MUTANTS

Since the Twentieth Century mankind has suffered constant mutation as a result of exposure to carious types of genetically damaging radioactive and chemical pollution. Nuclear wars ravaged many worlds during the Dark Age of Technology and the ensuing Age of Strife. As a result, the human gene-stock is far less stable then it was during the pre-atomic age and mutation is common. Families with no record of mutation might reasonably expect to run a 5% risk of mutated offspring. Amongst mutant parents the chances are over 90%. These same factors also affect aliens, although they may be more or less susceptible to mutation than humans.

The position of mutants within the Imperium varies from world to world. On the majority of primitive and medieval worlds they are slain as soon as they are born. On the majority of technically advanced worlds they are permitted to live, but rarely enjoy the boon of full citizenship. On many worlds they are segregated from the normal population, outlawed, or forbidden to live in certain areas. Generally speaking, they form a huge downtrodden portion of the population of the Imperium. Their dissatisfaction occasionally erupts as rebellion. Such revolts occasionally allow mutants to take control of planets or even groups of planets for a short period. Usually, however, retaliation is swift and effective.

Mutation is widely regarded as a mark of deviance that should be suppressed. However, some mutations are not apparent immediately, and in such cases a mutant may rise to a position of social or military prominence. When this happens individuals may be powerful enough to maintain their position despite a generally known or widely rumored mutation.

CREATING MUTANTS

You can create mutants by taking any basic creature and adding a number of the mutations described below. An average number of mutations can be determined by rolling a D3. Mutants occasionally act in cohesive groups - perhaps as space pirates, rebels or bandits. Long isolated planets may develop populations which are almost entirely mutant. A group of these creatures may take a while to generate in detail, but the result will provide an interesting and unusual game.

Roll a D100 for each mutation. Note the results as you go along. Many mutations involve some sort of characteristic modifications or special rules. These must be noted down by the player concerned.
Random Chart
01 Acid Excretion 51-52 Limb transference
02 Albino 53 Long legs
03 Arms elongate at will 54 Long neck
04 Atrophied limbs 55 Long nose
05 Beaked 56 Long spines
06-07 Bestial face 57 Mace tail
08 Beweaponed extremities 58 Massive intellect
09 Big ears 59 Metal body
10 Bird feet 60 Mindless
11 Black skin 61 Moronic
12 Breathes fire 62-63 Multiple arms
13 Brightly patterned skin 64 Multiplication
14 Bulging eyes 65 One eye
15 Burning body 66 Overgrown body part
16 Cloud of flies 67 Pin head
17-18 Cloven feet 68 Pointed head
19 Cowardice 69 Powerful
20 Crest 70 Prehensile tail
21 Crystalline body 71 Quadrupedal/bipedal
22 Emits cloud of poisonous gas 72 Rapid regeneration
23 Enormous involuntary noise 73 Razor sharp claws
24 Enormous leonine mane of hair 74 Rearranged face
25 Enormously fat 75 Regeneration
26 Extra joints 76 Rotting flesh
27 Evil eye 77 Scaly skin
28 Extremely thin 78 Scorpion tail
29 Eyestalks 79 Short legs
30 Feathered hide 80 Shrink
31 Featureless face 81 Silly voice
32 Furry 82 Silly walk
33 Great fangs 83 Skull face
34-55 Great horns 84 Snake tail
36 Growth 85 Spits acid
37 Headless 86 Subject to fits
38 Hideous appearance 87 Suckers
39 Hopper 88 Tail
40 Horrible stench 89 Tentacles
41 Huge head 90-91 Three eyes
42 Hunchback 92 Timeline slip
43 Hypnotic gaze 93 Transparent skin
44 Illusion of normality 94 Very agile
45 Invisibility 95 Very fast
46 Iron hard skin 96 Very strong
47 Irrational fear 97 Very warty skin
48 Irrational hatred 98 Vividly colored skin
49 Levitation 99 Walking head
50 Limb loss 100 Wings
Acid excretion. The creature's skin exudes a repulsive and extremely potent acid. The creature itself is not affected by this vile substance, however, anyone or anything else will be horribly burned. If the creature can land a successful combat blow then the strength of the blow is increased by +4 and the damage is increased from 1 to D6 wounds (or by +D6 id more than 1 already). If faced with steel, or other solid barriers, the creature can melt through given time - typically taking 1 turn to penetrate 10cm of hardened steel or its.

