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Jan 15th, 2016
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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.
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