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The Pangolin Saloon
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The Ultimate Guide to Attributes, Mutations and Exotic Abilities (Sep 2002) - Compiled by John French

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This doc draws on a number of sources including the Pangolin Saloon, but the largest inspiration was the old Relm of Chaos attribute lists.  Most of the rules that have appeared else where have been changed slightly to make them consistent with the others so that things don't represent similar things in diferent ways or repeat things.  The Whole Project is on going as I constantly add to when I invent new stuff or find good stuff written by others. 

Each of the character features listed has one or more letters in brackets after its title.  These are (A), (DA), (E), (EA), (M), they stand for Attributes, Daemon Attributes, Excuses, Exotic Abilities and Mutations. 

Attributes are usually features of a creatures body but rather than being mutations it is a natural part of that creatures physical make up, of course on other creatures an attribute may be a mutation in which case it will also have an (M) by its title.  Daemonic Attributes are parts of a daemon's
physical presence and are almost purely possessed by daemonic creatures. 

Excuses are colourful and characterful ways of increasing a creature's profiles, in some cases they give no benefit at all but are just characterful.  Exotic Abilities are weird and wonderful traits and skills that a creature may posses, quite often they are physical but not mutations though possibly related to mutations.  Mutations are all manner of bizarre warpings of flesh.  Any of the character features listed may be classified as different things depending on the character type involved.  For example a human that takes 'Fangs' will take it as a mutation while a tyranid would take it as an attribute.  Note: These classifications are meant only to be helpful guidelines and not rigid parameters.

Acid Excretion  (A) (M)
The creature's skin exudes a repulsive and extremely potent acid, which covers his body like a ilm of sweat.  This vile substance does not affect the creature itself; however, anyone or anything else may be affected:

o Any weapon, that is not a power weapon or force weapon, which hits the character has a 10% chance that it will start to dissolve.  Every turn after it will loose D3 points from the maximum damage it can inflict.  If this takes it to or bellow 0, then the weapon is destroyed.  Note: this does not affect how much damage the weapon can do prior to it being destroyed; it simply represents how badly the weapon is melting.
o If a character with Acid Excretion makes an unarmed attack they do an addition D3 damage and any armoured location struck looses D3 of its armour value permanently.
o The mutant may not wear metallic armour or use metallic weapons.
o If faced with steel, or other solid barriers (usually metallic in nature), the creature can dissolve them given time - typically taking 1 turn to penetrate 10cm of steel.

Albino  (A) (M)
The creature is a perfect albino with eerie white skin and glowing red eyes. Such creatures generally suffer from poor eyesight, especially in dim light:
o The character suffers a -10 penalty to its I for all sight based awareness tests under day light conditions and a -20 penalty under bright conditions.
o All range penalties to hit are doubled in day light conditions and tripled in bright conditions (bonuses are unaffected).
o Photon Flash grenades cause stunning for 2D3 Turns as opposed to D3 turns

Alcoholism  (EA)
Before starting each game, the character must take a Wp test. If  the game is part of a campaign, this test has a -10% modifier for each previous game in which the character has passed this test.  If he passes, the character has his normal skills for the length of that game. If he fails, the character loses all skills for the duration of the game (other than those that are innate like Ambidextrous or Spit Acid). However, he gains the Furious Assault and Heroic skills. In addition, he has the
following bonuses/penalties on his characteristics:
o +3D10 Toughness
o +2D6 Nerve
o -3D10 Ballistic Skill
o -2D6 Initiative
o Psychic powers are cast at ½ Willpower.
Note: The negative modifier on the 'Drunk Test' for passing the test in previous games means that even though an alcoholic character can go for a length of time without drinking, they will eventually fall off the wagon. Nice GMs may allow characters to undergo treatment to cure their alcoholism.

Atrophied  (M)
One or more of the character's limbs are withered and feeble.  The effect of this mutation varies depending on the limb affected:
o Arms:  An atrophied arm is at half strength.  This means that overall strength is reduced by a quarter (or halved if both arms are atrophied). 
The Strength of their normal limb is equal to two thirds of their modified Strength value.  For example, if a character had Strength 65, this would normally be split into 33 in each arm (rounded up). A character with an atrophied arm would reduce overall strength by -17 to 48.  The atrophied arm would count as Strength 16 and the other arm as strength 32.
o Legs:  A single atrophied leg reduces all of the character's Movement rates (except crawling) by -1yard and means that the character can not sprint.  If both legs are atrophied the character is affected as for one atrophied leg but also they count moving faster than a walk as a 'Risky Action.'  If they fumble their action roll they will fall over and spend the rest of the turn prone.

Aura of Slaanesh  (DA)
The daemon's form is utterly entrancing and the eyes can no help but linger on its obscene form.  This ability is exactly the same as the 'Entrance' daemon weapon ability.

Aura of Pain  (DA)
This attribute may only be taken by daemonic entities of Slaanesh.  The mere presence of the daemon is enough to cause wounds to re-open and ooze blood.  All mortal models that are within 5 yards of the daemon at the start of the turn must take a T test if they have any damage inflicted to their Damage Total.  If they fail they are stunned for one turn and any location with at least one level of damage start to bleed if they are not already.

Beaked  (A) (M)
The creature has a horny beak similar to that of a bird and as a result:
o The creature may not wear a closed helmet.
o Once per turn the creature may make a free bite attack against a single close combat opponent.  This does not take up any of the creature's actions and counts as an attack with an improvised weapon but with a reach of 0 (the characters must be in base to base contact) and may not be used to parry. 
Note: This bite attack may not be given Venom Sacs.

Beweaponed Extremities  (A) (M)
One or two of the creature's arms or normal manipulative limbs are formed into the shape of clubs, often with spiky nodules or exposed bone.  As opposed to claws or talons these features are large and substantial enough to deflect blows easily and do serious damage.
o Each beweaponed limb has a reach of 3 and does D10 + Strength Bonus and has no parry penalty.
o Each attack that is parried by one of the character's limbs has a 15% chance of adding +D6 to its injury total.  This chance is increased to 30% if the attack parried is a critical hit.
Note: Beweaponed Extremities may be made Razor Sharp.

Big Ears  (M)
This mutation affects the tissue of the ears, which become swollen and prominent. This is rather inconvenient to put it mildly, making it almost impossible to wear a helmet for instance! However, the creature's hearing becomes quite acute, so that the slightest sound can be easily detected. The creature gains +10 to all hearing based awareness tests.

Birds Feet  (A) (M) (E)
The creature suffers from a mutation that leaves the feet clawed and scaled like those of a bird. This confers no advantage or disadvantage but is unattractive and difficult to hide.