Albino. 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. Albinos never have infra-vision, even if their race normally has this attribute, and cannot use infra-vision equipment. In addition their eyes are especially sensitive to light, and photochromatic eye protection is less effective than normal. Saving rolls are always counted as 1 'pip' less to allow for this, i.e. a normal save might be a 5 or 6 and an albino saves on a 6.

Arms elongate at will. The creature has a complex system of ligaments and muscle instead of normal arm bones. This peculiar arrangement permits the individual to elongate the arms a distance of 1+D6" in order to make a single close combat attack. The victim may not fight back. Having made the attack, the arms immediately withdraw and the target is free to move, shoot, etc as normal.

Atrophied limbs. This mutation affects the limbs and/or head resulting in imperfectly formed and often useless body parts. Roll a D6 to see how many parts are deformed.
1-3 = 1
3-5 = 2
6 = 3
Roll a D6 to determine which parts are affected.
1 Head. The creature is a moronic pinhead (see moronic)
2-4 Arm. One arm is useless
5-6 Leg. One leg is useless. A creature with 1 leg may move at half-rate. A creature with no legs is immobile.

Atrophication of limbs results in general loss of coordination and balance. For each limb lost reduce the creatures initiative by 1. Limb loss is also indicative of a broader deficiency. To represent this, reduce the creatures toughness by 1 for ever 2 limbs lost.

Beaked. The creature has a horny beak similar to that of a bird, in close combat the creature gains a single bite at normal strength. This does not count as an improvised attack.

Bestial face. This mutation changes the facial structure so that it resembles that of a beast. It is extremely common amongst mutated humans and has spawned a sub-race of Beastmen. Apart from leaving its victim in a state of sickening ugliness this mutation is neither harmful nor beneficial.

Beweaponed extremities. The creature's arms or normal manipulative limbs are formed into the shape of clubs, often with spiky nodules or exposed bone. Although useless for holding weapons, these do make excellent hand-weapons in their own right, so that the creature need never worry about counting as improvised in combat.

Big ears. This mutation affects the tissue of the ears, which become so swollen and prominent as to resemble those of an elephant. 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. This allows the creature to function as if equipped with a bio-scanner sensitive to any animal source.

Birds feet. 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.

Black skinned. This is an abnormal mutation affecting the skin structure. All light reaching the skin is completely absorbed, without reflecting even the tiniest amount. The creature is seen only as a black shape, with no actual detail or structure apart from a pitch-black outline. This does not affect the creature in any way, other then making it totally invisible in darkness.

Breathes fire. This terrible mutation permits the creature to breathe flame. Fire breath can be used in close combat or at a distance with a maximum range of 8". The strength of all attacks is the same as the mutant. Successful attacks cause 1 wound.

Brightly patterned skin. The creature has a brightly patterned skin, striped, spotted, multi-colored, etc. Such mutations are odd looking, even occasionally attractive, but are only superficial. They have no assciated advatages or disadvantages.

Bulging eyes. This mutant has huge, goggling, frog-like eyes. Aside from looking rather strange, this mutation confers the advantage of infra-vision upon creatures that would otherwise not have it.

Burning body. The creature's body chemistry is distorted in a very strange and unnatural way, the skin burning constantly. A creature with a mutation of this kind is invulnerable to normal fire and takes only half damage from all heat based weapons (laser, plasma, melta-guns). Odd half-wounds can be resolved by rolling a D6, a score of 1-3 indicates no damage, a score of 4-6 is 1 wound. In close combat the creature's immense body heat causes discomfort and panic in opponents who must deduct 2 from their 'to hit' dice. Any wounding hits inflicted by the mutant automatically cause +1 wound above normal.

Cloud of flies. This mutation is especially unpleasant, affecting the skin in such a way that the flesh becomes loose and putrescent. The creature is permanently surrounded by a great swirling mass of flies which live off its disgusting hide. The flies not only feed from the semi-liquid mess, but lay their eggs upon it and maggots can be seen wriggling beneath the skin. The flies do give one advantage however; any hand-to-hand opponent will be so disoriented that he suffers a -1 'to-hit' penalty as flies gather around his mouth, crawl around his eyes and fly up his nose.

Cloven feet. This is another common Beastman mutation. 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.

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Cowardice. The creature is genetically chicken! It will never willingly enter close combat and if charged will run away if possible.

