MORDHEIM CHAOS WASTES
CHAOS ATTRIBUTES
By Tommy Punk

The followers of Chaos change in both body and mind, they may grow tentacles or their faces may change into that of a beast. This is reflected by the Chaos Attributes and they are generated randomly using the D1000 table below.

Characteristics

Some Attributes give a bonus of +0,5 to a Characteristic or divide Characteristics. Any fractions should be dropped but don't forget to write down the fraction since it may be raised or lowered to a full point by another Attribute. In addition if a characteristic drops below one it will seriously affect the Champion.

Duplicate Attributes

There is a chanse that you may end up with an Attribute that the model already has, in this case you may either reroll the Attribute or accept the duplicated Attribute. Some duplicated attributes, such as extra arms or tentacles, may still be applied but most effects may not be duplicated EG you may not be frenzied twice. If you want to you can come up with an interesting version of the Attribute, apply it in a different way or reroll the Attribute for a new one.

No armour allowed vs Chaos Armour

Some Attributes will warp the body so much that normal armour will not fit the model. If so the model may not wear armour on that body part nor may it wear magical armour.

Chaos Armour is an exception to this since it will warp to fit its wearer, a model may always wear Chaos Armour. Some Attributes will prohibit the use of a helmet and this will affect the Chaos Armour and its helmet will open up or grow, but its still treated as a helmet.

Tail and Tounge attacks

Some Attributes give an extra tail or tounge attack, these attacks are made in addition to any other attacks and you roll to hit and to wound as normal. These attack may not use any bonuses from the models weapons and often has its own Strength or other special rules. If the model have no attacks it may still use the tail or tounge attacks.

Fear points

Fear points are gained for attributes that inspire dread, usually because of the weird appearence of the model. The attributes indicate the number of Fear points gained and if the model have enough fear points it will cause Fear or Terror. Remember that models that cause Terror cause Fear as well.

Pts Effect
0-10 No effect
11-20 Causes fear
21+ Causes terror

ATTRIBUTE TABLE

D1000    Attribute
001-004 Acid Excretion
The model sweats an extremely potent acid. Increase Toughness by +0,5 pts and add +1 Fear pts. The model may not wear non-magical armour.
005-008 Additional Eye
The model grows an extra eye. Add +1 fear pts.
009-012 Agriculture Body
The model's body is covered with growing fungus or vegetables. Add +D3 Fear pts, the model may not wear armour.
013-016 Albino
The model becomes an albino and is weakened and enervated, its skin becomes a dead white skin and it develops glowing red eyes. Reduce Toughness by -1. Add +2 fear pts.
017-020 Atrophy
One part of the model's body becomes shrivelled and atrophied, the model may no longer use that body part. Roll a D6 to determine which part is atrophied:
1-2 Left Arm
The arm may not be used and any claw attacks are lost. If all arms are lost the model may not attack at all. If the model is a steed treat this as a leg result.
3-4 Right Arm
The arm may not be used and any claw attacks are lost. If all arms are lost the model may not attack at all. If the model is a steed treat this as a leg result.
5 Left Leg
The leg may not be used and the model limps. Divide the Move by 2. If all legs are lost then the model may only crawl 1" per turn.
6 Right Leg
The leg may not be used and the model limps. Divide the Move by 2. If all legs are lost then the model may only crawl 2" per turn.
021-024 Beaked
The model has a beak, such as that of a bird. All its other facial features remain unchanged. Add +2 Fear pts.
025-028 Beast with a thousand Eyes
The model is covered with a thousand eyes all over his body. Increase Initiative by +D3, may not wear armour. Add +D3+1 Fear pts.
029-032 Beast with a thousand Mouths
The model is covered with a thousand mouths all over his body. The model may make 1D6 fang attacks each turn and each attack hit with S2 and causes a single wound but may not cause critical hits. May not wear armour. Add +D3+1 Fear pts.
33-102 Bestial Face
The model's face changes into that of some sort of beast. Add +D3+1 Fear pts.