Blood Substitution  (A) (M)
The creature's blood is replaced with something entirely different:
o Leeches or Maggots: Whenever the mutant is wounded, a stream of squirming maggots pours out of the wound. Although this is revolting it grants no real beneficial effects.
o Acid: If the creature is wounded, anything within 3 yards has a 50% chance of being sprayed with corrosive blood.  This does D6 points of damage, plus an amount equal to the creature's Toughness divided by 20 (rounded up).  So a Toughness 80 creature will do D6+4 points of damage.  In addition any armour location hit by the acid looses half the damage inflicted from its armour value.  Field and Psychic saves will reduce damage but will obviously not melt away.  Close combat weapons used to inflict damage on the creature will start to dissolve.  Every turn after it will loose D3 points from the maximum damage it can inflict.  If this takes it to or below 0, then the weapon is destroyed.  Note: this does not affect how much damage the weapon can do prior to it being destroyed; it simply represents how badly the weapon is melting
o Protoplasm: Translucent slime oozes from the creature's wounds (increase its Toughness value by 10). Should the creature die, the slime will coalesce into a single mass of protoplasm and will fight anyone it comes across: The Mass has the following profile: WS 30, BS-, S40, T60, I 40, Wp -, Sg 0, Nv-, Ld 0.  To kill it requires a total of 25 points of damage to be inflicted in a single turn.  Flamer weapons do double damage. There is no other way to kill it.  It can move up any surface at normal rate and through any sized gap.  It never needs to take any Wp or Nv tests. The Mass is controlled by the GM.
o Molten Metal: Whenever the mutant is wounded, molten metal jets from the wound (increase the mutant's Toughness value by 10). If the creature is wounded any thing within 3 yards, has 25% chance of being showered with white-hot liquid metal. This does 3D6 damage, plus an amount equal to the creature's Toughness divided by 20 (rounding up). Any location hit by the molten metal has a 25% chance of being set on fire just as with a hit from a flamer.  The molten metal will also ignite any flammable substances within a 3 yards radius of the mutant.
o Electricity: If the creature is wounded, anything within 4 yards has a 25% chance (50% if wearing metal armour) of being lashed with arcs of lightening.  This does D10 points of damage, plus an amount equal to the creature's Toughness divided by 20 (rounded up).  So a Toughness 80 creature will do D10+4 points of damage.  Any character wearing metal armour suffers an additional +D6 Damage.  Field and psychic saves
reduce this damage as normal.  Close combat weapons (except non-metal, shock, daemon, force and power weapons) that are used to inflict damage on a creature with electric blood will conduct a powerful charge to the wielder.  For every full 5 points of damage inflicted the attacker adds +1 to their injury total.  In addition the attacker must pass a Strength test or drop the weapon.
o Note: It is possible to have other blood substitutes or combinations such as having terrifying 'acidic protoplasm' for blood!

Bony Crest  (A) (M)
The creature's skull has abnormal growths across it.  This gives the creature's brain additional protection.  The creature may re-roll Toughness tests to see if it is stunned when hit to the head

Bounding  (A)
The creature covers the ground with bounding leaps. A character with this attribute may make a bound action.  A bound action moves the character 6 yards but also will carry it over objects up to 2 yards high.

Breathe Fire  (A)
The creature can breathe gouts of flame.  This counts as a hand flamer that never runs out of ammunition that is implanted in the creature's head.

Breathe Gas  (A)
The daemon can breathe gas over its enemies.  This counts as a head implanted hand flamer that never runs out and has no damage value; instead the enemies hit must test to resist whatever gas the daemon breathes (see section on toxins and viral agents) every time they are hit.

Bulging Eyes  (A) (M)
This mutant has huge, goggling, frog-like eyes. Aside from looking rather strange, this mutation confers a +10 bonus to I for vision based awareness.

Bug Eyes  (A) (M)
The character has eyes like that of a fly, while these are excellent a detecting movement they have virtually no depth perception.
o The character will become aware of any other character that moves within its field of vision on any roll that is not a 95-100 automatic failure.  This happens automatically even if the 'bug eyed' character was not trying to detect movement.
o The character never suffers to hit modifiers from shooting at a moving target.
o The character always doubles all range penalties (bonuses are unaffected) for shooting and may never aim or make placed shots.

Burning body  (DA) (EA)
The creature's body chemistry is distorted in a very strange and unnatural way, the skin burning constantly.
o A creature with a mutation of this kind is never harmed by flamer weapons or any fire based hit.
o The creature may never be set on fire.
o Any unarmed attack by the creature may set their opponent on fire as per a hit from a flamer.

Camouflage Skin  (A) (M)
The character's skin is coloured and patterned in such a way that it acts as a kind of natural camouflage.  The character has an additional -10 modifier to the enemies I for being seen.  This depends on the type of patterning on the character's skin and the appropriateness of its camouflage to the situation is at the GM's discretion (dark green and brown patterns may offer great camouflage in a jungle but not in a desert).

Chameleonic  (A) (M)
The character's skin responds to its environment; changing colour to blend in and so making the character difficult to see. Awareness tests to see the character suffer double the penalties for the character being in cover, if it is in cover.

Chitinous Hide  (A) (M)
The creature is covered in thick plates of interlocking chitin, providing a hard carapace of natural body armour.  Creatures such as this must regularly she their skin as they grow and thus the thickness of their carapace will wax and wane throughout their lives.  Thus every game the hardness of the carapace will need to be determined.  To represent this roll D3+1 for each location and add this to the armour total on that
location.  Note: Chitinous hide may be combined with any type of armour but note that Pincer Claws (A) (M) use their armour value and do not gain extra armour from this attribute.

Claws  (A) (M)
The character has clawed hands.  Claws count as improvised weapons in any clawed hand except that the creature may hold things in clawed hands.  The character may not parry with claws.  Claws may have
Venom Sacs and be made Razor Sharp.

Cloud of Flies (A) (M)
This condition is especially unpleasant, affecting the skin in such a way that the flesh becomes loose and putrescent. The creature is permanently live off its disgusting hide. The flies not only feed from the semi-liquid mess, but also lay their eggs upon it and maggots can be seen wriggling beneath the skin.  Close combat attacks are at -10 to hit against the creature.  Note: The Daemonic Exotic Ability 'Nurgle's Cloud of Flies' is a more powerful version of this attribute that is listed later.

Cloven Feet  (A) (M) (E)
This is a common Beastman attribute. The creature has feet cloven like those of a goat. In addition, legs are often hairy and sometimes the whole torso may be goat-like.  This attribute has no real effect other than being difficult to conceal.

Crest  (A) (M) (E)
This mutant has a huge crest like that of a bird other than looking strange it has no other effect.

