legs individually. The table below indicates which of its two 'parents' the
hybrid mutant resembles in that body part.
13

Mutant Parent
The mutant's current form is dominant in this body area but it gains some of the features associated with the creature parent; eg a
mutant-eagle crossbreed retains a human head, although this is beaked, or a mutant-Orkcrossbreed retains its general form but its skin
becomes green.
47

Compromise
The mutant develops an appearance that is a mixture of its two parents; eg a mutant-spider crossbreed gains a set of mandibles
on a furry head but retains a 'normal' pair of eyes and a nose.
9 10

Creature Parent
The hybrid develops the appearance of its creature 'parent' in this area; eg when crossbreeding with a warhorse the mutant's legs
become equine and hairy.
As far as possible without creating rules contradictions the mutant is subject to any special rules that applied to its 'parent'
creatures. This general principle may have to be modified if the mutant's Final physical form does not conform to the creature's special
rules; eg a Gun Servitor without a Gun arm doesn't have the servitors weapon.
Crown of Flesh
The mutant develops a ring of fleshy protuberances around his head. Adjust Fellowship by -10 permanently. This change is
otherwise cosmetic although helmets will have to be specially made.
Crystalline Body
The mutant's body changes into a single living crystal. This is tough, but easily shattered. Increase Toughness by total Wounds,
Wounds then become zero. Adjust Fellowship by -20 permanently
Dimensional Instability
The mutant is subject to instability and exposure to a Gellar field, such as a Warp ship uses, causes the mutant to go catatonic.
Duplication
The mutant splits into two entirely separate, but initially identical beings.
Elastic Limbs
The mutant can stretch out its limbs at will up to 15 yards.
Enormously Fat
The mutant becomes enormously fat and bloated, this change is cosmetic.
Enormous Noise
The mutant periodically produces a deafening sound, a wild manic laugh, a mighty (and disgusting) breaking of wind, a crazed
scream or wail, or any other noise you devise. The mutant gains the Feedback Screech talent.
Evil Eye
The mutant's gaze can place a curse on any creature which meets it. If a target fails an Easy (+20) Willpower test the mutant
causes a -10 modifier to all tests for a number of rounds equal to the mutants WB.
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6/18

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Roll

Extra Joints
The mutant develops extra joints in one or more of its limbs. The usually take the form of extra elbows or knows.
14
Arms, adjust Agility by +10 permanently
57
Legs, calculate speed as though AB were one higher.
9 - 10
Both arms and legs, adjust Agility by +10 permanently and calculate speed as if AB were one higher.
Extremely Thin
The mutant becomes a matchstick figure, impossibly thing and gangling. Adjust Toughness by -10 permanently. This change is
otherwise cosmetic.
Eyestalks
The mutant has stalked eyes, similar to a crab. Adjust Fellowship by -10 permanently. Any strike to the head has a 10% chance
of severing an eyestalk and doing nothing else.
Fangs
The mutant grows huge fangs. Adjust Fellowship by -10 permanently; the mutants bite now does 1d10 +SB with 1 Pen.
Fast
The mutant develops a remarkable turn of speed using its feet, wheels, tentacles, hooves, or other strange motive apparatus. The
mutant moves as if 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 and
body. Adjust Fellowship by -10 permanently, this change is otherwise cosmetic.
Featureless Face
The mutant's facial features disappear, leaving an entirely blank face. Despite the lack of features, the mutant's senses are
unimpaired. Food is directly absorbed through the skin. Adjust Fellowship by -20 permanently, this change is otherwise cosmetic.
Fits
The mutant may suffer from fits whenever it is in the presence of anything that causes fear or it has a phobia about and may
make an Ordinary (+10) Willpower test to resist, repeat every turn the fear causing object is visible. A failed test means the mutant
drops to the ground twitching and frothing as the fit takes hold and the mutant can take no actions. Another test is required before the
mutant can act normally.
Flaming Skull Face
The mutant's head becomes a fleshless skull, surrounded by hellish flames which does damage as a Hand Flamer to things
touched. Adjust Fellowship by -20 permanently.
Furry
The mutant's body grows a covering of long, dense, fur. If the mutant is naturally furry its features and shape are completely
obscured by the mass of hair. Adjust Fellowship by -10 permanently, this change is otherwise cosmetic
GM's Choice
Re-roll if you have no GM handy.
Growth
The mutant grows 1 to 3 times its original size categories.
16
One size bigger
7-9
Two sizes bigger
10
Three sizes bigger
Refer 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 an
extremely unnatural appearance. Adjust Fellowship by -20 permanently, hits to the head Miss while Body hits have a 50% chance of
being Head hits instead.
Hideous Appearance
The mutant's appearance changes for the worse and it becomes indescribably terrifying, an eldritch and sanity blasting horror
that washes away any tenuous hand on reality possessed by those who are unlucky enough to see it. In short, the mutant is vile beyond
all moral comprehension.
The mutant gains the Fear 3 trait and adjusts Fellowship by -30 permanently
Hopper
One of the mutant's legs becomes big and powerful while the rest waste away to nothing. The mutant may move only by
hopping. The mutants movement is made though it's AB were one less but it can jump as if it's AB were two higher. Adjust Fellowship
by -10 permanently
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7/18

