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