As I've started playing Inquisimunda a fair bit I have decided to edit my mutations list. I will change the currency from credits to Throne Geld which is proof enough of my conversion to the Dark Side!
Firstly as there are some good, some meh, and some terrible mutations in the list, I would impose these restrictions:
1) WYSIWYG or what you see is what you get. Any physically visible mutation, wings, horns, etc must be shown on the model (with the obvious exception of the Illusion of normality one of course. It is far too easy to pick all the supposedly better mutants without going to the trouble of modelling them on, I originally intended this to be as much a modelling project as a set of rules.
2)There should only be One! Most mutants only have one mutation, a second mutation can be bought for a mutation but the most expensive one is 50% extra TG. In the unlikely event of a third mutation, the most expensive mutation costs an extra 100%, or double to the layman.
3)There should really only be One! A mutation (or combination)can be bought once for any model in a warband. A second mutant with the same mutation costs double and a third mutant with the same same mutation cost triple.
The list come fron a variety of places, the Rogue Trader rulebook, various internet forums and websites and lastly from my own imagination. So here they are in all their twisted glory:
Acid Excretion. The mutant’s skin exudes an acidic sweat that makes hand to hand combat with him/her very dangerous. The mutant cannot wear clothes (for long) or use weapons as the acid eats away at them. In addition the mutants attacks are at ST 5 and –3 save modifier. Cost +15 Throne Geld.
Acid Spit. The mutant can spit a mouthful of highly corrosive acid instead of making a normal shooting attack.
Short range 0-4” Long Range 4-8" -1 to hit at long range, ammo roll 5+. ST 5 and –3 save modifier, can also spit in h-t-h. The mutant gains +1 attack in close combat. Cost +20 Throne Geld.
Albino. The mutant is an albino with a slight intolerance to sunlight, but no other effects. Cost 0 Throne Geld.
Alien Appearance. The mutant looks very similar to an alien (player chooses) but without the physical attributes. Cost 0 Throne Geld.
Amoebic. The mutants body has become semi solid meaning weapons striking his are less likely to cause damage. All attacks made on the mutant are at a –1 ST modifier. Cost +15 Throne Geld.
Arachnid Legs The mutant adds +1 to his Movement. Cost +10 Throne Geld.
Armoured Hide. The mutant’s skin has grown thick protrusions giving him an armour saving throw of 5+. In addition, you may choose to re-roll on the Serious Injury table for this mutant if you do not like the first result. You must accept the second roll even if it is worse than the first. Cost 30 Throne Geld.
Atrophied Limbs. One of the mutant’s limbs has become wasted and useless(determine randomly). An atrophied arm gives a –1 S penalty and an atrophied leg gives a –1 M penalty. These penalties reduce the maximum value for the attributes. Cost –15 Throne Geld.
Batlike Ears. The mutant’s ears are large and behave like a bats sonar. Initiative values are trebled for spotting hidden gangers etc and the penalties for bad light are discounted. In addition the mutant can never use basic or heavy weapons as the noise is painful to them. Cost 10 Throne Geld.
Beast. This mutant has become feral, either due to isolation or degeneration. Although he has lost his ‘humanity’ he has gained other abilities. He cannot use ranged weapons of any kind. His M, WS and I are all increased by 1 as is the maximum allowed for the trait. Cost +20 Throne Geld.
Beaked. The mutant has a large beak which it uses in h-t-h combat and confers a +1 A . Cost 10 Throne Geld.
Bestial Face. The face of the mutant resembles that of an animal, but without conferring any other benefits. Cost 0 Throne Geld.
Belch Fire. The mutant’s stomach produces highly flammable bile that it can belch out at opportune moments. Counts as having a hand flamer which will run out on a 4+ after it has been used. May be used in h-t-h. Cost 30 Throne Geld.
Blood Lust. If the mutant takes an enemy out of action in hand-to-hand combat he immediately leaps on him biting great chunks of flesh from him and eating them. He may not make a follow up move. The mutant may not do anything for the next turn. The victim of the attack receives two rolls on the Serious Injuries table, re-rolling full recovery and survives against the odds results. Cost 25 Throne Geld.