16/11/2014

Roll

Horns
The mutant's head grows horns and it can now attempt to gore people in melee as a half action. Horns do 1d10+SB 1 Pen.
Helmets will have to be specially made adjust Fellowship by -10 permanently
Horrible Stench
The mutant emits a terrible smell, a combination of halitosis, flatulence, and unwashed flesh that is without equal. An Easy
Toughness test is required or become nauseated. Modify Fellowship by -20 permanently
Huge Head
The mutant has an unnaturally huge head. Adjust Intelligence by +10, Fellowship and Perception by -10 permanently.
Hunchback
The mutant has a grossly hunched and twisted back. While this looks grotesque it is mostly cosmetic.
Adjust Fellowship by -10 permanently, armor must be specially made
Hypnotic Gaze
The mutant may fix its gaze on one opponent and fix them in place. If the target fails a Routine (+20) Willpower check they can
take no actions that turn.
Illusion of Normality
The mutant appears to be a completely normal member of its original species or race. Only when melee combat commences is its
true nature revealed. It is then, for example, that any fear effects come into play. All mutations are obscured until the mutant takes a
combat action where they are revealed.
Invisibility
The mutant can become invisible as a half action; the mutant must become visible to attack.
Iron Hard Skin
The mutant's skin is covered in tiny overlapping iron and steel scales attached to one another by rivets marked with the rune of
the mutant's patron Chaos Power, if any. Adjust Toughness by +10 and Fellowship by -10 permanently.
Irrational Fear
The mutant is subject to fear of one or more things, without any readily apparent reason.
Quantity of things feared.
14
One
5-8
1d5-1
9 10
1d10-4
Extent of Fear
1-6
Mild fear
78
Severe fear
9 10
Acute fear
Thing or things feared
1 - 30
Xenos
31 - 37
Humans
38 - 45
Eldar
46 - 53
Dwarves
53 - 57
Anything larger then himself
58 68
'good' creatures
69 - 78
Psykers, sanctioned or otherwise.
79 - 80
Obvious Mutants
81 - 82
Orks
83 - 84
Winged Creatures
85 - 89
Items/Creatures of a particular color
95 - 96
Loud Noises
97 - 98
Reptiles
99 - 100
Insects
Irrational Hatred
The mutant hates one or more things, to the exclusion of all other emotions about those objects. The mutant gains the Talent Hatred for
those things.
Quantity of things hated.
1 - 4 One
5 - 8 1d5 - 1
9 - 10 1d10 - 4
Thing or things hated
1 30
Xenos
31 - 37
Humans
38 - 45
Eldar
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46 - 53
53 - 57
58 - 68
69 - 78
79 - 80
81 - 82
83 - 84
85 - 89
95 - 96
97 - 98
99 - 100

Roll

Dwarves
Anything larger then himself
'good' creatures
Psykers, sanctioned or otherwise.
Obvious Mutants
Orks
Winged Creatures
Items/Creatures of a particular color
Loud Noises
Reptiles
Insects