Roll 3D10 to determine what beast the models face is replaced by:
3 Ant
4 Ape
5 Bat
6 Bear
7 Boar
8 Bull
9 Deer
10 Dog
11 Wolf
12 Dragon
13 Eagle
14 Horse
15 Lion
16 Tiger
17 Rabbit
18 Rat
19 Bird
20 Snake
21 Spider
22 Weasel
23-25 Goat
26-29 Choose/invent your own
30 The model gain the face of a Lesser Daemon of its Patron Power. You may choose which Daemon, this includes Daemonic Beasts and Mounts.

103-106 Beweaponed Extremeties
One of the model's hands, paws or tentacles fuses with one of the model's weapon. The model may make an additional attack with this weapon with a Strength bonus of +1, but with an Initiative penalty of -1. The model may not use any other weapons with this hand. Add +1 Fear pts. If the weapon is double-handed only one hand fuses but the other one is required to wield the weapon.
107-110 Big Ears
The model grows enormous ears. May not wear helmets, otherwise appearence only.
111-120 Birds Feet
The model's legs and feet become that of a bird. Add +2 Fear pts. May not use boots.
121-124 Black Skin
The models skin becomes completely and unremittingly black, so that even light falling on the model vanishes into the depths of its darkened surface. Its eyes, however, turn milky-white and loose their pupils and irises. The models sight is unaffected by this alarming change and the models physical make-up is otherwise unchanged; only its colour is changed. Add +D3 Fear pts.
125-128 Blob
The model becomes a huge amoeba-like creature without any recognizable limbs or organs. The model looses all attacks but one and may not use weapons or equipment. The model's wounds are doubled, with a minimum of five wounds. The model may still wear armour though it will not cover his entire body so all saves are reduced by -1, this does not affect Chaos Armour. The model will gain no save from a helmet. Add +D3 Fear pts.
129-132 Bloodgreed
The model is affected by bloodgreed as if it was a Minotaur. If the model takes an opponent out of action in close combat it becomes subject to Frenzy on the roll of 4+ on a D6.
33-136 Blood Substitution
The nature of the model's blood changes radically.

Roll a D6 to determine the nature of the change:
1 Leaches or maggots

Whenever the model is wounded a stream of leaches or maggots pour out from the wound. They, however, do not cause any damage. Increase Toughness by +0,5. Add +3 Fear pts.

2 Acid

Whenever the model is wounded a powerful acid sprays out of the wound, any opponent in basecontact takes an S3 hit. This hit may not cause critical hits. Increase the models Toughness by +1.

3 Ash

The model's blood is made up of ash. Whenever the model is wounded a fine dust of ash will seap out. Add +D3 fear pts.

4 Molten Metal

Whenever the model is wounded molten metal jest from the wound, any opponent in basecontact takes a S3 hit. This hit may not cause critical hits. The jet counts as flammable. When the model is killed it will explode; causing a S4 hit on all models within 2". This hit may not cause critical hits. Add +D3 fear pts. Increase the models Toughness by +2.

5 Electricity

Whenever a metal weapon wounds the model, the electricity in its bloodstream cause a S4 hit on the wounding opponent. This hit may not cause critical hits. Increase the models Toughness by +1.

6 Explosive Fumes

Whenever a flammable weapon wounds the model, it takes an extra D3 wounds. When the model is killed by a flammable wound it explodes in a big mushroom cloud, all models within 2" takes a S4 hit. This hit may not cause critical hits. Reduce Toughness by -1.

136-139 Bulging Eyes
The model's eyes become large and froglike. These uncanny protuberances give the mutant a bizarre appearense but have no effect on its profile. Add +2 Fear pts.
140-143 Burning Body
The model's body is wreathed in the flickering tongues of hellish flames, and burns with an unnatural light. The model feels little pain, so increase Toughness by +1, and add +3 fear pts. The model may only carry equipment of a magical nature; the flames will melt any mundane equipment. All attacks in hand-to-hand by the model count as flammable.
143-212 Centaur
The models lower body changes into that of an animal. If the animal has four or more legs then add Movement +2, if the animal has no legs divide Movement by 3 (EG snake), increase Wounds by +1. Add +D3 Fear pts.