Blood Substitution. The mutant’s blood has changed to another horrible substance.
Roll d6 to determine what it has changed to:
Whenever the mutant is wounded any model within 2” may be splashed by it’s blood on a 5+, a model in hand-to-hand combat will be splashed on a 3+. The effects of being splashed are as follows:
Acid- models take a ST5 hit with –2 save modifier.
Venom- models must roll equal to or under their toughness if failed take a wound normal saving throws apply.
Ichor- a thick, stinking black liquid that causes nausea model is has a –1 penalty to all dice rolls for the remainder of the turn.
Chemical Fire- models take a ST4 hit with –1 save modifier. In addition a model wounded in this way receives horrible scars if taken out of action, in addition to any serious injury roll.
Living Creatures- such as silverfish, cockroaches, or other bugs seep, pop or fly out of the mutant. Enemy models splashed must a Ld test and if failed must run 2d6” directly away from the mutant.
Homunculi -large gobbets of noxious mucus form into d3 tiny homunculus (miniature versions of the mutant) and immediately attack any model struck (even friendly ones)
They have the same profile of the parent mutant except for ST and T of 1. The homunculi will fight for d6 turns until they expire. Cost 20 Throne Geld.
Bulging Eyes. The mutant’s eyes are large and bulbous, enabling sight far beyond the normal spectrum of colours, shades and movement. The mutant is counts as wearing infra goggles. Cost 30 Throne Geld.
Cadaverous. This mutant has the appearance of being dead, ie. cold skin and no discernable pulse. He/she can ‘play’ dead. If the mutant receives a flesh wound from shooting or falling it can play dead. If an enemy fighter moves within 6” of him, they must roll under their initiative to realize it’s not just a corpse.
Chameleon. The mutants skin can change its pigmentation like a chameleon and has all the benefits of wearing a suit of cameoline. Cost 30 Throne Geld.
Claw. As per the Outlanders rulebook. Cost +5 Throne Geld.
Cloud Of Flies. The mutant is surrounded by a huge seething mass of flies that prove a terrible distraction for any opponent in hand-to-hand combat. Any opponent of the mutant doubles the penalty for fumbles from 1 to 2. Cost 20 Throne Geld.
Cloven Feet. The mutant has hooves instead of feet. Apart from making ladders a bit tricky no benefit is gained. Cost 0 Throne Geld.
Corrosive Saliva. The mutant’s saliva is highly corrosive but can’t be produced in large enough quantities to be used offensively. If the mutant is captured it can use it’s spittle to eat through locks bars etc..so in effect can never be captured. Cost +10 Throne Geld.
Crest. The mutant has a crest of flesh on the top of his/her head which has no combat value, but is a source of great pride from him. Cost 0 Throne Geld.
Crystalline Body. The mutants body has changed into a moving crystalline substance. It’s toughness is increased up to 5 but can only ever have 1 wound. In addition, when the mutant is hit by a laser weapon roll the scatter dice, if the result is an arrow the laser beam is reflected 3d6” in that direction, if the result is a HIT then roll to wound as normal. A reflected beam will hit the first object in its path. Cost 30 Throne Geld.
Daemonic Face. The mutant’s face has taken on a daemonic aspect and therefore causes fear. In addition word of this affliction attracts zealous witch hunters and bounty hunters. Before a battle your opponent may roll a d6, on a roll of a 6 he make take a bounty hunter for free, but the bounty hunter must attempt to capture the said mutant as a priority. Cost +10 Throne Geld.
Deafening Noise. The mutant has a habit of letting out deafening bellows, roars and squawks at inopportune moments. This makes stealthy ambushes quite difficult. Whenever the mutant player plays the ambush scenario as the attacker, roll a d6 after set up, on the roll of a 6 the mutant has let out a loud noise and spoiled the ambush, automatically giving the ambushed player the first turn. Whilst playing in a raid scenario the mutant will accidentally sound the alarm on the d6 roll of a 6 at the end of the attackers recovery phase. Cost –5 Throne Geld.
Derranged. The mutant’s mind is severely unhinged. He is subject to frenzy. Cost +10 Throne Geld.