Crystalline Body  (A)
The creature's body appears to be made from a form of living glass. It is tough but flexible.
o The character adds +2 to its Base Injury value.
o The character never bleeds.

Cyclopean  (A) (M)
The character only has a single eye, destroying its depth perception.  The character doubles penalties to hit due to range modifiers (bonuses to hit due to range modifiers are unaffected.

Daemonic  (DA)
Daemons are creatures of the warp, not the material realm, and are bound to the flow and flux of Chaos.  They are fantastical beasts, which do not adhere to the normal laws of physics and nature. Similarly, individuals possessed by daemons gain some of their powers, and some of their weaknesses.  Daemons may have one or more Daemonic Attributes: all those attributes marked as (DA) may only be given to a
creature which is 'Daemonic.'

Dimensional Shifting  (A) (EA)
The creature can alter the molecular structure of its body to become fluid and insubstantial at will.  It can not become completely ghostly and there cannot pass through solid objects, but it can use an action to become thin and insubstantial.  This requires a Wp test and another Wp test at the start of each subsequent turn to maintain.  During this time:
o All awareness test to spot or hear the creature have -50% modifier.
o The creature counts as having a Refractor field over all locations, which does also protect it in close combat.
o All close combat attacks made by the creature do half the rolled damage.
o The creature may not make any ranged attack with a weapon.

Elastic Limbs  (A) (M)
The character can elongate its limbs at will.  The character always counts as having a reach of 4, regardless of weapon type.

Emits Clouds of Gas  (A) (M)
The creature emits noxious gases from orifices on its body.   Each cloud is D3 yards in radius originating from the centre of the character's base.  The creature can emit a single cloud during a turn that it feels threatened.  It also requires a single action that can not be combined with another action. It also requires a successful, unmodified Nv test. The creature may emit Smoke, Hallucinogen, Choke, or Bloodfire.

Enhanced Senses  (A) (M) (EA)
The character is extremely sensitive to all stimuli in its environment and is able to detect even small abnormalities in them. The character may add +30% to its I for any awareness test.

Enormous Flatulence  (A)
This is a singularly embarrassing attribute that affects the digestive system.  Periodically the creature produces an unexpected, involuntary and very loud noise.  There is a 20% chance every turn that the gases have built up sufficiently.  In a tense moment the creature must roll under its Nv to avoid letting rip.  This of course can be heard by other characters up to 20 yards away and make them aware of the flatulent character.

Enormous Mane of Hair  (A) (M)
The creature sports an enormous mane like that of a lion with a great deal of facial hair.  This means that there is 75% chance that a flamer hit to the character's head will set it on fire
.
Enormously Fat  (A)
The creature's metabolism so that it becomes enormously fat and bloated. The character gains +10 T but also -10 I.

Evil Eye  (EA)
This weird mutation enables the creature to make a single gaze action per-turn.  The gaze has a range of 10 yards the character must roll 'to hit' as normal but with not range modifiers.  If hit by the evil eye, a
character's karma will be severely disturbed, suffering a -10 modifier on all shooting and hand-to-hand combat rolls for the rest of the turn.

Exothermic Body  (A)
Unlike mammals some creatures absorb heat from the surrounding environment, basking in the sun's heat to store energy which it uses later.  This makes the creature's strength and endurance vary according
to how much energy it has had a chance to recently absorb.  To represent this, roll a D6 before each game and apply the following modifiers to the creature's profile for that game (they only last for one game). 
1-2: Reduce WS, BS, S, T, I by -D10. 
3-4: No change to profile. 
5-6: Increase WS, BS, S, T, I by +D10.

Extra Joints  (A) (M)
This mutation endows the limbs of the creature with extra joints in its arms or legs. Despite making the individual appear rather odd, this confers no real advantage/disadvantage.

Extremely Thin  (A)
The creature is unnaturally thin and emaciated, bones protrude through skin, and ribs stick out like keys on a piano, eyes bulge comically. Such creatures have their strength reduced by 10 (to a minimum of 10).

Eyestalks  (M)
This mutation deprives the creature of normal eyes, replacing them with stalk eyes like those of a crab. Such creatures cannot wear closed helmets but has an arc of sight of 180 degrees.

Eyes in Back of Head  (M)
The mutant literally has eyes in the back of its head!  The mutant has a 45-degree arc of sight directly behind it in addition to its frontal arc of sight.

Eye of Tzeentch  (DA)
The daemons gaze can see more than just the brightness of a mortal's soul.  Such a gifted daemon can see the past and possible future of a mortal.  If the daemon has line of sight to a character, within
30 yards, it may expend an action to use the Eye of Tzeentch.  If the daemon can pass a Sg test he may learn one secret peace of information about the character (this obviously is at the GM's discretion and might be used in a variety of interesting ways).  This ability only works once per scenario.  This power only works against sentient mortals.

Fangs  (A) (M)
The creature has long, sharp teeth, which it can use to bite its enemies when they are close enough. Once per turn the character may make a free 'bite attack.'  This attack counts as an attack with an improvised weapon that has a reach of 0 (only base to base contact) and may not be used to parry.  The bite action is free and does not use up any of the character's actions.  Venom Sacs (see later) in the mouth may be
used in conjunction with this attribute to produce  'Venomous Fangs.'

Feathered Hide  (A) (M) (E)
This is an attribute that affects the creature's skin. The creature is covered with feathers, often of a garish pattern, and may have vestigial wing membranes between arm and body.

Featureless Face  (M)
This mutation leaves the creature with no facial features at all. Such creatures are blind. They are forced to eat and breathe via an additional orifice.  The following rules apply to the character:
o The character has a BS of 0 and halves its WS.
o It may not speak or become visually aware of other characters.
o Moving over anything that is not flat ground counts as a 'Risky Action.'
o In close combat the character may only 'Attack' and Break Off.'  It may only parry if it passes an Initiative test with a -50 modifier (it can respond to sound or the movement of air to detect an attack).  The character counts as having a reach of 1 regardless of weapons.
o The character has the Exotic Ability: Fearsome.
o Very often a mutant with this mutation will also have the Exotic Ability: Enhanced Senses.

Fortune of Tzeentch  (DA) (EA)
The daemon is granted a particularly fortunate relationship with the streams of possibility.  The daemon may re-roll one of its action dice per turn.

Flames of Tzeentch  (DA)
Flickering, sorceress flames surround the daemon.
o Every time a character makes a close combat attack against the daemon there is a 50% chance of the character being set on fire (see the rules for Flamers in the Core Rules).
o The daemon counts as having a force field that gives D6 protection to all locations.  This does not apply to psychic attacks or attacks by force or daemon weapons.
o The daemon is immune to fire based attacks.