Roll a D10 to determine the animal:
1 Wolf
2 Horse
3 Ant/scorpion/beetle
4 Boar
5 Bull
6 Snake/snail
7 Lizard/dragon
8 Spider
9 Frog
10 Choose/invent your own.

213-216 Chaos Spawn
The model is wrecked by change and turnS into a Chaos Spawn. See Fate of Followers of Chaos for more details.
217-220 Chaos Were
The model becomes a werecreature. Determin the nature of the other side of the were by rolling on the Crossbreed Attribute table below. Roll a D6 at the beginning of each round, on a roll of 4+ it changes form. Before the game you can choose which form the were starts in. Chaos Weres may only wear Chaos Armour, since it can change form to suit the Weres changes and it may not use weapons in its wereform. Every time the model gains a new attribute it will get one attribute for each form, so you must keep a record on which attributes that belong to which form.
221-224 Chestmaw
The model's chest grows to become a huge maw. The model may not wear body armour, add +3 Fear pts.
225-234 Claw
One of the model's hands turns into a claw.

The model may not use a weapon in that hand, but gains an additional attack at S+1. Add +2 Fear pts.

235-244 Cloud of Flies
The model is permanently surrounded by a great swirling mass of flies. Enemy models in base contact has a -1 to hit penalty in hand-to-hand combat. This even applies to striking at models next to this model. Future Cloud of Flies will not double the penalty.
245-254 Cloven Hooves
The model has hooves instead of feet. It may not use boots, but its profile and abilities are otherwise unaffected. Add +2 Fear pts.
256-259 Coloured Skin
The models skin changes colour. The skin often changes into the colours of the Patron Power, though you can choose any colours you like. Slaanesh glories in pastel colours that soothe the eye and beguile the mind. Khorne dislike any colour but black, red and gleaming brass. Nurgle are marked by the hideous combinations of diseased and livid tones, suggesting illness and decay. Tzeentch favours no single colour, but take delight in irregular and disruptive patterns and colours. Add +D3 Fear Pts.

The colours may also form into patterns, roll a D10 if you want to randomly determin the pattern or you can choose or invent your own:
1 Single colour spots.
2 Multi-colour polka spots.
3 Single/multi-colour squares.
4 Zebra-like stripes.
5 Multiple colour lozenges.
6 Zig-zag stripes.
7 Tiger stripes.
8 Disruptive camoflage pattern (though the actual colours may have quite the opposite effect to camoflage).
9 The body is divided into two seperate colours. Some of the combinations are: body vertically divided into two equal halves, underside or front in one colour and the back in another, top of the model in one colour and the lower part in another.
10 Roll a D4 and combine the results in the most outrageous manner possible.

260-263 Cowardice
The model becomes extremely cowardly. It will automatically fail any Fear or Terror tests that it is required to make and must pass a Leadership test to be able to charge an opponent.
264-267 Crest
The model's head is adorned with a crest. This can be a bird-like whattled, or a reptilean membrane, or a feathered crest. Add +2 Fear pts, the model may not wear helmets.
268-339 Crossbreed
The models entire frame changes, and it become a hybrid creature, a mixture of two species. Roll on the Body location table to determin which part of the frame that changes, then roll on the Creature table to find out the species. If you want to you can roll on the Body location table to find out which part of the species that the models body part will change into. Last roll on the Hybrid table to find out the extend of the change. The model gain +1 fear pts per body part that changes. Parent refer to which creature that is dominant in an area, model parent mean the model itself and creature parent means the other creature.
D100 Body location table
01-07 Head
08-10 Torso and arms
11-13 Torso and head
14-16 Torso, head and arms
17-23 Face
24-26 Lower body and legs
27-29 Pair of legs
30-36 one leg
37-43 Foot
44-46 Toe
47-49 pair of arms
50-56 One arm
57-63 Hand
64-66 Finger
67-73 Mouth
74-76 Nose
77-83 Eyes
84-90 Ear
91-93 Tail (if the model has no tail, it now grows one)
94-00 Choose/invent your own
D100 Creature table
01-02 Ant
03-04 Ape
05-06 Bat
07-08 Bear
09-10 Beetle
11-12 Boar
13-15 Bull
16-17 Carrion
18-19 Cold one
19-20 Deer
22-22 Dog
23-24 Dragon
25-26 Eagle
27-29 Fly
30-31 Frog
32-35 Goat
36-37 Horse
38-39 Shark
40-41 Leech
41-42 Lion
43-44 Lizard
45-46 Mammoth
47-48 Octopus
49-50 Owl
51-52 Rabbit
53-54 Rat
55-56 Raven
57-58 Scorpion
59-60 Insect swarm
61-62 Snail
63-64 Snake
65-66 Spider
67-68 Turtle
69-70 Tiger
71-72 Toad
73-74 Treeman
75-76 Plant
77-78 Troll
79-80 Warthog
81-82 Weasel
83-84 wolf
85-86 Wyvern
87-88 Manticore
89-00 Choose/invent your own
D6 Hybrid table
1-2 Model parent
The models current form is dominant in this area but it gains some of the features associated with the creature parent.
3-4 Compromise
The model develops an appearence that is a mixture of its two parents.
5-6 Creature parent
The model develops the appearence of its creature parent in this area.
If you want to the area may become a miniature of the parent itself.

