11 Acid Spray*
The mutant can spit acid at its foes. The acid spray uses the mutant’s Ballistic Skill to hit, just as if the mutant were firing a missile weapon. The spray has a range of 8", and a Strength of 4. The mutant does not suffer any penalty for spraying a target at long range, nor does the mutant suffer any penalty for moving and spraying in the same turn.
12 Atrophy
A part of the mutant’s body has become shrivelled and atrophied. Roll a D6:
- 1 - Head. The mutant is now subject to
stupidity.
2-4 - Arm. The mutant loses the usage of one
arm. The mutant may only use a single onehanded
weapon from now on. If both arms are
lost the mutant must be retired from the
warband unless it possesses a tail or bite attack
of some kind.
5-6 - Leg. The mutant loses the usage of one leg.
Divide the mutant's Movement in half,
rounding up. If both legs are lost, the mutant
must be retired from the warband.
[/size]
13 Beaked*
The mutant has a beak like that
of a bird or octopus, though its other facial
features remain unchanged. Unless the
mutant already possesses a bite attack, the
mutant may make an additional attack in each
hand-to-hand combat phase due to its vicious
bite.
14 Beweaponed Extremities*
The mutant’s hands are turned into weapons! The mutant
may no longer use other weapons or equipment that would require the usage of
hands. On the plus side, it no longer has to worry
about being caught without a weapon! The
mutant will gain the normal extra attack in
hand-to-hand for using an additional hand
weapon, and the weapon extremities follow
the normal rules for weapons of their type
(i.e. sword extremities may be used to parry).
Roll a D6 for each arm to see what it
becomes:
1-2 sword, 3-4 mace, 5-6 axe. If the mutant
grows two sword extremities, it may re-roll
failed parries just as if it had a sword and a
buckler.
15 Blackblood.
If the model loses a wound
in close combat, anyone in base contact with
the model suffers a Strength 3 hit (no critical
hits) from the spurting corrosive blood.
16 Brightly Patterned Skin*
The mutant's skin becomes brightly coloured with
contrasting stripes, spots, or other patterns.
No effect on play, but a great excuse to paint
an interesting new model!
21 Burning Body*
The mutant's body is constantly burning with flickering tongues of
hellish flame and burns with unnatural light.
The warrior may not carry any weapons or
armour unless they are magical, or forged
from Gromril or Ithilmar. The mutant does
not suffer the usual penalties for fighting with
his fists (no -1 to the mutant's Strength,
enemies do not add +l to armour saves). The
mutant always counts as having a lantern. Any
model in base contact with the mutant suffers
an automatic Strength 2 hit at the beginning
of each close combat phase. The flames
cannot cause critical hits.
22 Cloud of Flies
The mutant is permanently surrounded by a great swirling
mass of flies. Opponents in close combat with
the mutant are at -1 on all to hit rolls, as the
flies buzz into eyes, noses, and mouths.
23 Cloven Hooves*.
The warrior gains +l Movement.
24 Crystalline Body*.
The mutant's body becomes living crystal, which is tough, but
easily shattered. The mutant's Toughness
becomes 6, while its Wounds become 1.
Neither of these attributes can subsequently
be altered by experience or mutation. If an
experience advance indicates a change in one
of these characteristics, re-roll the advance
until a different characteristic advance is
obtained.
25 Elastic Limbs*
The mutant's arms can stretch out, allowing the mutant to attack
from a distance. If the mutant is not in base
contact with an enemy model at the beginning
of the hand-to-hand combat phase, it may
make one hand-to-hand attack against a single
visible enemy within 6" of the mutant. The
enemy does not get a chance to fight back.
26 Enormously Fat
The mutant becomes enormously fat and bloated. Divide its
Movement in half, rounding up; add +1 to its
Toughness; and reduce its Initiative by 1.
31 Extra Arm*
The mutant may use any single-handed weapon in the extra arm, giving
him +1 attack when fighting in hand-to-hand
combat. Alternatively, he may carry a shield or
buckler in the extra arm. If a mutant who is
unable to use weaponry (i.e. Possessed, Chaos
Spawn, etc.) gains this mutation, they simply
gain an extra attack; they are still not
permitted to use weapons.
32 Extremely Thin
The mutant becomes a matchstick figure, sickly thin and bony. Divide
its Toughness in half, rounding up.
33 Eyestalks*
The mutant has stalked eyes, similar to a crab. The mutant now causes fear.
34 Fangs*
The mutant grows huge fangs, giving it an extra bite attack (unless it already
has one) in each hand-to-hand combat phase. The bite attack uses the mutant's normal
Strength.
35 Furry*
The mutant grows a covering of
long, dense fur. The mutation changes the
mutant's appearance only; and has no effect
on its profile.
36 Great Claw*
One of the mutant's arms
ends in a great, crab-like claw. He may carry
no weapons in this arm, but gains an extra
attack in hand-to-hand combat with a +1
Strength bonus.
41 Hideous
The mutant causes fear, and is seldom invited to parties.
