The nature of the mutant's blood changes radically. Roll D6 to determine the nature of the change:
D6 | Blood Type |
---|---|
1-2 | Leeches or Maggots - Increase the mutant's T by +½. Whenever the mutant is wounded, a stream of squirming things (leeches or maggots) pours out of the wound. The mutant's opponent must make a successful I test to avoid the stream or suffer one S 1 hit on a roll of 4-6 on a D6. This is repeated each turn; if the result of the D6 roll is a 1, the maggots/leeches are sated and stop biting their victim. No futher S 1 hits are caused. If the creature affected by the leeches or maggots can remove any and all armour or clothing it wears, the mutant's 'blood' will have no further effect. |
3 | Acid - Increase the mutant's T by 1. Whenever the mutant is wounded, a powerful acid sprays out of the wound. Any opponents take a S 3 hit. |
4 | Protoplasm - Increase the mutant's T by 1. A translucent slime oozes from the mutant's wounds. When the mutant is reduced to 0 W, the slime coalesces into a single mass of protoplasm to fight on in its own right. (Treat as an Amoeba.) It is immune to all psychological effects. |
5 | Molten Metal - Increase the mutant's T by 2. Whenever the mutant is wounded, molten metal jets from the wound. Any opponents take one S 3 hit. The molten metal will also ignite any flammable substances within a 4 yard radius of the mutant. When the mutant is killed, it will explode, causing one S 4 hit to everyone within 10 yards. |
6 | Electricity - Increase the mutant's T by 1. When the mutant is wounded by a metal weapon, the electricity in its bloodstream causes one S 3 hit to its opponent. This increases to a S 6 hit if the mutant's opponent is wearing metal armour. |
Once the mutant is wounded, add three to its fear points. This may result in a change in the psychological effects it causes in its opponents.