Note that the changes may lead to that the model may lose the ability to use some of its limbs; this will of course will affect its performance. It's up to the players to determine any further changes to the model since the myriads of combinations prohibit any extensive rules.

340-343 Crown of Flesh
The model grows a ring of fleshy protuberances around its head. Add +2 Fear pts, the model may not wear a helmet

Roll a D6 to determine the type of the proturberances:
1 Fingers
2 Ears
3 Noses
4 Tongues
5 Eyestalks
6 Toes

344-347 Crystaline Body
The model's body changes into a single living crystal that is tough, but easily shattered. Toughness becomes 6, while wounds become 1. Neither score is altered by subsequent aquired attributes unless an attribute alters the model's structure from crystal to another substance. Add +D3+1 Fear pts.
348-351 Dimensional Instability
The model is very vulnerable to magical attacks and is automatically wounded by a spell or magic weapon. Daemons do not counts as causing magical attacks for this purpose.
352-361 Drooling
The model drools a disgusting slime. Add +1 Fear pts.
362-365 Elastic Limbs
The model can stretch out its limbs at will and can make a single close combat attack at a range of 3". The opponent may not strike back. Add +D3 Fear pts.
366-369 Enormously Fat
The model becomes enormously fat and bloated. Divide Movement by two, add Toughness +1, add Wounds +2 and reduce Initiative by -3. Add +1 Fear pts.
370-373 Enormous Noise
The model periodically produces a deafening sound; a wild, manic laughter, a mighty (and disgusting) breaking of wind, a crazed scream or vail or any other noise that you may care to device. Add +D6 Fear pts.
374-377 Ensnaring Tongue
The model's tounge become long and ensnaring, it may trap opponent and drag them toward it. You may make a single ensnaring attack up to 3". If an opponent is hit it is dragged into basecontact with the model and suffers an automatic hit that is resolved with the models weapons. If the opponent survives the attack it has struggles free. This attack may be used in the shooting phase and in hand-to-hand, though only once per turn. Add +D3 Fear pts. If the model already has a warped tounge it now looses it.
378-381 Evil Eye
The models gaze can place a curse on any creature that meets its gaze. Enemy models in basecontact have a -1 to hit penalty when they strike at this model.
382-385 Extra Joints
The model develops extra joints in one or more of its limbs. These usually take the form of extra elbows or knees. Add +D3 Initiative, add +1 Fear pts.
386-389 Extremely Thin
The model becomes a matchstick figure, impossibly thin and gangling. Divide Toughness and Wounds by two, add +2 fear pts.
390-399 Eyestalks
The model has stalked eyes, similiar to a crab. Add +2 Fear pts.
400-403 Fangs
The model grows huge fangs; these range from small vampiric fangs to large sabre-tooth tiger fangs. Add +D3 Fear pts.
404-407 Feathered Hide
The models skin or hide is covered in feathers, the model also develops vestigal and useless wing membranes between arms and body. Add +D3 Fear pts.
408-411 Featureless Face
The models facial features disappear, leaving an entirely blank face. Despite the lack of features the models senses are unaffected. Add +D6 Fear pts if the model doesn't wear a helmet.
412-415 Flaming head
The model's head is surrounded by hellish flames. Add +D3 to Fear pts.
416-419 Frenzy
The model enters a permanent mindstate of rage. The model becomes subject to frenzy.
420-423 Furry
The model's body grows a covering of long dense fur, if the model is naturally furry its shape and features are completely obscured by the mass of hair. Add +1 fear pts.
424-427 Fused Faces
The models grows several faces that fuses into a single distorted face. Add +D3+2 Fear pts.
428-431 Growth
The model grows and becomes D3+1 times its present size. Increase Toughness by +D3, Wound by +D3 and Strength by +D3. Decrease Initiative by -D3. Add +D3 Fear pts.
432-435 Hardened Skin
The models skin changes or it is covered in something. Add +1 armour save, add +D3+1 Fear pts.