Flea Legs  (A) (M)
The mutant can jump many, many times his or her own body length. For purposes of jumping, the character counts as sprinting before take-off, and also quadruples their strength.

Furry  (A) (M)
The creature's body is covered in long, dense fur. Its features and even general shape are completely obscured.  75% chance of being set on fire by a flamer hit to any location.

Gambler  (EA)
Gamblers are people who seem to have unnatural luck or unnatural bad luck.  No one knows what the origin of this strange ability. There are to sorts of gamblers:  'Successful' and 'Unsuccessful'
"Successful Gamblers' have the following abilities and effects:
o A Successful Gambler will never fail a risky action.
o Those within 6 yards of a Successful Gambler will always fail when making a risky action.

Unsuccessful Gamblers have the following abilities and effects:
o An Unsuccessful Gambler a 10% chance of avoiding a risky action other wise he automatically fails a risky action.
o Those within 6 yards of an Unsuccessful Gambler will always pass when performing a risky action.

Gaze of Slaanesh  (DA)
The daemons eyes can pierce the soul of a mortal and any that gaze into them are left locked in rapture.  Any mortal character who draws a line of sight to the daemon which falls within the daemons field
of vision (45 degree arc to the front) must take an immediate Wp test or loose all their remaining actions for the turn.  If looking at the daemon was part of another action (such as shooting) then the character looses the remaining parts of that action (a character that was looking at the daemon to shoot at it will not shoot).

Gills  (A) (M)
The character has a set of gills!  The character will never drown, and counts as having advanced bionic lungs when faced with gas weapons.

Glittering Flesh  (DA)
This daemonic attribute may only be given to daemons of Slaanesh.  The daemons flesh smoothly flows and glitters with a strange shifting internal light that makes the eye linger and yet not be able to focus.  All ranged attacks against the daemon by mortal beings suffer -20 to hit.  All close combat attacks made against the daemon by mortal beings suffer -10 too hit.  However, another character doubles its chance of
seeing the daemon.

Growth  (A) (M)
Unnatural growth has affected the creature's body, so that it becomes either 1.5 or 2 times larger than normal.  Physical Characteristics are altered as follows.
Growth   WS BS   S   T   I
X1.5 +10   -   +10   -   -10
X2    +10  -   +20   +10  -20
Characters have the Exotic Ability: Fearsome due to their enormous size. The character will have difficulty fitting into normal-sized entrances and may have some difficulty in using equipment and weapons. The GM will have to improvise in situations not covered here.

Headless  (M)
The creature has no visible head; all of its normal cranial organs and functions are accommodated within the torso.  There is no head location on the character any thing that hits the head location misses.  However, any damage taken to the Chest also is counted as damage to the head.  So if a hit that cause two levels of location damage strikes the chest then location damage is counted to both head and chest.  In this
case the character would apply the effects of heavy damage as described on the damage tables for both head and chest (ouch).  Note: A hit to the head/chest is only counted once for the purpose of the Injury Total.

Hopper  (A) (M)
The creature has but a single huge foot, moving along by hopping. This does not affect movement other than making it impossible to scale ladders.  The creature also only has a single leg hit location that has the combined hit location probabilities of two legs.

Horrible Stench  (A) (M)
The character's metabolism is savagely distorted, producing a variety of foetid and unpleasant odours.  The character may be smelt by other characters on a successful Awareness test up to 15 yards away and is
automatically smelt within 10 yards.

Horns  (A) (M)
Bony protuberances curl outwards from the character's head.  The character may use one of his actions in close combat to attempt to smash his horns into his opponent.  This is an attack with a reach of 1 and which cannot be parried; though it may be dodged as normal.  If the head-butt connects it does D3 Damage and automatically stuns the victim for D3 turns regardless of weather any damage is caused.  In addition the
victim must pass a Strength test to avoid dropping whatever he's carrying as his hands fly to his face.

Huge Head  (M)
The creature has a vast, balloon-like head that wobbles ridiculously on top of its narrow, deformed shoulders. 20% of all chest hits, and 10% of all arm hits, actually hit the head instead.

Hunchback  (A) (M)
This mutant has a terrible, conspicuous and ugly hump right in the middle of its back. Although gross and a great inconvenience to its tailor, this mutation in no way affects the creature's fighting prowess.

Hypnotic Gaze  (EA)
This is a very special power that enables a character to transfix an enemy with its eyes.  This may be done once per-turn and costs a single action.  The character may target an enemy who's arc of vision overlaps with it and is within 10 yards.  The target must pass a WP test or become stunned for 1 turn (they remain standing and do not fall prone).

Illusion of Normality  (EA) (M)
This mutation may only be taken by a creature or character, which has a bizarre appearance.  The mutant appears to look very normal, until anyone comes into close contact (base to base) with him. Then the full horror of the mutant becomes apparent.

Imperial Faith  (EA)
The character mutters prayers of protection and is gifted with some protection from evil. The character may spend actions issuing prayers; these are speech actions that can be heard 5 yards away. Each action spent praying incurs a -10% penalty on all Psychic powers being used against the character. This effect lasts until the next turn.

Instinct (EA)
The character has a preternatural sense of when things are about to go pear shaped.  If the character is about to perform an action that is not directly to their benefit, once per game the GM may inform the player that the character thinks that is a bad idea. Note: This applies before actions are rolled but after they are declared so the controlling player can change their mind.

Invisibility  (A)
By some freak of cell structure this creature is invisible. The GM must carefully record the creature's position at all times.  The creature may only be seen by heat sights, psychic vision and similar methods.  If the
creature uses any equipment it can be detected visually but at with a (100 -the equipment's weight) modifier to the test awareness.  Obviously if the character wears full armour then they are no longer invisible.

Immune to Pain  (EA)
The creature does not feel pain.  The daemon has +5 to its System Shock value.

Iron hard skin  (A) (M)
The creature's skin is a hard, impervious surface, inflexible and pitted with age.  This allows the creature to add +5 points of armour to all hit locations, but also must reduce its Initiative by -25.

Lashing Tail  (A) (M)
A creature with a lashing tail can whip at opponents once per turn in close combat as an additional attack.  It does D6 Damage + Strength modifiers and a reach of 4, but may not be used to parry.  The tail may be 'Spiked' in which case it does 2D6 Damage, or may have Venom Sacs.

Levitation  (A)
The creature may use one action levitate by up to 1 yard from the floor.  When levitating the creature may only Sneak, Walk and Run.  It costs no actions to stop levitating.

Long Neck  (A) (M)
The creature has a long, giraffe-like neck.  This can be useful in some situations e.g. for looking into high-up windows.