Levitation
The mutant may levitate at will. Roll 1d10
1-8
The mutant gains the Maglev Grace Talent
9 - 10
The mutant gains the Maglev Transcendence Talent
Limb Loss
The mutant loses one or more limbs.
1-2
Both arms
3-4
Both legs
5-7
One arm
8 - 10
One leg.
Limb Transference
One or more parts of the mutant's anatomy have been move to new locations.
Roll to determine how many parts have been moved.
1-4
One
5
Two
6
1d5 - 1
Roll 1d10 to determine which parts are affected
1-2
Head
3
Eyes
4
Mouth
5-7
Arm/hand
8 - 10
Leg/foot
Roll 1d10 to determine where they are moved to.
1
Head
2
Chest
3
Back
4
Stomach
5
Hip
6
Groin
7
Elbow
8
Knee
9
Hand
10
Foot
Long Legs
The mutant has exceptional long legs. Armor will have to be especially made and the mutant moves as if their AB were one
higher.
Long Neck
The mutant has a long giraffe-like neck. This attribute only affects the mutant's appearance and is otherwise cosmetic unless the
mutant needs to see over a tall hedge
Long Nose
The mutant has a long, protruding nose or snout. The mutant gets +10 to Perception tests relating to smell.
Long Spines
The mutant has long spines or spikes growing from its body. Roll 1d5, on a 1 the spikes are poisonous and have the Toxic trait.
The spines count as a melee weapon and do 1d10+SB with 1 Pen in Melee. Armor must be specially made, adjust Fellowship by -10
permanently
Mace Tail
The mutant has a long flexible tail with a mace-like bony tip, similar to a Firmir or a Dinosaur.
Treat as a limb with an irremovable mace. Adjust Fellowship by -10 permanently
Magician
The mutant has limited Psychic powers. The mutant picks one minor psychic power from table 6-4 in the main rule book.
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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 body
sprouts from the mutant's forehead or crown. This manikin torso is perfect in every detail, with its own arms, head, and face. This
miniature torso and head do all the talking for the mutant, and the lower mouth in the atrophied face is used only for eating. Further
facial attributes can be applied to the manikin or the mutant's atrophied face as appropriate. 25% of head hits are on the manikin which
has 10% of the 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 1d10
and consult the chart.
15
Completely Mechanical
The Mutant gains the traits Armor Plate, Machine (4), Dark Sight, Unnatural Intelligence (2), Unnatural Strength (2) and Natural
Weapon. Modify Fellowship by -20 permanently. The mutant now can not heal damage and must be repaired. Roll on the chart for legs
below.
6 10

