Warhammer Fantasy Roleplay First Edition Wiki
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The mutant becomes a creature of metal or has mechanical parts substituted for some or all of its natural limbs and organs. Increase the mutant's fear point total by two.

Roll D6 to determine the extent of the mutant's mechanical changes:

D6 Result
1-3 Completely mechanical: the mutant is a robot. Apply all the effects given below (WS +10, S +4, T +2, A +1, Dex +20, bite attack) and roll to determine the nature of the mutant's new 'legs'.
4-6

Partially mechanical: roll a D4 to determine how many body parts are affected, then a D10 to determine each part:

D10 Part Effects
1 Head A +1, bite attack
2 Body T +2
3-5 Arms S +2, WS +10
6-7 Hands S +2, Dex +20
8-10 Legs see below

If the mutant gains new 'legs' as a result of this attribute, roll a D6 and consult the table below:

D6 Replacement
1-3 Legs: The mutant's new legs are simply more efficient mechanical replacements of its original limbs (M +1).
4

Wheels: The mutant's lower limbs are replaced by wheels. Roll 2D6 to determine the mutant's new M. When moving in difficult ground, the mutant cannot move any further than 8 yards. Furthermore, roll a D6 on every turn spent in such terrain: a result of 6 indicates that the mutant has become stuck and cannot move of its own accord for the rest of the battle. Horses, Giants, beasts of war, or other similar creatures may be used to pull the mutant free. This takes D4 turns once the creature is in physical contact with the mutant.

Finally, the mutant is incapable of crossing obstacles or climbing stairs.

5 Hoverer: The mutant floats around at anything up to a height of 2 yards, held aloft by arcane and esoteric technological forces (thruster jets and anti-gravity generators). Roll 2D4 to determine the mutant's new M. The mutant may move through difficult ground and cross obstacles without any movement penalty.
6

Tracks: The mutant's lower limbs are replaced by tracks. Roll 2D6 to determine the mutant's new M.

The mutant can cross obstacles in the same manner as other models and is capable of climbing stairs.

Mechanoid body parts are assumed to be armoured. The mutant has two armour points on each mechanial location. Critical Hits to a mechanical location are only fatal when on the head or body. Amend the critical hit descriptions accordingly.

The mutant's new mechanoid form is a copy of its old biological body. Any armour the mutant possesses can still be worn.

Further Chaos attributes have full effect on a Mechanoid mutant.

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