Feral Leap
Prerequisites: Bestial
Many creatures have over developed hind legs which allows them to leap great distances
than a normal creature of its size. Creatures with this trait can leap up to the number listed next to the ability, it can
also be used to engage an opponent with a single attack or a Rake, if successful the leaping creature counts as charging and
higher ground (+20 WS)
Rake
Prerequisites: Quadruped or Feral Leap, Natural Weapons (Claws)
A deadly attack with a pair of claws, foreclaws
for most quadrupeds and hind legs or all legs for leapers. Damage for a rake is 2d10 +4+SB with the Primitive and Tearing
Traits.
Sophomoric Musk
Prerequisites: Special
Some creatures are capable of releasing a pheremone that acts
as a narcotic on most living creatures. A toughness test must be made for any creature that comes within 3 meters of such
a creature or suffer a -10 penalty to Int and WP until the source is removed.
Snatch Foe
Prerequisites: Size: Hulking or larger
A creature with this trait must successfully grapple an unaware foe,
as a free action they may retract the grappled opponent within its’ mass, this is a quick and sudden attack that if
successful only allows a -20 Perception test. A creature snatched may attempt to escape the grapple as normal, but unless
successful, remains within the clutches of the creature..
Corrosive Saliva
Prerequisites: Special
Corrosive saliva is a nasty trait possessed by some creatures. Their bite attacks lose
the primitive trait and any armor in the location attacked loses one from its’ AP for 1d5 rounds unless neutralized.
The effect begins on the next turn the character has. This may also be used as a range attack, but requires the Spit trait
in order to do so.
Warp
Prerequisites: Special
A creature with this trait is capable of phasing from real space to warp space and
back again, in effect vanishing from one point only to reappear from another more distant one. This can make it very difficult
to target such a creature, almost acting in a similar manner to a displacer field. The
numeric value besides the Warp Trait gives the distance able to be travelled in the real world for expended movement in the
Warp. This ability can be used with the dodge reaction, the distance traveled is your AB bonus in a direction of your choice.
A creature that begins in real space must return to real space before the completion of its turn, the exception are certain
traits and dodges, but a dodge always ends back on the plane the attack originated from.
Vulnerability
Prerequisites: Special
A creature with a vulnerability cannot use it’s TB to reduce damage from an attack
made from materials it is vulnerable to. If the material cannot be used in a weapon or the raw material itself causes 1d5
wounds per round exposed to its’ effects or in physical contact with it.
Phased
Prerequisites: Warp
A phased creature exists between this realm
and the immaterium. Their attacks can be focused on either realm though attacks from the materium have a chance to miss the
target as it slides away into the Immaterium.
Improved Phasing
Prerequisites: Phasing
Creatures with this trait have such control over their phasing that it is capable of
phasing as a dodge reaction, doing this removes it from the materium rendering it immune to mundane attacks until it chooses
to return. While phased they automatically pass/win any move silently test and may become invisible to mundane sight.
Swarm!
Prerequisites: Special
Creatures with this trait pose little threat on their own, it is when the gather in
the hundreds and thousands and millions that they are truly threatening. A swarm is highly resistant to most forms of damage,
reducing Rending, Impact and Energy damage by 50% while taking double damage from weapons with the scatter, blast or flamer
trait. In addition they receive a number of attacks based on the size of the swarm, reducing as does the size of the swarm
as it takes critical damage.