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

Roll 1d10 to see which parts


1
Head, the mutant has a 1d10+SB bite
2
Body, the mutant gains the Armor Plated trait
35
Arms, the mutant gains the Unnatural Strength (2) trait
6 - 7 Hands The mutant gains the Unnatural Agility (2) trait
8 - 10 Legs
For legs roll d6 and check next chart
1-3
Legs, simple replacement of Good Quality bionics.
4
Wheels , the mutant gains 4 wheels. Combat Speed 15/45/90/135/180. Narrative speed 65 kmph / 125 kmph Handling
(Drive(Ground Vehicle) ) +0
5
Hoverer, the mutant gains Hoverer(4) trait and its legs are replaced with thrust nozzles.
6
Tracked, the mutants legs and hips are replaced by a tracked assembly. Narrative Speed: 35 kmph/70 kmph. Combat
speed 10/25/50/75/100 Handling Modifier (Drive(Ground Vehicle): 0
Mercreature
Instead of legs the mutant has a scaly fishlike tail. It also has gills as well as lungs, and can breath underwater. The mutant is also
able to swill exceptionally well. The mutant gets a +20 to Swim tests and can breath underwater indefinitely
Metal Body
The mutant is made of living metal - a marvelous contrivance of gold, steel, and silver. The mutant is immune to fire and cold
based attacks and takes double damage from electrical damage. The mutant gains +10 Toughness and the Armor Plated trait.
Mindless
The mutant becomes a total automaton, obeying every command of whoever holds sway over it.
Intelligence becomes 0 permanently
Moronic
The mutants mind shrinks and it becomes a moron, divide intelligence by half permanently
Multiple Arms
The mutant grows extra arms. Adjust Fellowship by -10 permanently Roll 1d10 and consult the chart.
14
One
5-8
Two
9
Three
10
Four
Multiple Heads
The mutant grows one or more extra heads. Adjust Fellowship by -20 permanently
Roll 1d5
1-4
One
5
Two
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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 3
meters of any enemy on 1d10 roll more than 8 the mutant splits in to 1d5 smaller fragments. Divide strength and wounds as equally
among the fragments as possible. At the end of 1d5+1 rounds the fragments recombine, the mutant has wounds equal to the total
remaining among the fragments.
One Eye
The mutant's eyes merge one a single huge eyeball, like that of a Cyclopes. Divide Ballistic Skill by half permanently; adjust
Fellowship by -10 permanently
Overgrown Body Part
Part of the mutant's body becomes huge and overgrown. Roll 1d5-2, minimum of 1, to determine severity of overgrowth and
reduce Fellowship by 5 for every point, next Roll 1d10-4 to determine body part affected.
1 Arms
1 Adjust Strength by +5 and -5 Agility permanently
2 Adjust Strength by +10 and -10 Agility permanently
3 Adjust Strength by +15 and -15 Agility permanently
2 Legs
1 Add +1 to base movement
2 Add +2 to base movement
3 Add +3 to base movement
3 Head
1 Adjust Intelligence by +5 permanently
2 Adjust Intelligence by +5 permanently
3 Adjust Intelligence by +5 permanently
4 Hands
1 Adjust Strength by +1 and -1 Agility permanently
2 Adjust Strength by +3 and -3 Agility permanently
3 Adjust Strength by +5 and -5 Agility permanently
5 Feet
1 Adjust initiative rolls by -1.
2 Adjust Agility by -1 and Initiative rolls by -2 permanently
3 Adjust Agility by -2 and Initiative rolls by -2 permanently
6 Torso
1 Adjust Strength and Toughness by +5 permanently
2 Adjust Strength and Toughness by +10 permanently and adjust Initiative rolls and base speed by -1
3 Adjust Strength and Toughness by +20 permanently and adjust Initiative rolls and base speed by -2
Pin Head
The mutant has a tiny head, out of all proportion to the size of its body. Divide intelligence by half permanently, adjust
Fellowship by -10 permanently, helmets must be specially made
Plague Bearer
The mutant carries some form of hideous Chaos-tainted disease. Followers of Nurgle with this attribute automatically have
Nurgle's Rot. Adjust Fellowship by -20 permanently
1
The Shakes
The mutant is afflicted with terrible and uncontrollable shaking fits, to the extent that it can no longer control its muscles and limbs
properly. Adjust Weapon skill by -10 permanently.
2 3 Eye Rot
The mutant's eyes swell and distend, growing large and bulbous with retained fluid, Ballistic Skill is modified by -10 permanently,
4 5 Creeping Buboes
The mutant's limbs are covered in foul and ulcerous open sores which restrict movement and cause great discomfort Movement is
calculated as if AB were 2 less, minimum of Zero.
6 7 Bone Ague
The mutant's bone structure changes, growing enormously in places and withering to nothing in others. The mutant's form is twisted and
distorted as a result. Adjust Strength and Toughness by -10 each permanently
8 9 Grey Fever
The mutant's brain is seized by a strange wasting fever, which brings hallucinations, premature senility, and dementia. Reduce
Intelligence and Willpower by 5 each permanently.
10
Green Pox
The mutant develops hideous green spots over its entire body, and grows thinner as the pox takes its toll. Reduce Wounds by 2
permanently
Whenever the mutant hits something in melee it must make an Ordinary (+10) Toughness test or immediately contract the
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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 a
leap of a distance equal to half its maximum distance and up to 2 meters tall. A mutant with the Birds Feet mutation can make a claw
attack (1d10+SB) as a free action if it jumps over an opponent.
Prehensile Tail
The mutant grows a prehensile tail, or a tail with a hand on the end. The tail can be used to carry and use a weapon or shield.
Adjust Fellowship by -10 permanently
Pseudo-Deamonhood
The mutant changes to have the physical appearance (but not necessarily any of the powers) of an archetypal Daemon. Adjust
Fellowship by -20 permanently. The mutant gains Fear 1, grows to 1 1/2 times its original size, and develops wings, horns, and a tail.
The 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 be
specially made.
Psychic Immunity
Psychic powers have no direct effect on this mutant. Will automatically pass any test needed to resist a psychic power that
allows a save, this is not optional.
Psychic Resistant
The mutant has significant resistant to Psychic powers. The mutant gains +10 Willpower vs. psychic tests.
Puny
The 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 two
arms, only two of them change. The rest are unaffected. If a mutant has more than four legs only two of them are affected. A mutant can
very well end up with no arms as a result. Adjust Fellowship by -20 permanently
Rapid Regeneration
The mutant can recover very rapidly from injuries received in battle.Test Challenging (+0) Toughness for each would each
round, on a success that wound is restored. This ability is lost at death.
Razor Sharp Claws
The mutant grows long, sharp claws on its hands, tentacles, or paws. The mutants unarmed strikes now do 1d5+SB R with Pen
2.
Rearranged Face
The mutant's facial features are rearranged. Its eyes and mouth are swapped, its whole face is turned upside down, the features
are twisted vertically, the eyes and ears are swapped or any other combination you care to invent. Adjust Fellowship by -10 permanently
and the mutant gains Fear 1
Regeneration
The mutant has the ability to recover to wounds received in battle. The mutant gains the Regeneration trait
Resilient
The mutant is very resilient, capable of shrugging off blows that would fell a lesser being. The mutant gains the Unnatural
Toughness (2) trait.
Rotting flesh
The mutants flesh is rotting and putrid, hanging from its frame in disgusting tatters. Every so often a leprous gobbet of diseased
flesh drops off, exposing the newly-pestilent areas beneath. The unfortunate creature spreads a noxious odor in its wake and attracts an
audience of hungry flies. The mutant gains Fear 1, adjust Fellowship by -20 permanently. The changes are otherwise cosmetic.
Scaly skin
The mutant's skin becomes leathery, scaled, and reptilian. Increase Toughness by 10 and Fellowship by -10 permanently.
Scorpion Tail
The mutant grows a scorpion-like segmented tail that curves above its head. Adjust Fellowship by -10 permanently. Roll 1d10 to
determine if the tail is poisonous. The tail does 1d10+2. in melee.
14
Non-poisonous, attack to front and sides only.
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Roll

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
18
9 - 10

The mutants body shrinks to between a half and a quarter of its original size. The mutant loses one or two size Ranks. Roll 1d10
Loses one size
Two sizes.

