| Trait |
Description |
| Amorphous |
Creature may change its size by +/-1 as a free action, but does not change movement. Also gains Crawler trait. |
| Amphibious |
Creature may breathe substance other than air and survive. |
| Auto-Stabilized |
Always counts as Braced for firing heavy weapons. |
| Baneful Presence (x) |
All creatures take a -10% to Willpower when within (x) Meters. |
| Battle Focus |
Wind rider Only, 1/ round move your jet-bikes up to Tactical Speed as a Free Action. |
| Bestial |
No survival in natural habitat, Test Willpower +/-0% when hurt, if fail - Flee! |
| Blind |
Take -30% to WS tests, cannot use visual senses. |
| Blood For the Blood God |
Blood and gore generate no inhibiting environmental effects on this creature. It rather likes it. |
| Brutal Charge (x) |
Deal +(x) damage to all attacks in the round in which you Charge |
| Burrower (x) |
Speed (x) meters underground. Leaves a tunnel for creatures 1 size smaller. Tunnel may collapse. |
| Crawler |
Half normal agility rate for movement. No penalties for terrain. |
| Dark Sight (IR) |
Gain Infra-Red vision |
| Dark Sight (LLV) |
Gain Low Light Vision through Light Amplification |
| Deadly Natural Weapons |
As for Natural Weapons, but lose the Primitive Quality |
| Demonic (x) |
Gain Toughness Bonus +(x) (negated by Force, Sanctified, Psychic or Demonic traits), + Undying |
| Demonic Presence (x) |
Creatures with in (x) meters take a -20% to willpower tests. |
| Fear (x) |
Gain Fear at (x) rating. Penalties based on (x) |
| Flyer (x) |
Gain flying movement at (x) meters per round base level. |
| From Beyond |
Immune to Fear, Pinning, Insanity, and Psychic Powers related to Mind influence/control |
| Frozen Flame |
Mandrake Only, If you killed w/in last 24 hours you may use the Baleblast Attack 1/kill |
| Hoverer (x) |
Gain Hoverer movement at (x) meters per round base level |
| Incorporeal |
Gain Hoverer (6), +30% Stealth, and pass through solid objects. Immune to non-psychic weapons, certain limitations re. other sources, and cannot cross a Gellar Field. |
| Machine (x) |
Do not breathe, immune to Vacuum, Cold/Heat, Mind-Influencing Psychic powers, and +(x) Armor Points to all locations. Gain (x) AP against damage from being On Fire. |
| Master of the Klave |
Incubi Only, On inflicting Critical Damage to an Elite, Master or PC opponent, make a free action, standard attack against another adjacent opponent. |
| Mechanicus Implants |
Gain various fundamental cyberware items per DH2 p. 137 |
| Mind Lock |
Programmed Intellect - if situation is outside Paramters, test Int +20% or be Stunned for 1 Round. Basically mindless. |
| Mistress of Death |
Succubus Only, On killing master level NPCs or PC, regain 1 Fate Point previously spent. |
| Multiple Arms (x) |
Gain +(x) # of Arms. Also: +10% to Athletics (Swim or Climb), For each +2 arms, make additional Attack per multiple weapons rules, AS LONG AS you possess the TWW (Melee or Ranged) talent. |
| Natural Armor (x) |
Gain +(x) points of Armor on all locations. Stacks with worn armor, but not Machine. |
| Natural Weapons |
Natural weapons, deal 1d10+SB, Primitive (7). Immune to Power-field. |
| Nauseating |
Those who fail fear tests against this create do not roll on the Shock Table, instead they are stunned for 1 round / DoF, as they vomit a lot. Still get IP, and take 1 level of Fatigue. If you pass - Nothing. |
| Nightstrider |
Mandrake Only, Full Action to emerge from any shadow w/in 16m. Other benefits. DH:EWO, p. 117 |
| Phase |
Spend Half action to gain/lose Incorporeal trait |
| Psyker |
See DH2 Core Rule, P193 for details. Permits purchase of Psyniscience skill. |
| Quadruped |
Gain 4 Motive Limbs (or more), Double base movement. Add +2 for each pair of legs beyond 2 pairs. |
| Reclamation Protocols |
Any non-decapitated Necron, Unless Plot Relevent/Overkilled (Melta/Cinematic/etc), Tests Toughness +0%. If they pass they Rise to their Feet with Tgh Bonus# of Wounds & Regeneration Bonus (if any). If they fail by 1-2 DoF: Retest Next round, 3+ DoF: Disappear to places unknown. If they fail a second test, they disappear. |
| Regeneration (x) |
Test Toughness at the start of your turn, if passed, gain +(x) wounds up to starting #. |