Roll a D6 to determine the nature of the change:
1 Scales
2 Warts
3 Metal
4 Stone
5 Boneplates
6 Blisters

436-439 Hatred
The model hates one thing, to the exclusion of all other emotions about the object.

Roll 2D10 to determin the object that the model hates: Roll 2D10 to find out the type of creature
2 Beastmen, Minotaurs, Centaurs
3 Daemons
4 Dragons
5-6 Dwarfs
7-8 Elves
9-10 Goblins
11 Humans
12 Lizardmen
13 Ogres
14 Orcs
15 Skaven
16 Slann
17 Trolls
18 Undeads
19 Wizards
20 Choose/invent your own

440-443 Head Plate
The model's head grows a tough boneplate like that of a Stegadon and gain a special save of 4+ against being stunned. Add +3 Fear pts, the model may not wear a helmets
444-447 Hopper
The model's legs grow together into one huge and powerful leg. The model may only move by hopping. Divide its movement by three, add +2 Fear pts.
448-517 Horns
The model grows horns. The horns often twist together into the form of the Patron Powers runic symbol, marking the model as the servitor of that Patron Power. The model may not wear helmets other than chaos armour. Add +2 Fear pts.
518-521 Horrible Stench
The model emits a terrible smell, a combination of halitosis, flatulence and unwashed flesh that is without equal. All enemy models in base contact have a -1 penalty to all their dice rolls due to their actions. Add +D3 Fear pts.
522-525 Huge Head
The model has an unnaturally huge head. May not wear helmets or crowns, otherwise appearence only. Add +2 Fear pts.
526-529 Hunchback
The model has a grossly hunched and twisted back. While this look grotesque it has no effect on its profile. The model may only wear chaos armour. Add +D3 Fear pts.
530-533 Illusion of Normality
The model appears to be a completely normal member of its original species or race. Only when in hand-to-hand combat does its true visage appear. Ignore all fear pts effects until the model is in close combat.
534-537 Large Maw
The model's mouth becomes dominant in the face; the mouth covers the entire face when it's opened. Add +3 Fear pts.
538-541 Lashing Tongue
The model's tounge grows longer and is covered with sharp teeth; it may be used to lash opponents. The model may make a single S5 attack, that causes one wound and is treated as a sword for critical hits. Add +D3 Fear pts. If the model already has a warped tounge it now looses it.
542-545 Levitation
The model may fly using the power of his mind.
546-549 Limb Loss
The model looses an arm or leg. Add +1 Fear pts. Roll a D6 to determine if an arm or a leg is lost:
1-2 Left arm, if the model only had two arms it may not use weapons that require two hands to use.
3-4 Right arm, if the model only had two arms it may not use weapons that require two hands to use.
5 Left leg, if the model only had two legs its Movement is halved.
4-6 Right leg, if the model only had two legs its Movement is halved.
550-619 Limb Transference
One part of the model's anatomy has been moved to a new location. Add +3 Fear pts.