42 Horns*
The mutant's head grows horns,
and it gains an extra gore attack in hand-to-hand
combat at the mutant's normal Strength
The mutant may no longer wear a helmet.
43 Iron Hard Skin*
The mutant's skin is covered in iron and steel scales. The mutant's
armour save is improved by +1 (i.e. a 5+ save
becomes a 4+). Note that a warrior's armour
save may never improve to better than a 1+
save. If the mutant has no armour, their skin
alone gives them a 6+ armour save.
44 Mace Tail*
The mutant grows a flexible
tail with a mace-like bony tip. Unless it already
has a tail, the mutant gains an extra tail attack
in each hand-to-hand combat phase at the
mutant's Strength +1. If the mutant already
has a tail, it will have to decide at the
beginning of each hand-to-hand phase
which tail it wishes to use.
45 Moronic
The mutant's mind shrinks. The mutant is now subject to stupidity.
46 Plague Bearer*
The mutant carries a hideous, Chaos-tainted disease. The mutant's
limbs are covered in open sores, and the mutant is dramatically weakened by its
condition.
Reduce the mutant's Movement and Initiative
by -1. Any time the mutant hits an enemy in
hand-to-hand combat, there is a chance they
have infected their foe with this debilitating
disease: the enemy model must roll equal to
or less than its Toughness on a D6 to avoid
contracting the sickness. If the roll is higher
than the model's Toughness, they suffer the -1
to Movement and Initiative penalty for the rest
of the battle, (after which it is assumed they
get immediate herbal remedies and plenty of
rest to keep the disease from setting in
permanently!). The Plague Bearer may not
infect the same model more than once in a
single battle. In addition, the Plague Bearer's
ghastly appearance means it now causes fear.
51 Poisonous Bite
The mutant grows small fangs which can secrete a potent poison.
Unless the warrior already has a bite attack, it gains an extra attack in each
hand-to-hand combat phase due to its deadly bite. The poisonous bite is a
Strength 5 attack, but is reduced to Strength 2 if the target of the bite is
immune to poison. If the mutant already possesses a bite attack, it is simply
upgraded to include the poisonous effect described above.
52 Prehensile Tail*
The mutant grows a prehensile tail. Unless the mutant already has
a tail attack, he gains an additional attack with
this tail in each hand-to-hand combat phase.
The mutant may hold and use any single-handed
weapon in the tail, or alternatively, he
may carry and use a shield or buckler with it.
If a mutant with other tail attacks does use an
equipped prehensile tail in a hand-to-hand
combat phase, he may not use any of his other
tail attacks during that phase; a single tail
must be selected for use at the beginning of
each hand-to-hand phase. If a mutant unable
to use weaponry (i.e. Possessed, Chaos
Spawn, etc.) gains this mutation, they simply
gain an extra attack (unless they already
possess a tail attack); they remain unable to
use weapons.
53 Regeneration
The mutant can often heal instantly from wounds it suffers in battle.
When the mutant suffers one or more
Wounds, it may try to regenerate the damage.
Roll a D6: on the roll of a 4+, the mutant has
instantly healed itself back to full Wounds. If
less than a 4 is rolled, the mutant's
regenerative powers have been temporarily
exhausted, and it may not attempt further
regenerations for the remainder of the battle.
54 Resilient
The mutant's skin thickens, or
becomes scaly, or otherwise increases its
resilience to damage. Increase the mutant's
Toughness by +1.
55 Scorpion Tail*
The mutant has a long
barbed tail with an envenomed tip, allowing
him to make an extra Strength 5 attack in each
hand-to-hand combat phase (unless the
mutant already has a tail attack, in which case
it will have to select a single one of its
available tail attacks in each hand-to-hand
phase). If the model hit by the tail is immune
to poison, the Strength of the hit is reduced
to 2.
56 Skull Face*
The flesh of the mutant's face
dissolves, leaving a skull. The mutant now
causes fear.
61 Spines*
Any model in base contact with
the mutant suffers an automatic Strength 1 hit
at the beginning of each close combat phase.
Spines will never cause critical hits.
62 Stunted
The mutant's body becomes
hunchbacked and stiffened. Reduce the
mutant's Movement and Initiative by -1.
63 Suckers*
The mutant's limbs are covered
in adhesive suckers. The mutant automatically
passes Initiative tests when climbing.
64 Tentacle*
One of the mutant's arms ends
in a tentacle. He may grapple his opponent in
close combat to reduce his attacks by -1, down
to a minimum of 1. The mutant may decide
which attack his opponent loses.
65 Warts
The mutant is covered in repellent
warts. The mutant's profile is unaffected.
66 Wings*
The mutant grows a pair of feathered or bat-like wings. The wings are not
strong enough to allow the mutant to fly in
the proper sense, but they do allow the
mutant to glide down from an elevated
position. If the mutant is above the table-top
surface (on a roof, walkway, etc.) it may glide
down at a rate of 2" horizontally for each inch
of downward vertical movement.