Random Mutations
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Description
Mordheim is a city under the sway of Chaos,
and with Chaos comes mutation and change.
There are numerous ways by which a warrior
can be afflicted with mutation, and there are
some who actually seek out mutation as a
'reward’ of the Chaos Powers. While mutations
are not always harmful, and indeed can often
be helpful, they are a mark of Chaos, and as
such those who bear them are feared,
shunned and persecuted throughout the
Empire.
The following is a table used to generate the
colourful, exotic, and sometimes debilitating
mutations that will be visited upon certain
warriors at certain times (i.e. as a result of
exposure to Wyrdstone, for example). The
table may also prove useful to Gamemasters
who want to quickly generate some
interesting mutants for a special scenario. The
table uses a D66 roll, just like the Heroes
Serious Injuries table in the rulebook. If the
mutant rolls a mutation that it already
possesses, re-roll it until a new mutation is
generated.
Note: The great danger of mutation is that it
will ultimately overwhelm the victim with the
corrupting power of Chaos, reducing them to
a monstrous and mindless Chaos Spawn. To
represent this danger, if a warrior ever has a
characteristic reduced to zero as the result of
a mutation, they immediately degenerate into
a loathsome Chaos Spawn (see the full rules
for Chaos Spawn above).
Any member of a human, mercenary warband
(this includes both Ostlanders and
Averlanders) that receives a mutation marked
with * is immediately drummed out of the
warband by his suspicious peers. Remove the
hero from the roster, his equipment is lost.