Long Nose  (A) (M)
This attribute endows the creature with a large, bulbous, extremely long nose or snout.  There is a 10% chance that the nose is extremely sensitive and therefore gives the mutant the benefits of having +10 to all smell based awareness tests.

Long Spines  (A) (M)
The creature's body is covered with long spines or spikes. Any close combat opponent will find it difficult to get near the creature and must subtract -10 from 'to hit' rolls.

Madness  (EA)
There are all kinds of psychological conditions that a character may suffer from:
o Catatonia: The character occasionally lapses into a catatonic state, during which his eyes go blank and he does not respond at all to what's going on around him.  At the start of every turn, there is a 10% chance that the character is stunned for the remainder of the turn.  He does not fall prone if he goes catatonic.
o Fearful: The character jumps at his own shadow, and is easily startled.  All enemy characters count as having the Fearsome exotic ability to this characters.  If an enemy character already has the Fearsome (EA) then they count as having the Terrifying exotic ability.  If an enemy character has the Terrifying (EA) then the fearful character will automatically flee.
o Hallucinations: The character occasionally loses his grasp on reality.  Every turn there is a 10% chance he will act as if affected by a Hallucinogen grenade.
o Invincibility Complex: The character believes himself to be impervious to all harm.  The character is never pinned and may not evade as a movement action, nor protect himself with skills such as deflect shot or dodge.  The complex may be also be classed as 'Acute.' If this is the case then the character will never wear any armour or any protective device.
o Irrational Fear: This mutant suffers from a severe disorder that means it treats one of enemy (determined randomly) as having the Fearful exotic ability for the length of the game.
o Irrational Hatred: The creature has a mental disorder similar to irrational fear but this time manifested as hatred. Randomly select an enemy character, the character will have Hatred towards the character for the
length of the game.
o Jumpy:  The character is constantly on edge and ready to jump out of its skin at any real or imagined threat.  A the start of every turn roll a D6 on a roll of 1 the character must spend all available action shooting a projectile weapons in a random direction (the character will spend actions to draw and arm the weapon if necessary) using the weapon's maximum rate of fire.  If a character is on the line of fire there
is a 30% chance that each shot will hit it (note: this is not modified).  The character's actions for that turn end immediately if it runs out of ammo.
If the character has no projectile weapon then it will use all its actions in Evading moves in a random direction.
o Kleptomania: The character cannot help but steal things. They MUST pick up any Exotic or Legendary equipment they come across. They MUST also search every body they come across. They will take D3 other items (chosen by the GM) from a body
o 'On the Edge': The character is unbalanced and may tip over into madness at any moment.  At the beginning of every turn roll a D6; on a roll of 1 roll on the Madness Table (WD260) replace the 'Phobia' result with 'Irrational Fear.'
o Panic Attacks: The character is prone to bouts of panic, during which he suffers loss of breath, disorientation and nausea. At the start of every turn the character must take a Pinning test.
o Paranoia: The character believes that everyone is out to get him, even his comrades.  Roll a D6 at the start of every turn.
On a roll of 1 the characters paranoia overcomes him and he must use his available actions to either shoot or charge the nearest friendly character. 
On a roll of 2 the character may act normally except if he is in cover, in which case he spends the entire turn hiding as well as he can. 
On a roll of 3 or more the paranoia has not effect.
o Phobia: The character has a strange fear of something.  The character's phobia may be of anything (water, fire, plants, vermin, insects etc) but must be specified.  The character must make a Nerve test to approach within 4 yards of the thing that is the subject of his phobia.
o Total Headcase: Roll on the Madness Table WD260 (replace the 'Phobia' Result with 'Irrational Fear') at the start of every turn to see what madness he suffers from for the duration of the turn.
o Wild Hallucinations: Waking nightmares and visions torments the character.  Every turn in the game there is a 50% chance that the character will act as if affected by a Hallucinogen grenade.

Massive Intellect  (A) (M) (E)
This attribute boosts the character's Sagacity by +20. The character may well suffer from perceptible bulging of the cranial region.

Mindless  (A) (EA)
The character is totally without a brain. It will obey the commands of anyone within 10 yards - usually the nearest but if two are equally close determine randomly. The character is too thick to respond to psychological threats. Sagacity is 0.  The character is too stupid to even leave combat unless told to.

Moronic  (A) (EA)
The character is congenitally dense. The character's Sagacity score remains as normal, but every time the creature uses a piece of equipment it must pass a Sg test to accomplish the action correctly. This applies no matter how simple the item (e.g. door handle, picking something up etc).

Musk of Slaanesh  (DA)
The daemon exudes a musk that claws at the mind with seductive waves of sensation making it difficult to concentrate and respond quickly.  All mortal characters that comes within 3 yards of the daemon must take a resistance test, as if for a gas, of suffer -20 to its Initiative.  The character may take a Wp test at the end of each turn to recover.

Multiple Limbs  (A) (M)
The creature has more than the normal number of limbs.  Multiple limbs have an obvious effect on a creature's Hit Locations. Once you have decided that your creature has four legs and six arms you will notice that this does not quite match up with the standard Inquisitor hit location chart.  Since it is impossible to be sure exactly how many limbs your creature will have it would be impossible to list a all possible permutations of character sheet. 
So instead you will need to assign value yourself to each limb as well as head, chest abdomen and groin.  Remember to assign ranges that are realistic based upon how large they are on the model and how accessible to being hit.  If the creatures has a vast amount of legs you may want to group legs into bundles witch are counted as a single limb for the purposes of damage and location.  Hits to multi-limbed creatures in close combat or from shooting may always add or deduct up to 5% when rolling for hit location, in addition to any other modifiers such as placed shots.
Depending on whether the creature has multiple legs or arms the following rules will apply.
o Multiple arms: A creature with multiple arms may use each arm that is carrying a close combat weapon to parry, counting the number of parries made by each weapon arm, not the creature itself, to determine what proportion of WS to use.  When parrying with more than one weapon, the creature can only ever use a maximum of two, with the normal +20%
parry modifier.  When attacking, each arm grants the creature an extra attack with whatever weapons it is armed with.  These will suffer the normal penalties of -20% for using an off-hand weapon (unless the creature is ambidextrous) and -20% for attacking with two or more weapons.  Note: Each arm has a strength equal to half the creatures strength but may never add
their strength together to more than the creatures strength value.  A creature with multiple arms has the advantage of being able to carry more guns!
When firing more than one weapon as part of a single action, the creature suffers a -20% modifier to each shot unless they're lucky enough to have the Ambidextrous skill.  Firing more than two weapons at one will result in a -40% modifier regardless of whether the creature has the Ambidextrous skill.
o Multiple Legs: If the creature has more than two legs then it will either be a 'Quadruped' or 'Multi-legged'.  If the creature is a quadruped then it has a 3-yard bonus to all its Movement rates.  If the creature is multi-legged then it does not receive any bonuses to its movement but any model that is 'knocked prone' as a result of damage or stunning do not have to expend an action to get back up again.