Crest. This mutant has a huge crest like that of a bird. Mutations of this kind mimim many of the popular hair-styles of the hive-worlds, and are not always looked upon with disfavor.

Crystalline body. The creatures body appears to be made from a form of living glass. It is tough but flexible. The creatures toughness is increased by +1. At the same time its wounds are reduced to a maximum of 1. All saving rolls made by this creature are at a -1 modifier, i.e. a normal save of 5 or 6 becomes a modified save of a 6.

Emits clouds of poisonous gas. The creature emits noxious gases from one or more of its bodily orifices. Each cloud is represented by a 2" radius burst marker. The creature can emit a single cloud during any turn on the D6 roll of a 5 or 6. Up to D6 such clouds can be released in a game. (The size and frequency of gas clouds can be varied at the GM's whim - if the creature is especially large for example). Clouds move D6" per turn in a random direction, or follow the course of any wind where appropriate. There are 6 different types of gas. Roll for each cloud as it is emitted.

1-2 Poisonous. Automatically kills by inhalation. All models suffering a hit are slain. Assume WS3 for this and all subsequent gas attacks.
3 Paralysis. Automatically paralyses by inhalation, All models suffering a hit are paralyzed and can do nothing. A recovery can be made on the D6 roll of a 6 made at the beginning of the victim's turn.
4 Noxious. This causes sickness and dizziness. All models suffering a hit must subtract -1 from all dice rolls made for the rest of the game.
5 Oily black gas. This cannot be seen or targeted through by any troops - even those with infra-vision.
6 Hallucinogen. Roll for effects as you would for hallucinogen gas.

Enormous involuntary noise. This is a singularly embarrassing mutation that affects the digestive system. Periodically the creature produces an unexpected, involuntary and very loud noise. This happens on any turn on the D6 roll of a 6. If the creature is a member of a fighting unit its fellows will have grown accustomed to its peculiarities and are not affected by the odd belchings, burblings, rumblings, etc. Other creatures within 6" will be startled by the sudden noise and subtract -1 from all dice rolls made that turn.

Enormous leonine mane of hair. The creature sports an enormous leonine mane like that of a lion. This may extend to the head generally, which may be lionish with a great deal of facial hair.

Enormously fat. This mutation affects the creature's metabolism so that it becomes enormously fat and bloated. This mutation affects Ogres to a certain extent, but in its more extreme form there are associated disadvantages. Individuals occupy twice as much space as normal (i.e. counts as 2 vehicle crew). Fatties attempting to go through a normal sized door, hatch, etc, will get stuck on the D6 roll of a 4,5 or 6 and can only free themselves on the subsequent roll of a 6.

Evil eye. This weird mutation enables the creature to make a single gaze attack instead of normal shooting. The gaze has a range of 4" - the creature must roll 'to hit' as normal. If hit by the evil eye, a characters karma will be severely disturbed, suffering a -1 dice modifier on all rolls made during the rest of the game.

Extra joints. 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 except in sexual situations.

Extremely thin. The creature is unnaturally thin and emaciated, bones protrude through skin, ribs stick out like keys on a piano, eyes bulge comically. Such creatures have their strength reduced by 1 (to a minimum of 1) and find it impossible to buy clothes in chain stores.

Eyestalks. This mutation deprives the creature of normal eyes, replacing them with stalk eyes like those of a crab. Such creatures cannot use the normal range of infra-vision or photochromatic gear.

Feathered hide. This is a mutation which 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. This rather sad 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, often situation upon some hidden or embarrassing part of the body.

Furry. The creature's body is covered in long, dense fur. If naturally furry, then a mutated creature is even more. Its features and even general shape are completely obscured.

Great fangs. The creature has huge fangs. These are so large that the creature can use them in close combat without having to count as improvised weapons.

Great horns. This mutation is fairly common amongst beastmen. Huge pointed horns grow menacingly from the creature's skull. This confers the same advantages as great fangs.

Growth. Unnatural growth affects the creature's body, so that it becomes D3+! Times larger than normal. Characteristics are increased as follows.
Growth M WS S T W I
X2 x1½ - +2 +1 x1½ -1
X3 x2 -1 +3 +2 x2 -3
X4 x2½ -2 +4 +3 x2½ -5

Headless. The creature has no visible head, all of its normal cranial organs and functions are accommodated within the torso.

Hideous appearance. This mutation leaves the creature in such a disgustingly sickening condition that it causes fear in all intelligent creatures (Int 5 or more).

Hopper. 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.