Siamese Twin
The mutant becomes two separate entities joined by flesh, gristle, and bone. Adjust Fellowship by -20 permanently. Movement
is calculated as if the mutant's AB were one lower than it is. Each creature has its own profile. From now on determine new Chaos
attributes separately for each 'half' of the mutant. While each twin has its own wound total, if either of them is killed, both die. If a
second Siamese Twin result is rolled they become triplets and so on.
Roll 1d10 to see how they are attached.
15
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 serious
situation the character suffers from -10 Fellowship and +10 if they are trying to amuse or otherwise entertain.
Silly Walk
The mutant develops an extremely odd method of waking, taking ridiculously short steps, several steps forward and back, in a
single stride, hopping on the spot between steps or whatever. Movement is calculated as of the mutant's AB were one lower than it is. A
+10 bonus is give to any attempt at entertainment.
Skull Face
The flesh of the mutant's face dissolves, leaving a skull. While this mutation presents a horrifying appearance it is otherwise
cosmetic. The mutant gains Fear 1 and adjusts Fellowship by -20 permanently
Snake Tail
The mutant grows a tail which ends in a snake's head. There is a 50% chance the snakes bite is poisonous Adjust Fellowship by
-10 permanently. The snake does 1d10-2 with 2 Pen and Toxic.
Spits Acid
The mutant may spit acid. As a half action the mutant may spit acid doing 1d5 damage when it hits and 1d5 the round after.
Strong
The mutant is endowed with Herculean strength and gains the Unnatural Strength (2) trait
Suckers
The mutant's limbs and body become covered in powerful suckers. The mutant gains +10 to grappling checks and Adjust
Fellowship by -10 permanently
Tail
The mutant grows a tail, this change is mostly cosmetic but armor must be specially made
Adjust Fellowship by -10 permanently.
Technology
The mutant is granted an arcane and mysterious weapon from the dark age of technology. The weapon is bonded to the mutants
flesh in place of a hand. The skill to operate the weapons is also gifted. The technology gained is powered by the dark energies of chaos
and never needs ammunition and is always loaded no matter how often it is fired. Adjust Fellowship by -10 permanently
Consult the tables below to see how many dice to roll depending on the mutants Chaos patron.
Champion of Khorne
18
Roll 1d100 + 5d10
9 - 10
Roll 1d100 only.
Champion of Slaanesh
16
Roll 1d100 - 4d10
7 10
Roll 1d100
Champions of Tzeentch
1-2
Roll 1d100 plus 5d10
3-8
Roll 1d100 only
9 - 10
Roll 1d100 minus 4d10
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Champions of Nurgle or non chaos agents roll 1d100.


-35 - or less
-34 - -32
-31 - -30
-29 - -28
-27 - -26
-25 - -24
-23 - -18
-17 - -16
-15 - -14
-13 - -10
-9 - -5
-4 - -3
-2 - 0
1-5
6-7
8 - 12
13 - 15
16 - 19
20 - 25
26 - 32
33 - 35
36 40
41 - 43
44 - 69
70 - 73
74 77
78 - 81
82 - 86
87 - 88
89 - 90
91 - 92
93 - 94
95 - 96
97 - 98
99 - 100
101 - 109
110 - 118
119 - 121
122 - 124
125 - 130
131 - 133
134 - 136
137 - 139
140 - 143
144 - 146
147 - ~

Force Sword
Force Rod
Jokaero Needler
Jokaero Laser
Jokaero Flamer
Heavy Webber
Neuro Disruptor
Webber
Flintlock Pistol
Laspistol
Needle Pistol
Musket
Needle Rifle
Autopistol
Sawn-off Shotgun
Shotgun
Stub Gun
Auto-gun
Lasgun
Bolt Pistol
Graviton Gun
Hand flamer
Plasma Pistol
Bolter
Flamer
Shuriken Pistol
Shuriken Catapult
Chainsword
Power Axe
Melta Gun
Power Sword
Heavy Stubber
Plasma Gun
Power Glove
Heavy Bolter
RPG Launcher
Auto Cannon
Multi-laser
D-Cannon
Conversion Beamer
Jokaeo Needler
Jokaero Laser
Jokearo Flamer
Multi-Melta
Plasma Cannon
MP Lascannon

