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===Chaos Mutations and Powers=== Several of your units can afford to be a little extra blessed by the Dark Gods. Each one of a kind and come out of magic item funds. <tabs> <tab name="Generic"> *'''Mantle of Chaos:''' 55pts. Reduce the strength of any non-magical projectiles by d3. Note that this doesn't say missiles, so you might have a slightly better chance of withstanding war machines. What it does mean, however, is that you can laugh at all the arrows and guns. *'''Chaos Familiar:''' 10pts. The wizard learns an extra spell. With the nerf to wizard levels, will save you 25 points if you only need 3 spells (signature Plus 2 from #1 to #3) from your lore. *'''Terrifying Appearance:''' 35pts. You now cause Terror. *'''Wings:''' 25pts. Gives a footslogging model Fly(10). No longer exclusive to Daemon Princes, but this is a hefty cost. *'''Flaming Breath:''' 30pts. An S3 flaming breath weapon. It's far from what the trolls or dragons have. Only bother with it against Empire or Elf armies who might be threatened by it. It might have a better chance in a challenge, as all those hits are now directed on the enemy champion, but it's still not as likely. *'''Distendable Maw:''' 20pts. Exchanges all attacks to force one enemy infantry to test Initiative or die immediately. Luckily you have many ways to tamper with Initiative using Slaanesh. However, it does mean that you now have a Chaos Lord with a lizard diet, dwarf, and zombie. *'''Fearsome Aura:''' 20pts. Deals -1 Ld to all enemies within 6". *'''Diabolic Splendour:''' 20pts. All panic, fear, and terror tests caused by the model take a -1 modifier. Pretty easy to find at least Fear with all the daemon mounts. *'''Soul Feeder:''' 15pts. 1/6 chance of recovering a wound for every wound you inflict. *'''Burning Body:''' 5pts. Gain flaming attacks and immunity to the same. Laugh as you incinerate all the mummies and treemen. *'''Bestial Visage:''' 20pts. If you can't afford a steed, this'll make do for 15 points less than Terrifying Appearance. *'''Scaled Skin:''' 5pts. A 6+ natural armour save. A cheap and decent way of upping your armour by 1. *'''Extra Arm:''' 15pts. Pretty much a ghetto Ogre Blade; 5 points cheaper than an Ogreblade for -2i and -1 str rounds of combat after the first. Let's you carry a two-hander and a shield. Greatweapons and Shields? How horrifying. Can't give you a free tentacle, however. *'''Tentacle:''' 5pts. Sacrifices one hand (thus banning shields and two-handers) to rob an attack. Against certain smaller champions, this might be a penalty, but it's not the same as removing them, period. *'''Unholy Strike:''' 5pts. Lets the model exchange all its attacks for a single one at double the strength and with MultiWound (d3). Pretty much a guarantee that you fucked that monster over. *'''Poisonous Slime:''' 10pts. Gain poisoned attacks and immunity to them. Not quite the same as Festus, but it's close. *'''Horns:''' 5pts. Adds Impact Hits (1), but is only for footslogger units. *'''Cloven Hooves:''' 5pts. Adds +1 Movement. Can't combo with Serpentine Body. *'''Acid Ichor:''' 5pts. All unsaved wounds in cc inflict an S4 hit in return. The lack of an Initiative test to evade this makes it a more reliable way of giving an edge. If you have a regen, then it'll help even more with locking in a fight. </tab> <tab name="Powers of Khorne"> *'''Bloodcurdling Roar:''' 25pts. At the start of the first round of combat, all enemies in base contact suffer deals 2d6 S2 hits that ignores armour. *'''Blood Fever:''' 25pts. Your frenzy is now permanent and infectious. Other Khorne units can add another attack that stacks with Frenzy but still need to re-roll the Berserk Rage rolls. *'''Fury of the Blood God:''' 25pts. Wizards within 12" take -d3 to channel rolls. No better way to challenge a casting than to shut it down before it becomes an issue. *'''Deafening Bellow:''' 20pts. On the turn that the character charges, all enemy units in base contact suffer -1 To Hit in close combat. A minor form of protection against retaliating attacks from spears. </tab> <tab name="Powers of Tzeentch"> *'''Tendrils of Tzeentch:''' 30pts. Wizards only. May re-roll a single channeling or dispel die each turn. Considering how much you'll be needing this, including to avoid a potential miscast, you'll have a good reason to grab this. *'''Protean Form:''' 25pts. Gain a 5+ regen. *'''Conjoined Homunculus:''' 25pts. Wizard only. Adds +d3 to one channeling roll each turn. With the changes to overcasting, this becomes incredibly useful since this might help you push a spell into range for the improved version. *'''Third Eye of Tzeentch:''' 10pts. Re-roll 1s on Ward Saves. Never an issue to take this. </tab> <tab name="Powers of Nurgle"> *'''Stream of Corruption:''' 30pts. is the same kind of breath attack as the spell: hit units must pass a toughness test or be Wounded with the Ignores Armour saves. This means its usefulness tapers off with units bigger than infantry and cavalry. *'''Massive Bulk:''' 25pts. Another wound. Hooray survivability. *'''Nurgling Infestation:''' 15pts. Any models attacking the model get an equivalent number of S3 attacks that can happen even after death. This is best utilized on a hero that's going to get into the thick of herds, as its value drops off the moment they're stuck in a challenge. *'''Secondary Jaws:''' 15pts. Adds another S2 attack with ASF and Ignores Armour. Don't expect it to do much besides pissing them off. *'''Nurgle's Rot:''' 10pts. Any models in b2b with the model during the magic phase take an instant S1 hit that ignores armour. Another irritant rather than deathblow. </tab> <tab name="Powers of Slaanesh"> *'''Hellshriek:''' 50pts. Single-use immediate miscast for '''EVERYONE'''. Yes, this means that your wizards are also invited to the warp-anal rape train. Try not to put this on a wizard-heavy army. *'''Word of Agony:''' 30pts. Single-use means to deal d6 S4 Ignores Armour hits to a model in base contact. Handy in duels. *'''Serpent Body:''' 15pts. +2 Movement and +1 Initiative plus swifstrider to a footslogger. *'''Soporific Musk:''' 15pts. Fleeing models without unstable must roll 3d6 and drop the highest die. Now you're a step closer to the Seekers. *'''Allure of Slaanesh:''' 10pts. All cc attacks towards the model must test Ld or else be banned from attacking it. Shame it's useless against a troll's vomit. </tab> </tabs>
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