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1 | CSM Implants: | |
2 | Betcher’s Gland: The Chaos Space Marine may spit acid at his foes. This acts as a ranged weapon with the following | |
3 | profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the character rolls three or more Degrees of Success on his | |
4 | Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. | |
5 | Larraman’s Organ: The Chaos Space Marine only has a 5 percent chance of dying each round from Blood Loss, | |
6 | rather than the normal 10 percent. | |
7 | Catalepsean Node: Chaos Space Marines suffer no penalties to Perception-based Tests (such as Awareness) when | |
8 | awake for long periods of time. | |
9 | Omophagea: By devouring a portion of an enemy, a Chaos Space Marine can gain access to certain information from | |
10 | the foe’s memories. The information he can access is at the GM’s discretion, keeping in mind what may have been | |
11 | known by the enemy in the first place. | |
12 | Multi-lung: This organ provides the Amphibious Trait. | |
13 | Sus-an Membrane: The Chaos Space Marine may voluntarily enter a form of suspended animation. To do so, | |
14 | the character must meditate for 1d5 Rounds. This organ automatically activates if the character is knocked | |
15 | unconscious by Critical Damage. While in suspended animation, the Chaos Space Marine’s wounds will not | |
16 | deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (-20) | |
17 | - | Medicae Test to revive a character from suspended animation. |
17 | + | Medicae Test to revive a character from suspended animation. |