Roll a D10 to determine which part is affected:
1-2 Head
3 Eyes
4 Horns (if the model has no horns it now gains a pair)
5-7 Arm/hand
8-10 Leg/foot

Roll a D10 again to determine where the part is moved to:
1 Head
2 Chest
3 Back
4 Stomach
5 Hip
6 Groin
7 Elbow
8 Knee
9 Hand
10 Foot

If the location rolled is the same that is moved then either roll again or revert the position, EG head is turned backwards.

620-629 Long Face
The model's face grows longer. Add +2 Fear pts.
630-639 Long Fingers
The model's fingers grow to become twice their normal length. Add +1 Fear pts.
640-643 Long Legs
The model has exceptionally long legs. Increase Movement by +1. May only wear chaos armour. Add +2 Fear pts.
644-653 Long Neck
The model has a long giraff-like neck. Add +3 Fear pts.
654-663 Long Nose
The model has a long protruting nose or snout. Add +1 Fear pts.
664-667 Long Spines
The model has long spines growing from its body. This makes it harder for opponents to strike at the body. Any enemy has a -1 to hit penalty striking at this model. Add +2 Fear pts.
668-677 Mace Tail
The model has a long, flexible tail with a mace-like bonetip. If the model already have a tail, it now looses it. The model may make a single S5 attack against any model in base contact, the attack is treated as being made by a club.

Add +D3 Fear pts.

678-681 Mane of Hair
The model has an enourmous mane of hair, similiar to that of a lion. The model may not wear helmets, add +1 Fear pts.
682-685 Manic Fighter
The model nourish a hatred for everyone that dare to oppose him. The model hates all enemies.
686-689 Manikin
Most of the models facial features atrophy and disappear, until only the mouth is functional. Meanwhile a miniature body sprouts from the model's forehead. This manikin's torso is perfect in every detail, with its own arms, head and face. This miniature torso and head do all the talking for the model, and the lower mouth in the atrophied face is used only for eating. Further attributes can be applied to the manikin or the models atrophied face as appropriate. Any horns will remain on the atrophied head. Add +4 Fear pts. The model may not wear helmets.
690-693 Many Fingers
The model has an additional D3+1 fingers per hand. Add +1 Fear Pts.
694-697 Marble Body
The models lower body turn into a pillar of marble. The model may not move unless he is mounted. Increase Toughness by +1, increase Wounds by +1 and divide Initiative by 2. Add +D3+1 Fear pts.
698-701 Mercreature
Instead of legs/rear legs the model has a scaly fishlike tail. It also has gill as well as lungs, and can breathe under water. The model is able to swim using its full Movement, but on land Movement is reduced to 1. The model can cross bodies of water with no penalty. Add +3 Fear pts.
702-705 Mist
A hazy mist surrounds the model. Appearence only.
706-715 Multiple Arms
The model grows D3 extra arms. Increase Toughness by 0.5 per arm. The model gains may wield additional weapons in the arms or may carry extra shields (save +1 per extra shield). Add +1 Fear pts per extra arm.
716-725 Multiple Heads
The model grows another head. Add +D3 Fear pts. Attributes that affect the head or face may be applied to either one or all of the heads.
726-729 Multiplication
When the mutant is killed it is split into three fragments; each is identical to the mutant but about a third of its size. Divide the mutants WS, S & T by three the minimum score is one. Wounds become one. These fragments last until they are killed. The mutant can still be recovered after the battle; it is then whole again providing that at least one of the fragments survived the battle. The fragments do not fight with weapons and are treated as being unarmed and they do not wear armour, not even Chaos Armour.
730-733 No nails
The model has no nails. Appearence only.
734-743 One Eye
The model's eyes merge into a single huge eyeball, like that of a cyclops. The model may not use missile weapons. Add +2 Fear pts.
744-747 Overgrown Body Part
One part of the model's body becomes huge and overgrown. Increase Toughness and Strength by +1, Movement is reduced by -1. Add +D3 Fear pts.

Roll a D6 to determine the part that grows.
1 Arm
2 Leg
3 Hand
4 Foot
5 Upper body
6 Lower body

748-751 Phobia
The model is subject to Terror from one thing, without any readily appearant reason. Remember that anything that causes Terror also causes Fear. This attribute overrides the normal rules, if the model is immune to Terror or psychology in general then it is still affected by this attribute.