Navigator Warp Eye  (A)
A Navigator may remove his bandanna, exposing his deadly warp eye, once per turn at a cost of one action. Every model (friend or foe) within LOS and facing the navigator must pass an Initiative test or suffer damage:
o The eye causes the following damage at each range:
Up to 10 feet: 3D10
11-20 feet: 2D10
21-30 feet: 1D10
31-40 feet: 1D6
40+ feet The eye's only effects are slight migraine and aching of the target's retinas.
o All hits are taken to the head location, and bypass any kind of armour, even psychic fields.
o Daemons, astropaths, permanently-blind characters, those with twin bionic eyes or those viewing the action through processed images (e.g. a Space Marine helmet, aiming through an infra-sight, watching on television etc.) are all immune to a warp eye's deadly effects.
o The Navigator gains all the benfits of Void Sight in addition to normal sight when his warp eye is not covered.

Night Skinned  (A) (M)
All light reaching the skin is completely absorbed, without reflecting even the tiniest amount. The character is seen only as a black shape, with no actual detail or structure apart from a pitch-black outline.
The character may not be visually in anything dimmer than normal conditions. In normal or brighter conditions all visually based awareness tests made to become aware of the character have a -20 penalty.

Noise Marine  (EA)
Noise marines were once marines but they have trod the path of pleasure and pain for thousands of years and no longer respond to all but the most extreme stimuli.  Noise Marines go to war to revel in the extremes of sensation it creates.
o Noise marines are immune to photon flash grenades as the brightness is nothing special to their radically altered system.
o A Noise marine is always at -20% to all awareness tests
o Drugs and Toxins will only have a halved effect upon a Noise Marine, as the Noise Marine will undoubtedly have used such substances before and such substances no longer have an effect upon his system.

Nurgle's Cloud of Flies  (DA) (EA)
The daemon is surrounded by a mass of buzzing flies that obscure its form and swarm over those who come too close.  Any ranged attacks targeted at the daemon are at -5 to hit.  Close combat attacks are at -15 to hit against the daemon.

Nurgle's Rot  (DA) (EA)
Nurgle's Rot is one of the most terrible creations of The Lord of Plague.  Its victims not only are progressively weakened they also suffer progressive physical change.  Those who eventual succumb to Nurgle's Rot are said to become Plague Bearers.  Its master may gift a daemon with Nurgle's Rot so that it may inflict it on the flesh of mortals.  The effects of this
attribute are as follows:
o A daemon with Nurgle's Rot automatically takes the following Mutations:
Rotting Flesh (except the daemon suffers no reduction to its Base Injury Value), Bony Crest and Cyclopean.
o Any mortal character that takes damage from the daemon in close combat should note that they are infected.
o At the start of every turn an infected character must take a resistance test or add D3 to its Injury total.  In addition the character will suffer the unpleasant effects of the Rot from now on.
o The character looses D10 points of T per week. When the character's T reaches less than 3/4 of its original value the character gains the Rotting Flesh mutation.  When it reaches less than 1/2 the character becomes Cyclopean.  When it reaches less than 1/4 the character gains a Bony Crest.  When the character' s T reaches 0 it is dead.  If the character visits a healer of some kind then they will be able to stop the character loosing T for a number of weeks (this is at the GM's discretion and should vary according to the healers ability).

Pariah  (EA)
Pariahs are the strangest of creatures.  They are human but have no soul.  Instead they are black holes in the warp; utterly opaque and drawing warp energy to annihilation within it.  Pariahs are true abominations; their effect on psykers is even more acute than the effect of Untouchables.  Such is there degree of abomination that they even begin to impinge on the minds on none psykers.  The terrible psychic assassins of the Culexus Temple are recruited from pariahs.  A character that is a Pariah has the following affects in games:
o The character is said to have no soul.  They are so abhorrent that the minds of all those around them refuse to believe they exist, causing their subconscious to block out the characters awful presence.  Any character trying to spot, take aim at, charge, attack in close-combat etc. must pass a Wp test.  However, their Wp is halved for this, if failed then the character cannot be seen, target, etc.  A daemonic creature will not see a Pariah normally but may become visually aware of them see the rules for the compulsory Void Sight daemonic attribute.
o The character possesses an aura that causes all psyker and warp entities to consider such a being an abomination.  The Character is Terrifying to all psykers and daemonic creatures, even those who possess the ability Force of Will and other such abilities.
o The character causes the warp to act in a very strange way.  His negative psychic abilities cause it to swirl around him in a vortex, in effect he creates a very small, localised warpstorm, making it very dangerous for psykers to use their powers.  All psykers within 20 yards of the character must half their Wp when using psychic abilities.
The normal rules for Psychic overloads still apply to all those who fail their psychic test while being effect by this character.
o The pariah or anything within 5 yards may not be directly targeted by psychic powers.
o The swirling vortex of negative energy, which surrounds the character, is very dangerous to warp entities such as daemons. Daemonic characters add 1D10 damage to their injury total per turn when within 20 yards of the character and a additional 1D10 for every full 5 yards closer.  Note: Daemonic abilities such as invulnerable, impervious, etc have no effect and
will not reduce the damage taken by this power.  If the daemons injury total exceeds its consciousness roll then it has been drawn into the swirling storm of negative energy and is completely and utterly destroyed.
o The character's negative effect causes psychic powers and warp connected weapons such as Force swords, Witch Blades, Vortex grenades to have no effect what so ever.  This also means warp entities such as daemons have no effect and cannot harm him in any manner (this includes daemon weapons, however they still do normal weapon damage).  Force
weapons can still wound the character however the extra damage caused by the psykers successful Wp check has no effect at all.

Pincer Claw  (A) (M)
A pincer claw is a large crab like claw.  Its powerful jaws are capable of causing terrible damage and the thick chitin can deflect the heavy blows of other weapons.  A pincer claw counts as a close combat weapon with the bellow profile.
Reach Damage Parry Penalty
2 2D6 -25%
A pincer claw can not be dropped or changed.  Also an arm with a pincer claw has the option to add +3 to any armour on that arm. If there is no armour on that arm then this option give it an armour value of 3.