Telekinesis
The mutant has the ability to manipulate inanimate objects with the power of its mind alone. The mutant gains the use of the
Telekinesis power without having to roll a psychic test.
Teleport
The mutant can teleport itself and possibly others from one location to another. On a 1 or a 2 the mutant can teleport others in
addition to itself, otherwise it can only teleport itself. If the mutant is capable and wants to take someone along they must be within 2
meters. A Routine (+10) Willpower test is needed if the target wants to resist the teleport. The mutant can not teleport into a solid object,
into the air, or someplace it can not see and it takes a full round action to attempt a teleport. Every teleport roll 2d10 add them together
and multiply it times 10, this is the percentage of the desired distance the mutant teleported. A result over 100 is unused excess but a 200
is a critical failure and the teleported person goes 200+m in a random direction.
Temporal Instability
The mutant's position in time grows unstable and it may, at times, 'slip sideways' in time to another, parallel time stream. Roll
1d10 to determine how much control the mutant has over this ability.
18
Involuntary
In times of stress, such as combat, the mutant may slip 1d5 rounds into the future. A Difficult (-10) Willpower test is needed to
resist.
9 10
Voluntary
The mutant can initiate the slip to 1d5 rounds into the future with a Ordinary (+10) Willpower test, plus or minus one round as
they see fit.
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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 fine
manipulation. If the mutant only has tentacles all fine manipulations are at an additional -20. Adjust Fellowship by -10
permanently Roll 1d5 to determine how many arms are affected.
1-2
One arm is affected.
3-4
d5-2 arms are affected
5
All arms are affected
Transparent skin
The mutant's skin becomes completely transparent, revealing its inner structure - bones, organs, muscles, sinews, digestive
system, for all to see. This is extremely bizarre. The mutant gains Fear 1, adjust Fellowship by -20 permanently
Uncanny Resemblance
The mutant's facial features and, to whatever extent is practical, the rest of its physical characteristics resemble a member of your
gaming group, some other associate or relative. This is completely cosmetic.
Uncontrollable Flatulence
One of the mutant's bodily orifices emits clouds of gas, Adjust Fellowship by -20 permanently. Roll 1d10 to check type of gas.
12
Poison smoke doing 1d10 Toxic damage.
34
Paralyzing anyone in the cloud must pass an Ordinary (+10) Toughness test or be unable to move.
56
Noxious anyone in the cloud must pass an Ordinary (+10) Toughness test or spend the round retching and vomiting.
78
Oily Smoke, -10 to tests shooting through it.
9 10
Crazy as a Hallucinogen grenade
Vampire
The mutant's metabolism changes so that it can no longer survive without a regular intake of warm, fresh blood. The mutant's
appearance gradually becomes pale and cadaverous and its temperature drops to a sepulchral chill and it gains the Vampiric trait.
Vividly Colored Skin
The mutant's skin or pelt turns an exceptionally vivid color. This is often a color associated with the mutant's Chaos Power
(brazen red for Khorn, pastel and electric shades for Slaanesh, swamp-green for Nurgle, and an ever-changing iridescence for Tzeentch)
but need not be so. Bright purples, pinks, oranges, and electric greens and blues are all possible.
This causes a -10 to hide checks and adjust Fellowship by -10 permanently
Walking Head
The mutant's body atrophies and withers to nothing, while its head expands to several times its original size. The mutants limbs
also shift position, becoming attached directly to the head and the vestigial neck. Armor must be specially made, all hits to the body
count as hits to the head and adjust Fellowship by -20 permanently
Warp Frenzy
The mutant become subject to Frenzy of a particularly virulent type, when it becomes frenzied it gains 1d10+1 Chaos attributes
during the duration of the frenzy. These may be rolled every time or saved from time to time
Warty Skin
Every inch of the mutant's body is covered in repulsive warts. Adjust Toughness by +10 and Fellowship by -10 permanently
Weapon Master
The mutant gains an innate understanding of how to use weapons to the best effect in the service of Chaos. Add +10 to either
Weapon or Ballistic skill.
Wings
The mutant grows a pair of wings. Adjust Fellowship by -10 permanently and roll 1d10 to determine size of wings.
Small wings - Can not fly
Medium - the mutant gets the trait Flight 1
Large the mutant gets the trait Flight 2

14
57
8 10

Zoological
One or more parts of the mutant's body change into the corresponding parts of some animal. Adjust Fellowship by -20
permanently and Roll 1d100 to determine how many parts of the mutant's body undergo this startling change. In some cases the
resulting mutations will duplicate the effects of another entry on this table such as Bird Feet or Scorpion Tail, use the rules for that
mutation if applicable.
01 07
08 10
11 13
14 - 16
17 23
24 26
27 29
30 36
37 43
44 46

Head
Torso and Arms
Torso and Head
Torso, Head and Arms
Face
Lower Body and Legs
Pair of legs
One leg
Foot
Tow

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47 49
50 56
75 63
64 66
76 73
74 76
77 93
94 90
91 93
94 - 100

Roll

Pair of arms
One arm
Hand
Fingers
Mouth
Nose
Eye
Pair of eyes
Ear
Tail (If the mutant has no tail, it gains one now.)