Roll D100 to determine the object that cause Terror in the model:
01-02 Animals
03-04 Anything larger than the model
05-06 Anything smaller than the model
07-08 Blood, test when model takes a wound as well as when it causes a wound in close combat.
09-10 Blue/purple objects
11-12 Bridges, may not cross bridges
13-14 Cats
15-16 Change of appearence, test for models that has changed form during the battle.
17-18 Cold, test when attacked by cold attack or cold based weapon/attack comes within 8".
19-20 Daemons
21-22 Dogs
23-26 Evil, test when an evil model comes within 8", this usually includes the models own side and forces it to start the game 8" from any evil (IE friendly) model.
27-28 Fear causing models, will always fail fear-tests.
29-30 Fire, test when attacked by fire or fire based weapon/attack comes within 8".
31-32 Fish
33-34 Fur/hair/beard, this usually includes friendly models in which case the model is forced to start 8" apart from these models.
35-36 Graves and tombs, may not enter a graveyard or tomb.
37-38 Green objects
39-42 Heights, may not fly or ride a flying creature and must remain on ground level.
43-44 Insects
45-46 Mounted models
47-48 Lightning and thunder, test if attacked by lightning or anything within 8" is, usually from spells.
49-52 Magic and wizards, test when model/unit is attacked by magic or wizard comes within 8". The model may not use magic of its own and must start 8" from any wizard.
53-54 Mice and rats, including Skaven
55-56 Mirrors, usually held by characters, usually from magic items
57-58 Mist
59-60 Pain, test whenever the model is hit by an attack.
61-62 People, is subject to Terror from 2 or more models that stand within 2" of each other.
63-64 Poision, test when attacked by a poisionous atatck or when a model with a poisionous based weapon/attack comes within 8".
65-66 Rain, must test every turn that it rains.
67-68 Red/orange objects
69-70 Slime, includes models that produce slime.
71-72 Snakes and reptiles
73-74 Spiders
75-76 Suffocation, test when attacked by gas or model with gas based attack/weapon comes within 8".
77-78 The night and shadows, must test every turn that the model is in darkness.
79-80 Trees, including treemen, may not move within 8" of a wood
81-82 Undeads
83-84 Winged creatures
85-86 Water and the sea, may not move within 8" of a body of water.
87-88 Worms
89-90 yellow objects
91-92 Own death, test whenever wounded.
93-00 Choose/invent your own