Dessicated. The mutants body has dried up considerably it virtually free of moisture, leaving him little more than a dehydrated husk. The mutant may not use agility skills and is now considered flammable (flame based weapons now cause double damage). Cost –15 Throne Geld.
Dwarf. This mutant has short but powerful limbs. His M is reduced by –1. Cost –10 Throne Geld. May not be taken by Ratlings.
Elastic Limbs. The mutant has the ability to elongate his limbs for very short periods pf time, allowing him to attack foes a few metres away. If the mutant is less than 3” from an enemy model then he can attack his enemy in the hand to hand combat phase. Both players roll the normal number of attack dice but the winner can only land one blow. In the case of a draw the mutant automatically wins the combat regardless of I values. Cost +20 Throne Geld.
Emaciated. The mutant is unnaturally thin and wasted his ST characteristic is reduced by –1 as is his maximum ST characteristic. In addition the mutant may never use muscle skills. Cost –15 Throne Geld.
Enormous Hand. The mutant’s hand is huge and has an almost unbreakable grip, coupled with a very strong wrist the power in it is frightening!. He can hold a 2 handed weapon in one hand and still use the other hand to hold a close combat weapon. Cost +15 Throne Geld.
|Mr Enormous Hand|
Emits Cloud of Gas. The mutant regularly emits clouds of gas that can be very harmful to the unwary. The mutant will emit gas at the start of any of his turns on the roll of a 6 on a d6. Place the gas cloud template over the centre of the mutant. Once determined the gas will remain the same during the battle. The mutant himself is immune to the gas but other members of the gang are not. Any model in the cloud without breathing apparatus must make an I test. Failure means they have inhaled the gas. Roll a d6 to determine what kind of gas the mutant exudes:
1-2. Poisonous. Any model inhaling the gas is removed from play and must roll on the Injury chart.
3. Paralysis. Any model inhaling the gas will be unable to move. At the start of each turn a victim can try to recover by rolling equal to or under their toughness.
4. Noxious. The gas causes sickness in anyone breathing it in. Once inhaled the victim suffers a –1 penalty to all dice rolls.
5. Oily Black Gas. This cannot be seen through or targeted through by any troops- even those with infra vision. Victims other than the mutant must move in a random direction and all characteristics are halved if in combat.
6. Hallucinogen. Once inhaled treat as a normal hallucinogen grenade blast.
Cost +30 Throne Geld.
Eyestalks. As per the Outlander rulebook. Cost +10 Throne Geld.
Extra Arm. As per the Outlander rulebook. Cost +10 Throne Geld.
Extra Eye. The mutant has an extra eye greatly improving his vision. His BS is increased by +1 as his maximum BS trait. Cost +20 Throne Geld.
Extra Fingers. The mutant has an extra d3 fingers on a randomly determined hand. Cost 0 Throne Geld.
Extra Head. As per the Outlanders rule book. Cost +25 Throne Geld.
Extra Leg. This mutant has an extra leg giving him a greater land speed. His M is therefore increased by +1. Cost +20 Throne Geld.
Fish Tail. The mutant has grown a large fish tail, which it can use to swim. It can can move in any water (gunk or other liquid) at normal move rate. It can also reroll any dice roll that would drown the mutant. Cost +5 Throne Geld.
Flaming Body. A bizarre mutation sees this ganger’s body to be constantly aflame, generating terrible heat whilst leaving him unharmed. Although similar to the Wyrd power ‘Molten Man’ there are a few differences. The mutant can never wear armour, clothes or carry weapons as prolonged exposure to his body heat causes ammunition to explode and metal to warp. Because of his bright flame and constant hissing of melting/burning substances it is impossible for a gang with this mutant to perform an ambush while he is present as he is far too conspicuous. In addition there is a +1 to hit modifier when shooting at the mutant. When playing treacherous conditions, this mutant will set off a methane pocket explosion on a 4+ on a d6. The mutant has a combat strength of 6 with a –3 save modifier. Is immune to fire based attacks and weapons and causes fear. Due to this mutation being highly visible, he/she can be left out of any scenario requiring stealth. Cost +20 Throne Geld.