Horrible stench. The creature's metabolism is savagely distorted, producing a variety of fetid and unpleasant odors. Roll a D6 to establish the range of the stench in inches. All models with thins range are subject to a disadvantageous -1 modifier on all dice rolls, members of the creatures own unit are immune, having become accustomed to the horrible smell.

Huge head. The creature has a vast, balloon-like head that wobbles ridiculously on top of its narrow deformed shoulders. Intelligence is increased by +1.

Hunchback. 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. This is a very special power which enables a creature to transfix an enemy model once per turn. Maximum range is 12". The victim must make a saving throw against its will power, needing to score equal to or less than WP on 2D6. If this is failed the model is transfixed and may do nothing until released by the mutant. Release is automatic once the mutant either moves to more than 12" away or attempts to transfix a further enemy.

Illusion of normality. This mutant has at least 1 other mutation, but appears perfectly normal. The appearance is kept up right until the creature is touched, when its true form will become apparent.

Invisibility. By some freak of cell structure this mutant appears invisible. The GM must carefully record the creature's position at all times. Only by using equipment, carrying things, etc. will the creature give itself away.

Iron hard skin. The creature has hard, chitinous, often warty or scaly skin. This confers a basic D6 saving throw of 5 or 6, or adds 2 'pips' to the creature's normal armor save.

Irrational fear. This mutant suffers from a severe disorder that renders it subject to fear against one of the following.

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1. Any creature larger than itself
2. Any Alien creature
3. Any creature of it's own race
4. Creatures making loud noises or firing guns
5. Plants
6. Other mutants

Irrational hatred. The creature has a mental disorder similar to irrational fear but this time manifested as hatred. Use the chart for irrational fear to establish what the creature hates.

Levitation. The creature may levitate by up to 1m from the floor and also move horizontally at normal move rates.

Limb loss. The creature loses 1 or more limbs determined as follows.

Roll a D4.
1 Both arms
2 Both legs
3-4 One Arm

Limb transference. This is a common mutation. Creatures have their limbs swapped around. Not only limbs but also facial features can be affected. Determine how many parts are affected with a D6.

1-4 1 part
5 2 parts
6 D3+1 parts

Determine which parts are affected with a D10:
1-2 Head
3 Eyes
4 Mouth
5-7 Arm
8-10 Leg
Determine the location the part is moved to as follows:
1 Head 6 Groin
2 Chest 7 Elbow
3 Back 8 Knee
4 Stomach 9 Hand
5 Hip 10 Foot

Long legs. The creature has enormously long legs. This is quite advantageous in some situations, allowing the creature to traverse difficult and very difficult ground with only half the normal penalty.

Long neck. The creature has a long, giraffe-like neck.

Long nose. This mutation endows the creature with a large, bulbous, extremely long nose or snout.

Long spines. 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 -1 from 'to hit' rolls.

Mace tail. The creature has a tail, often with a knobby or spiked end rather like some dinosaurs. This can be used in close combat, giving an additional attack at the creature's basic strength.

Massive intellect. This mutation boosts the creature's intelligence to 10. This is irrespective of normal maximum levels. The mutant may well suffer from perceptible bulging of the cranial region.

Metal body. The creature's skin is formed from some sort of naturally deposited metal, making them very tough indeed! The creature has a +1 Toughness above normal.

Mindless. The mutant is totally without a brain. It will obey the commands of anyone within 4" - usually the nearest but if two are equally close determine randomly. The creature is too thick to respond to psychological threats. Intelligence is 0.

Moronic. The creature is congenitally dense. The intelligence score remains as normal, but every time the creature uses a piece of equipment it must test to see if the task is accomplished correctly. This applies no matter how simple the item, - e.g. door handle, sword, button. The creature is completely unable under any circumstances to open cartons of milk or yogurt. The character also loves listening to the 'Spice Girls' for some inexplicable reason.

Multiple arms. This creature is blessed with extra arms. These enable additional close combat weapons to be carried and hence give additional attacks. Only one weapon may be used during shooting however.

1-4 2 extra arms
5-6 4 extra arms

Multiplication. This bizarre mutation enables the creature to spit into two or more entities for a limited time. This can be done only in moments of stress - if the creature is fired upon for example. At such times roll a D6, a score of 6 indicates that the creature has split into D6 additional parts, each identical to the original. All personal equipment, clothing and weapons are also duplicated. At the end of D6 turns the creatures reunite into a single entity at a point equidistant between all the parts. As long as one part survives the mutant is restored to full healtth. This can only happen once during a battle.