Roll 1d100 to determine the 'donor' species that provides the replacement part for the mutant's body. (only a single roll is made, even if
several body parts are being replaced)
1
2-5
6 - 10
11 - 15
16
17 - 20
21 - 25
26 - 27
28 - 35
36 - 37
38 - 40
41 - 42
43 - 50
51 - 55
56 - 57
58 - 59
60 - 61
62 - 65
66 - 75
76 - 77
78
79 - 90
91
92
93 - 97
98
99
100

Ant
Ape
Bat
Bear
Beetle
Boar
Bull
Deer
Dog/Wolf
Dragon
Eagle
Frog
Horse
Lion
Lizard
Octopus
Owl
Rabbit
Rat
Raven
Scorpion
Sheep/Goat
Snake
Spider
Tiger
Toad
Warthog
Weasel

Invent your own.


Re-roll or make your own, I recommend 'Godhood'
Traits
Frenzy
While frenzied the mutant can not use any skills that require concentration and enjoys a +10 Toughness, a +10 Weapon Skill,
+10 Strength, can ignore the -10 modifier from Fatigue but can not make use of ranged weapons, psychic powers, or talents. The mutant
will be frenzied for one round per point of Toughness Bonus and will suffer one fatigue per round until they collapse. The mutant may
frenzy as a free action.
Jokaero Digital Weapon
An amazing example of Xenos technology, the weapon works exactly as a normal version but is the size and shape of an ornate
ring. Availability is always Very Rare, Quality is always Best and cost is always 5 times Best quality.
Gravity Manipulation
A successful hit doubles the weight of all equipment on the target per hit up to 4 times, this effect lasts an hour.
Confuse
Target must make a Routine (+10) Willpower test or take only 1/2 actions for 1d5 rounds.
Charge Up
It takes 2 Full rounds to fire this weapon with the shot happening in the end of the 2nd round.
Equipment
Chaos Equipment
Collar of Khorne.
+20 Willpower to resist Psyhic powers.
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Chaos Armor
Locations Covered: All
AP:7, WT 0, Cost ~ , Avail ~
Gives a +10 to all saves made against psychic powers.
The armor is fused to the mutant and not removable. Further results that cause an award of Chaos Armor raise the AP of their current
armor by 1.
Chaos Weapon
A weapon of the mutants choosing with the Warp Weapon trait and aDeamonic Phenomina rolled randomly from table 12-8 in the main
rules.
Force Weapons
Force Weapons have no special properties in the hands of a non-psyker. In the hands of a Psyker they lose the Primitive quality and
gain a bonus to Damage equal to the Psyker's Willpower
Bonus.
Force Swords and Force Axes also gain a bonus to Penetration equal to the Psyker's Willpower
Bonus
Name Type Damage
Pen Special Weight
Cost Availability
Force Sword
Force Axe
Force Rod
Force Staff

Melee
Melee
Melee
Melee

1d10 R 0*
1d10-1 I
1d10-1 I
1d10-1 I

Balanced, Force, Primitive* 3 kg 5000 Very Rare


0*
Force Primitive 4 kg 6000 Very Rare
0*
Force Primitive 2 kg 7000 Very Rare
0*
Balanced, Force, Primitive* 3 kg 10000 Very Rare

Force Rods and Force staffs give a bonus to any Focus Power rolls equal to the wielder's Willpower
Bonus.
Exotic Weapons
Name
Class Range RoF
Dam
Shuriken Pistol Pistol 20m ~/5/10
1d10+4R
2
Shuriken Catapult
Basic 60m ~/10/20
1d10+4R