Foul Stench. The mutant, because of appalling bodily hygiene and an unfortunate digestive system gives off a hideous stench. Any enemy model within 3” must subtract –1 from all dice rolls to reflect just how off putting the smell is. Members of the mutants own gang are used to the smell and are immune. Cost +20 Throne Geld.
Furry. The mutant is covered head to toe in thick fur, apart from being a haven for lice and other nasties, this confers no other benefits. Cost 0 Throne Geld.
Gaping Maw. The mutant gains +1 Attack dice but may not wear a Respirator. Cost +20 Throne Geld.
Gills. The mutant has developed gills enabling it to breathe in liquids. The mutant may hide in any pool of liquid without drowning. Just declare the mutant is submerged and normal weapons cannot target him (wyrds may use their powers on him though). Cost +10 Throne Geld.
Gripping Feet. The mutant has feet that have amazing dexterity that allow fine manipulation of objects or tools. If the mutant goes barefoot he can re-roll I tests as a result of shooting/other hazards to represent a foot grabbing hold of something to stop himself. Cost +10 Throne Geld.
Hermaphrodite. The mutant is both male and female. Any enemy in hand to hand combat finds this very disconcerting and must subtract –1 from their attack dice scores. If this results in a 1 or less after modification, then count is as a fumble. Cost +25 Throne Geld.
Hideous Appearance. The mutant is truly horrific to behold. He causes fear. Cost +30 Throne Geld.
Hopper. The mutant’s leg are fused into one which makes him hop around instead of walk. This does not effect his M characteristic, but makes climbing ladders very difficult. The mutant must subtract 1” from his move when scaling ladders. Cost –10 Throne Geld.
Horns. The mutant has one (or more) horns which he can use in a butting attack when he charges into close combat. On the turn he charges the mutant gains +1 A dice. Cost +10 Throne Geld.
Huge Head. The mutant has an enormous head which makes him look like some strange caricature of a human. This does not affect the mutant except to make hat purchasing very difficult. Cost 0 Throne Geld.
Huge Nose.The mutant has an enormous nose which covers most of his face. When scavenging in the income phase he can sniff out d6+3 credits worth of food. Cost +20 Throne Geld.
Hunchback. Apart from some tailoring considerations, there are no effects in game terms. Cost 0 Throne Geld.
Hypnotic Gaze. The mutants eyes have a strange mesmerizing quality to them which can be used on the weak minded. The mutant can attempt to hypnotize a target within 4” at the start of his turn. The target must roll equal to or under his I characteristic. Failure means he has a –2 penalty to WS and BS until the start of the mutant players next turn. Cost +30 Throne Geld.
Illusion Of Normality. This mutant can maintain an illusion of normality for short periods of time, enabling him to pass off as a normal. The mutant must have at least one other mutation. This mutant can go to the normal trading post without detection on a successful LD test. Cost +15 Throne Geld.
Inhumanly Agile. The mutant’s reflexes are incredibly well developed. His I characteristic is raised by +1 as is the maximum possible I. Can gain agility skills. Cost +25 Throne Geld.
Inhumanly Resilient. The mutant is tougher than old boots! His T characteristic is raised by +1 as is his maximum possible T. Can also gain muscle skills. Cost 25 Throne Geld.
Inhumanly Strong.The mutant is uncommonly strong. His ST characteristic is raised by +1 as is his maximum possible ST. Can also gain muscle skills. This mutant is also very valuable as a slave and will give +2 to the dice roll if he is in a mine. Cost +25 Throne Geld.
Invisible To Psykers. The mutant is peculiar, as he is totally invisible to psykers and wyrds, they may never target him with their psychic powers. Cost +30 Throne Geld.
Leathery Skin. The mutant’s skin is thick and leathery, and has few nerve endings on the surface. The mutant is immune to pinning. Cost +20 Throne Geld.
Lithe Form . The mutant gains +1 Initiative. Cost +5 Throne Geld.
Light Absorption. This mutation causes the affected mutants skin to literally suck in the light in the surrounding area. Anyone firing at the mutant is subject to an additional –1 to hit penalty to him and any model within 2” of him. Cost +30 Throne Geld.