One eye. This mutation gives the creature a single large eye like a cyclops. Eyesight is unimpaired, except that all shooting becomes more difficult and shots over short range are subject to a further -1 'to hit' modifier.

Overgrown body part. Throw a D10 to determine the part affected.

Roll

Part

Growth

 

Bonus (if any)

   

D6

   
         

1

Arm

1-2

x2

none

   

3-4

x3

+1 strength

   

5-6

x4

+2 strength, -1 initiative

2

Arms

1-2

x2

+1 strength

   

3-4

x3

+! strength, +1 attack

   

5-6

x4

+2 strength, +1 attack, -1 initiative

3

Leg

1-2

x2

half movement

   

3-4

x3

-1 weapon skill and half movement

   

5-6

x4

-2 weapon skill and half movement

4

Legs

1-2

x2

movement increased by 50%

   

3-4

x3

movement increased by 100%

   

5-6

x4

movement increased by 150%

5

Head

1-2

x2

no effect

   

3-4

x3

-2 initiative

   

5-6

x4

-4 initiative

6

Hand

1-2

x2

no effect

   

3-4

x3

no effect

   

5-6

x4

+1 strength, -2 initiative

7

Hands

1-2

x2

no effect

   

3-4

x3

+1 strength, -1 initiative

   

5-6

x4

+1 strength, -2 initiative

8

Foot

1-2

x2

-½" movement and –1 initiative

   

3-4

x3

-1" movement and –2 initiative

   

5-6

x4

-2" movement and –3 initiative

9

Feet

1-2

x2

-1 initiative

   

3-4

x3

+1" movement and –2 initiative

   

5-6

x4

+1½" movement and –3 initiative

10

Torso

1-2

x2

+1 strength

   

3-4

x3

+1 strength, +1 toughness, -1" movement

   

5-6

x4

+1 strength, +1 toughness, +1 wound and half movement

Pin head. The creature has a tiny head barely big enough to support its shrunken little face. Intelligence is reduced by -1.

Pointed head. The creature's head is pointed in such a way that makes it difficult to obtain a decent helmoet. This affects intelligence, reducing the creature's normal score by -1.

Powerful legs. The creature has immense kangaroo legs and can leap a clear distance equivalent to its normal movement allowance, either vertically or horizontally. Normal movement (by hopping) is unaffected.

Prehensile tail. The creature has a mobile tail, easily able to wield an additional close combat weapon.

Quadrupedal/bipedal. If normally bipedal the creature becomes quadrupedal, losing the use of its arms. If normally quadrupedal the creature becomes bipedal, gaining the use of arms.

Rapid regeneration. This is a very useful mutation that affects the creature's metabolic functions and ability to heal itself. It can only

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be used by creatures with more than 1 wound on their profile. A creature which has taken wound damage will automatically recover 1 wound per turn until it reaches its normal total. This ability is no use once all of the creature's wounds are gone - in which case the individual is dead and cannot regenerate.

Razor sharp claws. The creature has steely claws that can be used in close combat instead of another weapon. The mutant need never count as using improvised weapons in close combat.

Rearranged face. The creature's features are all jumbled up - the eyes may be below the mouth, the nose on the forehead, the mouth positioned vertically, etc.

Regeneration. This is a similar mutation to rapid regeneration, although not quite as effective. It affects only creatures with multiple wounds in the same way as rapid regeneration. It the mutant suffers wound damage, but still has at least 1 wound left, it can try to regenerate 1 wound at the beginning of its turn. Roll a D6 - if the score is 5 or 6 one wound is recovered, otherwise there is no change but the creature may try again next turn. This power cannot he used by a creature with zero wounds - such a creature is dead and beyond regeneration.

Rotting flesh. This mutation causes the flesh to rot visibly upon the creature's body. This is a sickening sight and the creature smells pretty awful as well, digits may be missing from hands and feet, the face is barely recognisable and internal organs may he seen poking through ruptures in the weakened flesh. The mutant suffers -l initiative, -1 strength and -1 toughness.

Scaly skin. The creature's skin is scaly like that of a reptile. On the 06 roll of a 4,5 or 6 this will be hard and horny enough to increase its roughness by +1.

Scorpion tail. The creature has a tail like that of a scorpion, equipped with a barbed sting. This is used in combat giving an extra attack at a strength of 1 point higher than the creature's normal strength.