| Sanctioned |
Your Psychic abilities have been approved on Terra. Starting bonuses. |
| Scorpion Stealth |
Striking Scorpions Only, No penatlies to Stealth from Aspect Armor |
| Scorpion Sting |
Striking Scorpions Only, On Charge make a Semi/Full Auto attack with Mandi-blasters as a Free Action. Or spend Reaction to make a strike at other times. -10% to all attacks using this rule. 1 Bonus attack only/round. |
| Shadow-Dweller |
Mandrake Only, On a successful Dodge, you may choose to gain Incorporeal Trait until start of your next turn. |
| Size (1) |
Miniscule, -30% to be hit, +30% Stealth, Move: AB-3 |
| Size (10) |
Titanic, +60% to Hit, -60% to Stealth, Move: AB+6 |
| Size (2) |
Puny, -20% to be hit, +20% Stealth, Move: AB-2 |
| Size (3) |
Scrawny, -10% to be hit, +10% Stealth, Move: AB-1 |
| Size (4) |
Average, No bonus to hit/Stealth/move |
| Size (5) |
Hulking, +10% to be hit, -10% to Stealth, Move: AB+1 |
| Size (6) |
Enormous, +20% to be hit, -20% to Stealth, Move: AB+2 |
| Size (7) |
Massive, +30% to be hit, -30% to Stealth, Move: AB+3 |
| Size (8) |
Immense; +40% to be hit, -40% to Stealth, Move: AB+4 |
| Size (9) |
Monumental, +50% to be hit, -50% to Stealth, Move: AB+5 |
| Slow as Death |
Unless noted, cannot Run or Sprint, but may charge… |
| Sonar Sense |
Toned pulse, 30m range, Awareness -10% to detect |
| Soul Bound |
Gain 1 of penalties DH1 p. 138, roll +1d10 when rolling perils, and substitute for either 10s or 1s as desired. |
| Spirit Mark |
Spirit Seer Only, Full Action: Test Psyniscience -20% to grant Wraith constuct allies w/in WPB meters +5% to perception or attack checks til the start of your next turn. |
| Stampede |
As per DH2, for herd creatures. |
| Stuff of Nightmares |
Gain Undying Trait, Immune to Environment Hazards, Blood Loss, Stunning, Crits (other than Death/Limb Loss) - unless caused by Psychic/Force or Sanctified weapons. |
| Sturdy |
Gain +20% against Knock Down or Grappling actions or the Takedown Talent. |
| Swarm |
1/2 damage unless using: Spray, Flame, Blast or Scatter weapon. Cannot be Grappled, Pulled or Knocked Prone. Variable Pen Value to reflect engulfing opponent. Can Pour through opening of a suitable size… |
| Touched by the Fates (x) |
Gain (x) Fate Points, replaced in Fate Point alt. rules. |
| Toxic (x) |
On damaging you, your opponents test Toughness -(10x)% or take 1d10 damage direct to wounds. |
| Undying |
Cannot be harmed by Disease, Poisons, Toxic and Vacuum. Does not Breathe |
| Unnatural Agility (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Ballistic Skill (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Characteristic (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Fellowship (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Intelligence (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Perception (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Senses (x) |
Gain abilities equivalent to sight to perceive surroundings for (x) meters. |
| Unnatural Strength (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Toughness (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Weapon Skill (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Unnatural Willpower (x) |
Gain +(x) to the Bonus of the listed Stat. Other benefits re. associated tests. |
| Voidsman |
No penalty for Zero G Movement |
| Warp Instability |
If you take damage, and deal neither damage nor insanity that round, at the end of your round test Willpower. Take 1 point of Damage on failure, +1 additional per DoF beyond the first. If you "die" you go back to the warp. |
| Warp Weapons |
Ignore all Armor on locations struck. Do not ignore: Fields, Psycho-Active Materials, or other specified Wards. |
| Wired for Combat (x) |
Gain (x) Bonus reactions per round |
| Wraith Blind |
Wraith Constructs Only, Roll 2d10 for Initiative and discard Highest. |
| Wraith Sight |
Wraith Constructs Only, w/in 100m of an Eldar Psyker, increase Unnatural Senses Trait to (75), and ignore Wraith Blind trait. |
|
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| Haec lingua est etiam, ut est in mensa munus" |
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