Long Arms. The mutant’s arm are long, nearly reaching the ground. This enables swift travel up ladders and other vertical obstacles. The mutant can travel up ladders 1” faster than a normal fighter. Cost +15 Throne Geld.
Long Legs. The mutant has long legs that enable very quick running speeds. The mutant has +1 M characteristic. Cost +20 Throne Geld.
Obese. This mutant is extremely fat. It affects his abilities in the following way +1 ST and T, also +2 wounds and –1 M. The maximum possible statistics are increased/deceased by the same amount. The mutant also cost double to keep, ie cost 6 credits to feed. Cost +20 Throne Geld.
Parasites. The mutant is infested by one of the horrific parasites found in the Imperium, seemingly without complaint. Roll a d6 to determine what the mutant is infested by:
1-2 Slime Mites. The mutant is covered by thousands of milling mites. Any hand to hand opponent is subject to a –1 WS penalty due to the horrific sight.
3-4 Fungal Spores. Any model within 2” of the mutant at the start of his turn will take a ST2 on the roll of a 4+ unless wearing breathing apparatus.
5 Blood Maggots. The mutant is seething with the larvae of the blood fly, they burrow in and out of his flesh seemingly at random causing searing agony. Subsequently the mutant is immune to pinning due to being in intolerable pain.
6 Sump Hornets. A nest of ferocious sump hornets have built a nest upon the mutant, these highly aggressive insects will attack anything nearby. Any model within 3” of the mutant will be attacked by the hornets on a 4+ in the shooting phase causing a ST4 hit. The mutant also causes fear.
Roll once to determine what the mutant is infested with. Cost +20 Throne Geld.
Pheremones. The mutant exudes powerful pheremones that can be used as an effective defense mechanism. Any enemy must take a leadership test at the start of a close combat round with the mutant. Failure indicates that if won the enemy will be unable to strike any blows in combat. Cost +20 Throne Geld.
Pinhead. This mutant head happens to taper into a point which had an adverse effect on its brain. The mutant is subject to stupidity. Cost – 10 Throne Geld.
Plague Carrier. This mutant carries the zombie plague, but is immune to it. If he wounds an opponent in hand-to-hand combat, then at the end of a fight, he must roll on the zombie plague table in the Outlanders rulebook. Cost +5 Throne Geld.
Poisonous Fangs/Claws. The mutant has poisonous sacs of venom under his teeth/fingernails. If using these in combat he causes d3 wounds. Cost +15 Throne Geld.
Psychic Droning. The mutant emits a barely perceptible psychic drone that confuses Wyrds and Psykers within 18”. When a psychic power is employed that needs a Ld test to be successful the casting playing must roll 3d6 and the mutant player chooses whichever 2 dice he wants (meaning a double 1 could be chosen). Cost +20 Throne Geld.
Prehensile Tail. The mutant has a tail that is as dexterous as another hand. It can be used to hold a close combat weapon to give +1 A dice in hand-to-hand. Cost +15 Throne Geld.
Quadruped. This mutant now roams about on all fours but can no longer use basic or heavy weapons. If the mutant does not carry anything at all in his hands, his basic movement is increased by +2. Cost +15 Throne Geld.
Mace Tail. The mutant has a tail that has a heavy club-like growth at the end which it can lash about causing mayhem. The mutant gains an extra attack dice, which is at +1 ST. Cost +15 Throne Geld.
Massive Intellect. The mutant is far more intelligent that normal, way beyond that of a genius! He may gain techno skills. In addition the mutant can always try to operate unfamiliar/alien equipment on a successful Ld test. Cost 5 Throne Geld.
Massive Jaws. The mutant has a pair of massive jaws with enormous teeth to match, which he uses in hand-to-hand combat. If the mutant chooses to use his jaws to make a bite attack he rolls the normal attack dice and nominates (before rolling) which one represents his bite, if this dice rolls a 6 (and the mutant actually wins the combat) he causes d3 wounds per hit. Cost +10 Throne Geld.
Mentally Feeble. The mutant has a weak mind that makes him very susceptible to psychic powers and hypnotism. Whenever a psychic power is used on him that require a LD test roll 3d6 and choose the two highest scoring dice. Cost – 10 Throne Geld.