Short legs. The creature's legs are amazingly and improbably short. All difficult and very difficult ground counts as twice as difficult for this mutant.

Shrink. The creature is shrunken and generally small and shrivelled. To determine the extent of shrinkage roll a D3+1, the amount shown is the fraction of the creature's normal size - i.e. 2 = 1/2, 3= 1/3, 4=1/4. Consult the chart for effect. No characteristic may fall to below 1.

Size

Move

Strength

Toughness

Wounds

initiative

½

-l

   

+1

1/3

-1

-1

-l

-I

+2

1/4

-1½

-2

-2

+3

 
Silly voice. The mutant speaks with a squeaky, stuttering. trumpeting, honking or other unusual voice.

Silly walk. An extreme mannerism in the creature's perambulatory technique endows it with a ridiculous gait.

Skull face. The creature has a head in the form of a skull.

Snake tail. This mutant has a tail terminating in the head of a snake. With such a tail the creature may make an additional close combat attack at the creature's normal strength.

Spits acid. This unusual mutation allows the creature to spit corrosive acid. This can be used in close combat as an additional attack at +2 strength to the creature's normal, and with a saving throw modifier of -2.

Subject to fits. This creature is subject to fits brought about by

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Stress. When it is charged the creature makes a test against cool. Roll 2D6 - if the score is equal to or less than the cool the test is passed and all is well. If the score is greater than the cool the test is failed and the creature is thrown into a compulsive fit rendering it completely useless. This lasts until a 6 can be rolled on a D6 at the beginning of a subsequent round.

Suckers. The creature's limbs and body are entirely covered with powerful suckers. The mutant can use these suckers in close combat to attach itself to its opponent, which it does automatically when scoring a hit (whether or not the hit caused damage is immaterial). Once the creature is attached it doubles its number of attacks whilst the opponent may make no attacks at all. A 'suckered' opponent may try to escape by rolling the equivalent of a normal combat 'to hit' and is then considered to be free from the beginning of the following round.

Tail. The mutant has a long tail.

Tentacles. Instead of arms this creature has long curling tentacles. These function in the same way as normal manipulative organs.

Three Eyes. This common mutation endows the mutant with three eyes. This makes it very hard to buy spectacles, but makes no difference to the creature otherwise.

Timeline Slip. This unusual mutation gives the creature the ability to literally jump out of time for a brief period. At the beginning of any of its turns the mutant may disappear from the table - the individual has jumped ahead of time and will reappear in the same position D6 turns later. The mutant has a degree of control over the time jumped, and so may add or subtract 1 from the dice roll - this roll should be kept secret from the opposition for obvious reasons.

Transparent Skin. This is a fairly nauseating mutation rendering the creature's skin and much of its organic tissue completely transparent. Deeper organs can clearly be seen pulsating and throbbing away - quite disconcerting in fact!

Very Agile. The creature is astoundingly fast and agile. It has +2 attacks and may add +1 to any saving throw to account for its additional mobility.

Very Fast. This creature can perform actions at incredible speeds - drawing guns, moving, typing shoe laces, etc. To an observer, the creature appears as a blur, moving too fast for the eye to follow. The creature moves four times as fast as normal (movement x 4), and may strike in combat four times as many blows (attacks x 4). Other wise all actions can be done approximately four times as fast as normal. A slow-loading weapon can move and fire with a -¼ rate movement penalty. Psionics and thought processes are not speeded up.

Very Strong. The creature is fabulously strong for its racial type. Add +D4 points onto its strength characteristic. Such creatures are usually large and well muscled, with bulging torsos and huge crushing hands. Creatures with a +3 or more automatically add 1 to toughness as well.

Very Warty Skin. This mutation affects the creature's skin, which becomes covered in large, ugly warts.

Vividly Colored Skin. This affects skin pigmentation. Not only can skin be colored in any one of a number of vivid and unusual colors, but it might also be striped, spotted, or patterned in some entertaining fashion.

Walking Head. This mutation turns the creature into a simple walking head with arms and legs directly attached to its oversized skull.

Wings. The creature acquires a pair of wings which can be used to fly. These may be feathered, bat-like or reptilian in form. Creatures with wings can hover and so have no minimum flight speed. Their maximum flight speed can be determined as 4x2D4". Acc/dec is always ¼ of the maximum flight speed. Turn radius is always 1.

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