Pen
100
3

Clip
Full
200

Rld
~
Full

Special
2 kg
~

Wt
250
4 kg

Cost Availability
Rare
500
Rare

Shuriken weapons can be used for semi-autofire as a half action. Eldar versions of the shuriken pistol and catapult have 100 round and
200 round ammunition stacks. They operate by using gravitic or magnetic impulses to fire a barrage of mono edged discs Eldar
weapons are always of Good or Best Quality unless damaged.
Name
Class Range RoF Dam
Pen
Jokaero Needler
As per basic rules plus Jokaero trait
Jokaero Laser
As per basic rules plus Jokaero trait
Jokaero Flamer
As per basic rules plus Jokaero trait
Heavy Webber Heavy 100m S/~/~ ~
0
1
Neuro Disruptor
Pistol 15m S/~/~ ~
0
Rare
Sawn-off Shotgun
Pistol 10m S/~/~ 1d10+4 I
0
Graviton Gun
Pistol 15m S/~/~ 0
0
Rare
Power Glove
Melee ~
~
2d10 + 5 E
6
Rare

Clip

Rld

Special

2Full Blast (10), Snare


~
~
Confuse trait
2
30

2Full
Full

Wt

16 kg 3,800
1.5 kg

Scatter
4kg
60
Gravity Manipulation 1.5kg
Power Field

5 kg

Cost

Availability

Rare
1,500 Very
Common
1,000 Very
5,000 Very

Unnatural Strength(x2)
Auto Cannon
Multi-laser
Rare
D-Cannon
Rare

Heavy 120m S/3/10 1d10+4 I


Heavy 150m S/3/10 1d10+3 E

2
1

100
100

2Full
Full

Accurate, Reliable

Heavy 80m

2Full

Move or Fire

2Full

Special

Conversion Beamer Heavy 40m 2Full Special


Rare
Multi-Melta
Heavy 30m S/~/~ 2d10 + 4 E
Rare
Plasma Cannon Heavy 180m S/2/~ 1d10+6 E
6
Rare

12

10

40

8full

Charge Up
2Full Charge Up
2full
Recharge, Overheat

20 kg
1,000 Scarce
10 kg 500
Very
70 kg
120 kg
12 kg

20 kg 8,000

18,000 Very
20,000 Very
12,000 Very
Very

Conversion beam projector.


They can only be fired if the operator is stationary - the weapon will not work on board a moving vehicle. In order to ensure stability,
troops using beamers are often equipped with special stabilizing boots and ground
claws.
The weapon works by converting matter to energy, creating an energy field to its front. The energy field increases in intensity as the
beam extends further. Initially, the field builds up very slowly - so that troops in the path of the beam can avoid it fairly easily. At its
maximum extent the matter/energy conversion becomes so powerful as to cause a violent explosion. Normally this will be at a range of
80m. However any solid object which is in the path of the beam will feed the energy field causing a premature explosion - and a good
deal of damage!
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Roll

It takes 2 Full rounds to fire with the shot happening in the end of the 2nd round. Damage to the target hit is always Current Wounds +
Armor + Toughness Bonus + 1, if you are hit with this it is not a question of if you are hurt but how bad. Additionally the denser the
target hit the bigger the resulting blast. Because of the slow build up and the weapons sensitivity to movement it is hard it hit a moving
target, usually it is aimed at a dense stationary target and the blast is used to cause secondary damage rather than hit something that
moves. For every round a target has moved previous to being shot adds a +10 to the difficulty of the
shooter.
Distortion Cannon
The Distortion Cannon, also known as the Displacer Cannon, Displacer, D-Cannon, Warp Cannon, or Warper, uses the same
principle as a spacecraft's warpspace drives. The target is 'warped' slightly into hyperspace, and then back again. This occurs in an
uncontrolled fashion, exposing the target to either the vacuum of space or the inferno of the heart of a sun, this automatically kills or
destroys the target once a hit is scored.
The only hope of avoiding the full effect of the weapon is to dive out of the main are before the distort field reaches full intensity. To
represent this, targets which moved in previous turns add a +10 to the difficulty of the guns operator. If a shot missed only due to the
difficulty modifiers of a moving target are still hit but not fully affected and are moved spatially 1d10 meters in a random
direction.
Creatures
Fleshhound
WS 50, BS 0, Str 40, T 35, Ag 40, Int 10, Per 40, WP 40, Fel 10
Movement 4/8/12/24, Wounds 15.
Skills: Awareness (per), Psynisciene (per).
Traits: Deamonic (TB 8), Dark Sight, Deamonic presence, Fear 3, From Beyond, Natural Weapon (Teeth) Demonic Presence: All
creatures within 20 meters take a -10 penalty on Willpower tests. Weapons: Teeth (1d10+4 R, Primitive, Tearing)
Threat rating: Malleus Minoris
Thanks to Rick Priestly for Warhammer 40,000: Rogue Trader, Bryan Ansell, Mike Brunton, and Simon Forrest for Realms of Chaos:
Slaves to Darkness. The Black Industries team for Dark Heresy, Cynical Cat for his Exotic and Force weapon rules, and Jaymon and
The Brothels for proofreading and play testing.

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