Prehensile Tail  (A) (M)
The creature has a mobile tail this counts as an additional limb (treat as an arm, see Multiple Limbs attribute) but any close combat weapon held in the tail adds +1 to its Reach.  The tail will have a Strength value of its own equal to a third of the creature's Strength value.

Pseudo-Daemonhood  (A) (M) (EA)
The character's physical appearance changes to that of an archetypal daemon at its will. It costs one action to become a pseudo-daemon and one action for the character to return to normal.  When the character becomes a pseudo daemon it has the following effects:
o The mutant sprouts Wings, a Lashing Tail and Horns.
o The character also gains the Fearsome exotic ability.

Psychic Blank  (EA)
A psychic blank is a most bizarre creature.  While Pariahs and Untouchables are types of psychic blank there are other types such as the mysterious Sensei.  A psychic blank is simply blank to psykers and does not register in the warp.  A psychic blank has the following characteristics:
o Any psychic power directly targeted at a psychic blank has a -50%modifier.
o If a psychic blank happens to be a psyker (Sensei) then it never suffers from psychic overloads and using psychic powers are not risky actions.
o A daemonic entity can not see a psychic blank but must become visually aware of them instead (see the rules for the Void Sight daemonic attribute).

Psyker  (EA)
The creature may channel and manipulate the warp in such a way that it has strange powers.  The psyker may have powers from the following psychic disciplines: Biomancy, Daemonology, Miscellaneous Pyromancy, Telekinesis, Telepathy, and Temporal. Usually a psyker only uses powers from one discipline.  Other, more specialised, disciplines
are Chaos Undivided, Nurgle, Slaanesh, Tzeentch, Brood Telepathy (used by Tyranids), and Eldarian.  The Imperium's Adeptus Astra Telepathica codifies a psyker's power using letters running from Alpha to Omega, with Alpha class being the most powerful psykers.

Rapid Regeneration  (EA)
A creature with this ability can not only regenerate but regenerate at a tremendous rate.  Rapid regeneration functions in exactly the same way as the Regeneration exotic ability but the character has two free location recovery actions at he end of every turn that they are still conscious.

Razor Sharp Claws  (A) (M)
Only a creature with Claws, Beweaponed Extremities, or Talons may take this attribute. The claws and barbs that sprout from the creature's limbs are as hard as diamonds and as sharp as razors.  A fact which greatly increases their dangerousness!  Attacks by the character using its Claws, Beweaponed Extremities, or Talons ignores the first 5 points of armour and if the
required roll for a Critical Hit is 1/5 of the required roll.

Rotting Flesh  (A) (M)
This horrid mutation means that the character's skin is constantly dying and the character gives off a disgusting stench and leaves them susceptible to injury, as even glancing
hits can rip off hunks of flesh. The character reduces its base injury value by -1. The character can be smelt by other characters on a successful awareness test up to 10 yards away and will be smelt automatically within 5 yards.

Scales  (A) (M)
The creature has skin that is covered in scales, which act as a form of natural protection.  Add +1 to the creature's base injury value.

Secondary Jaws  (A) (M)
The creature's jaws are able to open much wider than a normal human's and a secondary jaw, linked to powerful intercostal muscle fibres, can shoot out and take a bite from the creature's opponent.  When in close combat, the creature may use this free attack in addition to those it is normally allowed to make.  This attack has a reach of 2. Roll to hit as normal and if it is successful, roll for location but with a +30% modifier to the roll. The attack does D6+ strength bonus damage unless it hits the head, in which case it counts as a critical hit.  The attack
can be dodged or parried and armour will reduce damage inflicted from this attack as normal. 
However, if it is successfully parried the secondary jaw is severed from the creature's mouth and the creature suffers 2D6 damage points to the head, which can not be reduced by armour.

Serpent Body  (A) (M)
The creature has a body, which is that of a snake. Instead of having different hit locations for chest, groin and abdomen all hits to these locations count as being to the Abdomen.  This would make it rather easy to kill the creature so the creature's base injury value is doubled.  It is still possible for the creature to have arms but if not then these hit locations also count as to the abdomen and the base injury value would be tripled.

Shrink  (A)
The creature is small, exactly proportioned, but definitely diminutive.
Size WS BS Strength Toughness Initiative
1/2 -10 - -10 -10 +10
1/3 -20 - -20 -20 +20
An enemy that attempts to hit the character has -30 its hit rolls for both shooting and close combat.

Silly Voice  (A) (E)
The character speaks with a squeaky, stuttering, trumpeting, honking or other unusual voice.  The character has -10 to its Leadership.

Soul Scream  (DA)
This daemonic attribute may only be taken by daemons of Slaanesh.  The daemon can utter a howl that echoes inside the very soul of a mortal.  The daemon may scream for one or more actions.  When a
soul scream is uttered.  All mortals who can hear within 30 yards must take a Wp test or suffer -10 Nv for the rest of the scenario.  If a character automatically fails (by rolling 96-100) then they suffer the -10 Nv and the first action they declare next (either this or next turn) must be a walk action towards the source of the scream.  If the daemon spends more than one action screaming continually, then all those in earshot take their Wp test with a -5 modifier to their Wp for every additional action spent screaming.  Once a character has passed a Wp test to resist a scream once they are immune to it for the rest of the scenario.

Spew Fire  (A) (M)
The daemon can spew great jets of fire from its mouth.  This counts as a flame cannon that is implanted in the creature's head and can not be re-loaded. .

Special Sight  (A) (EA)
Some characters or creatures may not see conventionally.  All of the bellow methods of sight describe the characters permanent method of sight, it may not be switched on or off.
o Heat Vision: The character sees people's heat auras.  The character suffers no penalties to detect or to hit other characters due to poor light or similar conditions such as smoke.  The character may also 'see' a target within 2 yards of the other side of a wall or similar obstruction.
o Night Vision: The character can see in darkness as if it were daylight.  The character never suffers penalties to detect or hit because of poor light.  The character can function normally in daylight conditions but if affected by a photon flash grenade in dark conditions they will de stunned for 2xD3 turns.
o Second Sight: The blind Astropaths of the Imperium are physically blind but can see with am acute psychic sight more sensitive than ordinary sight.  Other psykers may have this type of sight but if they do they will not have normal vision.  Second sight functions for the most part like normal sight and a character with second sight will still have an arc of sight and be
affected by range penalties to shooting.  However, the character with second sight will automatically be aware of all psykers and daemonic creatures in play.  Second sight suffers no penalties to detection or shooting from environmental condition (even blind grenades), or from cover.  Range affects shooting and detection as normal.  A character with second sight will never see a character that is an Untouchable, or Psychic Blank, even if they are in the open.  Pariahs cause a 10-yard diameter area, which block all lines of sight for a character with send sight.  The character with second sight will be aware of 'something terrible' at the centre of the darkness caused by a Pariah but will not be able to act directly against it, as it is not
aware of it.
o Void Sight: Daemons and warp creatures do not see as mortal creatures do, instead they see the brightens of life and souls. See the entry for Void Sight daemonic attribute later.