752-755 Pin Head
The model has a tiny head, out of all proportion to the size of its body. Add +1 Fear pts.
756-765 Plague Struck
The model carry some form of disease, its body is riddled with sores running with fluid, bulbous pox or anything else you can think of. Increase Toughness by +1, add +D3 Fear pts.
766-769 Pointed ears
The model has pointed ears like the Elven ears or even more pointing. Appearence only.
770-773 Pointed Head
The model's head rises to a sharp point. The model may not wear helmets, add +2 Fear pts.
774-777 Powerful Legs
The model gain powerful hind legs, like that of a kangaroo. The model may jump D6" in addition to moving. The model may jump over obstacles up to 2" in heigth with no reduction to movement or iniative test. Add +1 Fear pts.
778-787 Prehensial Tail
The model grows a prehensiel tail or a tail with a hand on the end of it. The tail may be used to wield a hand weapon or an extra shield. The model may make an additional attack with a hand weapon or add +1 to its save if it carries an extra shield. Add +3 Fear pts.
788-791 Quadruped/Biped
If the model has four legs it now has two legs and two arms, if the model has two legs it now has four legs. Any extra legs are kept. Increase Movement by +2 if the model gained legs, reduces Movement by -2 if the model lost legs.
792-801 Razor Sharp Claws
The model grows long sharp claws on its hands, tentacles or pawns. Add +1 Fear pts.
802-805 Regeneration
The model may regenerate as a Troll. The model regenerates after all attacks have been made, roll a D6 per wound taken on a roll of 4+ that wound is not taken. If the model takes a flammable wound then its regenerating ability is stopped.
806-815 Rotting Flesh
The models flesh is rotten and putrid, hanging from its frame in disgusting tatters. Every so often a leprous gobbet of diseased flesh frops off, exposing the newly-pustulent areas beneath. The unfortunate model spreads a noxious odour in its wake and attracts an audience of hungry flies. The models profile is unchanged, add +5 Fear pts.
816-825 Scorpion Tail
The model grows a scorpion-like, segmented tail that curves above its head. The model may make one S5 attack to a model in front of it; no armour saves apply, even for magic armour. The tail counts as a spear for the purpose of critical hits. Add +3 Fear pts.
826-829 Several Faces
The model has an extra D3 faces, each looking in a different direction. Increase Initiative by +D3. Add +3 Fear pts. The model may not wear helmets.
830-833 Short Legs
The model's legs shrivel up and become far shorter than normal for its original species or race. Divide the models Movement by two. Add +1 Fear pts.
834-837 Siamese Twin
The model becomes two separate entities joined together by flesh, gristle and bone. They may be attached back to back or side by side. From now on they are treated as separate models, and are given separate attributes. If the attribute should apply to their shared lower body it will apply to both of them. They share their original wound and if the model dies both die. Add +6 fear pts.
838-841 Sideway Eyes
The model's eyes are positioned on the sides of the head. Add +2 Fear pts.
842-845 Skull Face
The flesh of the model's face dissolves, leaving a skull. Add +3 fear pts. The models profile is unaffected.
846-855 Snake Tail
The model grows a tail which ends in a snakes head. The model gains a S3 attack that may be made against any model in basecontact, this attack may not cause a critical hit. Add +3 fear pts.
856-859 Spider Legs
The model grows spider legs under its arms. Add +3 Fear pts, may not have armoured arms.
860-863 Spits Acid
The model may spit acid up to 6" using its BS and causing a S5 hit that causes one wound. The model may also spit on a model in base contact.
864-867 Stupidity
The model looses grip with reality and make strange and inappropriate decisions, this will not stop a Champion of Chaos to be the leader of a Warband, and though his actions will affect any unit he joins. The model becomes subject to stupidity.
868-877 Tail
The model grows a long tail. Add +3 Fear pts.
878-881 Teleport
The model may teleport up to 2D6" in the shooting phase like a spell, roll the dice each time the model decides to teleport. The model may ignore intervening terrain and counts as charging if it teleport into basecontact with another model or unit.
882-885 Tentaclemass
The model's body becomes a slithering mass of tentacles. Add +4 Fear pts.
886-955 Tentacles
One of the models arms wither and turn into a grasping tentacle. The tentacle functions as a normal arm. Add +3 Fear Pts.
956-959 Tipped Tongue
The models tongue grows to become 2D3 feet long and is moving like a snake, it's tipped with a head. Add +D3 Fear pts. If the model already has a warped tounge it now looses it.

Roll 3D10 to determine the head:
3 Ant
4 Ape
5 Bat
6 Bear
7 Boar
8 Bull
9 Deer
10 Dog
11 Wolf
12 Dragon
13 Eagle
14 Horse
15 Lion
16 Tiger
17 Rabbit
18 Rat
19 Bird
20 Snake
21 Spider
22 Weasel
23-25 Goat
26-29 Choose/invent your own
30 The face of a Lesser Daemon of its Patron Power. You may choose which Daemon. This includes Daemonic Beasts and Mounts.

960-963 Transparent Skin
The models skin becomes completely transparent, revealing its inner structures - bones, organs, muscles, sinews, and digestive system - for all to see. Add +5 Fear pts. The models profile is unaffected.
964-967 Walking Head
The model is headless, having its face situated on its chest. Its facial features are unchanged by this attribute. Add +4 Fear pts. The model may not wear armour, except for chaos armour.
968-971 Walking Rock
The models body turn into a rock with the models arms and legs potrude from it. Increase Toughness by +2 and Wounds by +1, add +4 fear pts.
972-981 Wings
The model grows a pair of wings. The model may fly, add +3 Fear pts. May not wear any armour other than chaos armour.
982-000 Choose/invent your own