Mentally Strong. The mutant has an iron will that makes psychic powers less effective on him. Whenever a psychic power is used on that requires a LD test he may roll 3d6 and choose the lowest two. Cost +20 Throne Geld.
Metallic Skin. The mutants skin has taken on some of the properties of metal. He gains +1 T increase and –1 I. These modifiers apply to his permanent stats as well. Cost +20 Throne Geld.
Mindless. The mutant possesses no higher brain functions, making it barely more than an automaton. If a friendly model is within 2” the mutant can act normally, if not then the mutant may not move, fire weapons or defend itself in hand-to-hand combat. Cost –5 Throne Geld.
Moronic. The mutant’s brain has difficulty processing information in times of stress. When in a gang fight he must make a LD test to use any item other than a blade or club. Failure means the mutant may do nothing for the turn eg. The mutant tries to operate a wall gun in a storming the barricade scenario, a failed LD test means he may not use the gun this turn. Cost –10 Throne Geld.
Mute. The has no vocal chords making spoken communication impossible. The mutant has a -1 Ld penalty. Cost –10 Throne Geld.
Radioactive. The mutant is radioactive! His body is constantly giving off varying pulse of radiation which can be extremely hazardous to everyone around them. At the start of each of the mutant players turns roll a d6. On the score of a 4+ a pulse of harmful radiation is emitted. To determine the strength of the radiation roll a d3 and add +1 this is the strength of the radiation and any model (friend or foe) with d3” are hit automatically. In addition roll a d6 during the income phase. On a 6 one randomly determined member of the gang has contracting radiation poisoning and must roll on the Serious Injury Chart. Cost +20 Throne Geld.
Rapid Regeneration. The mutant can heal damage very quickly. Once wounded the mutant player rolls a d6 at the start of each turn and consults the following table to determine if wounds are healed;
Injury Regenerates on :
Flesh Wound 4+
Man Down 5+
Out of Action 6+
The mutant can be taken out of action and healed any number of times. If at the end of a fight the mutant is out of action he recovers fully on 3+. Cost +40 Throne Geld.
Raptor Claw. The mutant has a huge scythe-like claw on one ankle. He gains +1 A in hand-to-hand. If this attack dice rolls a 6 in combat (either roll separately or use a different coloured dice) then it has struck a telling blow that is resolved at +3 ST. Cost +15 Throne Geld.
Regeneration. The mutant regenerates in the same way as a Scaly. Roll a d6 at the end of any game, on the roll of a 6 any long term injuries are healed, as are any penalties/benefits associated with the injury. Cost +30 Throne Geld.
Rotting Flesh. The mutant’s skin is a mass of rotting pustulent tissue that causes revulsion in those around him. Any enemy in hand-to-hand combat doubles their fumbles against him, and in addition he causes fear. Cost +35 Throne Geld.
Scaly Skin. The mutant’s skin is scaly like a lizard. This confers a 6+ armour save . The mutant can wear other armour to increase his saving throw. Cost +20 Throne Geld.
Scorpion Tail. The mutant has a large scorpion tail with a rather venomous sting at its tip. The mutant gains +1 A which has a ST +2 bonus causing d3 wounds. Cost +35 Throne Geld.
Slimy. The mutant’s body is constantly oozing a slimy substance that makes him very difficult to get hold of. Enemy fighters with the hurl opponent skill may not use it against this mutant as grabbing hold of them is next to impossible! Cost +5 Throne Geld.
Snake Tail. The mutant has a tail that has a living snake’s head on its tip. The mutant gains +1 A which causes a ST+1 attack if it hits (roll seperately or with a different coloured dice). Cost +15 Throne Geld.
Spiders Eyes. The mutant’s eyes have transformed into two (or more) gems of great value without hindering his ability to see. This confers no benefit in itself but an enemy gang that captures the mutant may remove the gems, and gain a total of 3d6x10 credits. The mutant is now subject to hatred of the gang. Roll a d6 if a 4+ is rolled then the eyes will grow back and he returns to his gang, otherwise he becomes zombie food. Cost –10 Throne Geld.