Sticky Fingers  (A) (M)
The mutant character may move across walls and ceilings as if they where a floor. The character can scale walls at speeds no faster than a run, and ceilings at speeds no faster than a walk. Also, if hanging from something, the character will never lose his grip unless he wants to.

Stubborn  (A)
All telepathic powers suffer double the range and difficulty penalty (Hard to tell a rock to move).

Subject to Fits  (A) (EA)
This creature is subject to fits brought about by stress.  If the creature fails a Nerve test it must roll a D6, on a roll of 1 will be stunned for D6 turns.

Suckers  (A) (M)
The creature's limbs and body are entirely covered with powerful suckers. This mutation also allows the mutant to scale vertical surfaces a 4 yards per action.

Talons  (A) (M)
The creature's fingers are little more than sharp bone, which makes for a great natural weapon but hinders dexterity.  The creature may have one or more hands as talons in which case it can not carry anything in these hands but counts as being armed with a knife (which cannot be dropped etc).  Talons may be made Razor Sharp and have Venom Sacs.

Tentacles  (A) (M)
One or more of the characters limbs is compromised of a muscular tentacle. This is capable of griping close combat weapons and the muzzle rest of a gun but can not be used to fire a gun, as it can not be used to pull the trigger.  The tentacles can be used to entangle, choke and restrain, because of this the character counts as having the Subdue skill.

Three Eyes  (A) (M)
This common mutation endows the character with three eyes. The character increases its arc of sight to 90-degrees.

Tormentor  (DA)
This daemonic attribute may only be taken by daemons of Slaanesh.  The daemon can cause unbearable pain with the smallest of wounds.  All damage inflicted in close combat against a mortal creature
by the daemon counts as being inflicted by a shock weapon.

Untouchable  (EA)
The character has little or no presence in the Immaterium.
o No psychic powers may be used directly against him.
o Any psychic power used on anyone or thing with 10 yards of the Untouchable suffers a -50% difficulty modifier in addition to any other modifiers.
o Daemons and creatures of the warp cannot usually be see an Untouchable but can be aware of his actions (hear weapons firing, smell etc). To spot an Untouchable a daemonic entity must pass an Initiative test with a -40% modifier.  If the character has been making noise, as explained above, the modifier to the daemon's I is reduced to -20%
o Additional modifiers for shooting an Untouchable may be applied if the GM desires.

Venom Sacs  (A) (M)
Any character with Claws, Fangs, a Lashing Tail, or Talons may add venom sacs to them.  Venom sacs make any damage points are inflicted by the these things the attacked character will have to test to
see if he is affected by the toxin produced by the venom sacs in addition to any other damage sustained.  The toxin that the venom sacs hold must be specified.

Very Agile  (E)
The creature is astoundingly fast and agile and gains +20 to its Initiative.

Very Fast  (A) (EA)
This creature can perform actions at incredible speeds. To an observer, the creature appears as a blur, moving too fast for the eye to follow. The creature moves two times as fast as normal (movement x2).

Void Sight  (Note: Automatically applies to all daemons)  (DA)
This is not so much a new ability as a clarification of daemonic awareness. Daemons do not see as most mortal creatures do. They perceive the physical world only dimly while the souls of sentient beings
show more brightly to them.  The soul of a psyker or presence of another warp creature burns brightly to their unholy eyes.  Conversely psychic blanks are difficult for daemons to see and pariahs are virtually invisible.
The daemon must rely on its weak perception of the purely physical to see these creatures:
o Rain, darkness, smoke etc have little affect on a daemon seeing a sentient creature.
o Awareness tests for daemons trying to see psykers have a +20 bonus to I.
o For trying to see other daemonic creatures the test has a +30 bonus to I.
o A daemonic creature cannot normally see an Untouchable, Pariah, or Psychic Blank even when it is in the open and in their arc of sight.  A daemonic creature may make an Awareness test to see Untouchables, Pariahs or Blanks that are in the open.  These tests have the following modifiers, Untouchables and Psychic Blanks have -30 and Pariahs have -50 to an awareness test taken by daemons in order to see them.

Ward of Chaos (DA) (EA)
A powerful shield of warp energy protects the daemon.  The Ward is a force field that covers all locations and provides D10 armour against all types of hits.  If does not offer protection against force weapons, daemon weapons, holy weapons, or psychic powers.

Warping Flesh  (DA)
This daemonic attribute may only be taken by daemons of Slaanesh.  The daemon's flesh warps and flows as it is struck.  Any hit which causes damage will not inflict a damage level for the first Base Injury value reached. The damage points are still added to the daemons injury total.
Example: A daemon has a Base Injury value of 7 and takes 10 points of damage to its chest.  It adds 10 points of damage to its injury total but only suffers Light damage to its chest.

Web Spinner  (A)
The creature can shoot gouts of sticky web-like goo from glands in its hands or mouth.  This counts as an implanted web pistol that is implanted in one or both hands or in the creature's head and does not
need to be reloaded.  If it is implanted in the creature's hand or hands then it can not be used to grip anything else.

Wings  (A) (M)
The character has wings that unfurl from its back allowing it to swoop gracefully over the battlefield.  Flying movement is at the rate of 15 yards per action and the character need take no notice of intervening terrain and can fly up to higher levels of the battlefield.  The character may not fly into combat; it must first land then sprint into combat as normal.  Shooting at a flying character incurs a -20% modifier to
represent its faster speed and when measuring range to and from a flying character, use the horizontal distance not the diagonal distance.

Wrath of Khorne  (DA) (EA)
Most daemonic minions of Khorne are expected to perform acts of slaughter and bloodshed to please their master.  If they should fail to please the Lord of Skulls they will be removed from the physical world to experience their masters displeasure.  This daemonic ability is basically a license for a GM to automatically banish a daemon or champion subject to it for 'displeasing' Khorne (obviously it is up to the GM to decide if the daemon is performing as the Blood god would want).

Word of Boothroid  (EA)
The character is so moronic that they come out with the stupidest things. Whenever the character uses this skill anyone in earshot must fail a Sagacity test or spend the next turn trying to workout what the hell they just heard.

Word of Chaos  (EA)
The character that has this exotic ability has been gifted by the powers of chaos with an ability to make words twist in the minds of men.  This ability functions in exactly the same way as Word of The Emperor exotic ability but has no affect on daemons.


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