Outcast Mutations
Source: Apocrypha Necromunda: Devils of Gunk Deep
_Exposure to the toxic depths of the underhive, or the radioactive badlands of the ash wastes, often warps the bodies of those that call them home. _
Outcast Mutations can be acquired in one of two ways:
- When adding an Underhive Outcasts Hive Scum to a gang led by a Mutant, they may have a single Outcast Mutation purchased at the credit cost indicated on the table below. An Underhive Outcasts Hive Scum may never have more than one Outcast Mutation.
- Underhive Outcasts Leaders and Underhive Outcasts Champions with the Mutant Archetype treat Outcast Mutations as a Primary skill set, this means they can purchase them with XP and can choose one for free when added to the Gang Roster.
List of Outcast Mutations
D66 | Outcast Mutation | Credits |
---|---|---|
11-13 | Void Soul: The Mutant is immune to the effects of psychic powers – though the arbitrator may still rule that indirect damage from psychic powers, like a telekinetically thrown object, can still hurt them. | 15 |
14-16 | Eye Stalks: When the Mutant is in cover, ranged attacks against them suffer an additional -1 penalty. In addition, their vision arc is increased to 180°. | 20 |
21-23 | Extra Appendages: The Mutant increases their Attacks characteristic by 1. In addition, they may use up to three weapons with the Sidearm or Melee trait at the same time. | 20 |
24-26 | Horrific Appearance: This fighter gains the Fearsome skill. Furthermore, enemy fighters that start their activation within 3" of the Mutant must make a Nerve test. | 15 |
31-33 | Massive Claws: The Mutant’s unarmed attacks are resolved at +1 Strength with an Armour Penetration of -1 and the Rending trait. | 10 |
34-36 | Needle Spines: Melee attacks against the Mutant are made at -1 to hit. In addition, once per battle, the Mutant may perform the Fire Spines (Basic)action: Fire Spines (Basic): All other fighters, both friend and foe, within 3" of this fighter suffer a S -, AP -, D1 hit with the Toxin trait. | 15 |
41-43 | Scaly Skin: The Mutant has a natural 4+ armour save, which cannot be improved by armour. | 25 |
44-46 | Tentacles: The Mutant may re-roll failed Initiative tests to see if they fall from ledges and other heights. In addition, their unarmed attacks gain the Parry trait. | 10 |
51-53 | Toxic Blood: When the Mutant suffers a Wound, immediately make an Initiative test for all other fighters within 1". Those that fail this test suffer a S -, AP -, D1 hit with the Toxin trait. | 15 |
54-56 | Two Heads: The Mutant does not suffer a penalty to hit when using the Twin Guns Blazing rule. In addition, their vision arc is increased to 180°. | 10 |
61-63 | Vast Bulk: The Mutant increases their Wounds characteristic by 1. | 10 |
64-66 | Wing Membranes: The Mutant can leap distances up to their Movement characteristic without making an Initiative test and never takes damage or becomes prone as a result of falling. | 15 |