Spikes. As per the Outlanders rulebook. Cost +30 Throne Geld.
Spits Venom. The mutant can spit a jet of blinding venom from a poison sac in his throat similar to some underhive creatures. In the shooting phase the mutant may shoot its venom into the face of an enemy fighter within 8”. There is a –1 to hit penalty (as the mutant is aiming specifically at the head. If hit then roll to wound as normal (at the mutant’s strength) if wounded the target is blinded as if he is in a smoke grenade and will remain so until he rolls a 6+ on a d6. Targets with fully enclosed helmets are protected completely from this attack. Cost +20 Throne Geld.
Skull Face. The mutant’s head is now little more than a skull. He causes fear. Cost + 30 Throne Geld.
Sticky. The mutant’s body is extremely sticky to certain materials. In hand to hand combat any successful hits may cause the weapon to stick to his body. Once close combat hits are worked out and rolls to wound are made, and providing the mutant is still alive. Roll a d6 if the mutant is hit with a close combat weapon (knife, sword, chain etc..) on the roll of a 6 the weapon is stuck fast to the mutant and is lost to his opponent. Cost + 30 Throne Geld.
Stings. The mutant is covered with small stinging cells similar to that found on some sea annenames from the sea. An enemy model charging into combat with the mutant must roll a d6 equal to or under his I characteristic. Failure indicates he has been stung and takes an automatic ST2 hit with no save modifier. Cost +10 Throne Geld.
Stunted. The mutant is small for his racial type and is often bullied by his peers. The mutant has a –1 LD penalty but can hide more effectively. When in cover the mutant gains an additional –1 to hit them as they can worm their way into smaller gaps. They mutant may never be the gangs leader. Cost +5 Throne Geld.
|A stunted mutant next to a Wyrd|
Tentacle. As per the Outlander rulebook. Cost +10 Throne Geld.
Terrifying Aura. The mutant has an aura that causes great discomfort to those of a psychic nature. Any Psyker/Wyrd etc.. is subject to terror of this mutant. Cost +15 Throne Geld.
Trunk. The mutant has a long dexterous appendage in the center of its face which he can flail about in close combat. When in close combat the mutants opponents fumbles give a +2 to the mutant. Cost +20Throne Geld.
Two Heads. As per the Outlander rulebook. Cost +25 Throne Geld.
Two Left Feet. The mutant has two left feet, and as a result is very uncoordinated. Reduce his I by -1 and the maximum I characteristic also. Cost -10 Throne Geld.
Warp Frenzy. The mutant is highly unstable and when he enters combat goes into such a state of instability that limbs grow, mouths appear and horns erupt. When in combat the mutant gains +d6 attack dice but may never parry. Cost +30 Throne Geld.
Warp Sight. The mutant has the unenviable ability to see into the warp in the same manner as navigators. He may make a single gaze attack each turn instead of a normal shooting attack. It has a range of 4” and has a ST of 5. When a enemy fighter is wounded by this attack (and has to roll on the serious injury chart), he is considered to be subject to terror of the mutant. Once discovered, this mutation will lead to considerable attention from the authorities, crime lords and the navigator families. Cost +50 Throne Geld.
Weak. The mutant is very weak. His ST is reduced by –1 (to a minimum of 1) as is his maximum allowed ST statistic. In addition he may never take muscle skills. Cost – 15 Throne Geld.
Web. The mutant has the ability to create webs like a spider . He is considered to be armed with a web pistol, but with a range of 4” and an ammo roll of 5+. Cost +30 Throne Geld.
Wings. As per the Outlander rulebook. Cost +30 Throne Geld.
Witches Sight. The mutant has the ability to ‘see’ psychic powers just before they are released. Any psychic power used on the mutant can be ‘dodged’ on a 4+ on a d6. Cost +20 Throne Geld.
Zombie Beacon. The mutant emits a psychic call that is intensely attractive to plague zombies. Roll a d6 at the start of a fight. On the roll of a 5+ zombies are about! Each turn after the first means that d3 zombies wander on from random table edges towards the beacon. They will attack any model within their movement distance including other scavvies, but will never attack the mutant in question. Cost 20 Throne Geld.