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