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D6
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Result
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1
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Drunkard: The marine can never be sent on a mission on his own, or left alone. If he is, he will get drunk, pass out for 1d6 hours, and take all actions at -10 for the next day due to hangover. The other players can take precautions to keep the marine away from the liquor, but he will be VERY inventive in trying to get drunk (i.e., leave him alone in a deathworld jungle, and the marine will be found scavenging his equipment to make a still).
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2
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Insane: There is a 1 in 6 chance during any moment of high stress (such as at the beginning of a battle) that the marine succumbs to delusions. He may think that his friends are trying to kill him, or that the enemies are all daisies, or he may shoot at enemies that do not exist. In any case, he
will be completely useless during the crisis or battle, and may actually endanger the other party
members. After the crisis is over, he has no memory of these events.
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3
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On the Lam: The space marine has angered someone powerful, and is on the run. At the
beginning of each encounter, roll 1d6. On a 1, some enemy (bounty hunter, assassin, or former
brother space marine with a blood oath) appears, and joins the enemy forces, for the sole purpose
of killing the marine.
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4
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Battle Rage: This marine is a bit too hot tempered even for the Adeptus Astartes. He must make
a Willpower check before each turn of a battle. If he fails, then for the rest of the battle he can use
no ranged weapons and cannot attempt to hide or use cover, instead, he must move toward the
nearest enemy and engage him in close combat, until the battle is over, and the rage wears off.
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5
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Puritanical Chapter: This space marine is from one of the more fanatic chapters who have some
dispute with all other chapters over some minor point of Imperial doctrine. He believes that other
chapters are essentially heretical, and only barely tolerates their existence. The marine will quarrel
with marines of other chapters at any opportunity, and, if he has clear line of sight to any marine
from a "heretical" chapter while in battle, he must make a Leadership test or attack that marine in
preference to any other target. This test must be made once per turn of battle. Note, because of
the nature of this disadvantage, only a single player character in the war band can be a member of
this particular chapter. Any other PC space marines must be from other "heretical" chapters.
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6
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Secret Mutation: This space marine has a terrible secret of which only he is aware. He has some
minor mutation (it is small enough and inconspicuous enough that it is not obvious) and is
susceptible to domination by Chaos. Each time this marine is affected by a psychic or daemonic
power of any type (friendly or enemy) he must make a Willpower test. If he fails, he gains one
random mutation (from Exterminatus #1 pages 10-11), along with one random exotic ability. The
marine then becomes a Chaos renegade. Roll up a new character. A marine with a secret
mutation must also avoid medical examinations and gene-seed tests, or he will meet quick
execution at the hands of the Inquistion (or possibly be used by the Ordo Malleus as a
daemonhost).
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