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====Chaos Mutations and Powers==== These are the Chaos equivalent of Vampiric Powers, Ogre Big Names etc. Some armies have them, some do not. Deal with it. Something to note is that while only some of these are Magic Items, they are still purchased with the points allowed to 'Chaos Mutations and Powers', and NOT your Magic Item allowance, though Magic Items in this section still cannot be put on a BSB. * ''Daemonblade (Magic Weapon):'' Not worth it on a Chaos Lord since he already has an impressive 5 attacks, so it would be better to just take the Sword of Bloodshed which would give him a +3 attacks for a total of 8 attacks all the time without that risk of hitting yourself on 1's. That being said it can be useful on a Deamon Prince who has that tiny 25 magical items point limit or a Sorcerer Lord, so grab this if you've already used up all your magic item points and still need a magic weapon. * ''Collar Of Khorne (Talisman):'' Magic is for pussies and Khorne knows this! For a 45 points your favoured champion gets his very own brass collar which gives him Magic Resistance 3 so that he can shrug off those magic missiles and please Khorne by taking that magic wielding weakling's head for the Skull Throne!!! ** Situational but against magic heavy opponent can work especially well on someone outside of a unit. ** The thing is, if you go ward heavy on the model that has it might be a waste of points. Most efficient on models with 5++ granting a better save against magic. * ''Unholy Strike:'' Instead of lots of murderous, Ogre-strength strikes with a lot of chances to kill stuff, you get one Cannon-strength, D3 wounding doom attack that makes brick walls run home to mummy. If fighting Ogres or anything with a lot of big things it can be worth it, otherwise you'll be better off with the more expensive Bloodshed Sword. Comboes well with Sword of Striking. * ''Flaming Breath:'' All right, yet more Breath Weapons for your army (always excellent), goes great with Daemon Princes or anybody with the ability to fly and for extra fun, remember that in a challenge you can use it to cause 2d6 strength 4 hits on your opponent. All. On. Him. * ''Chaos Familiar (Arcane Item):''' An excellent item, an extra spell and 5+ channelling? With the new point allocations to Lords and Heroes you'll be hard pressed to not find at least a Hero to put this on. It's simple really. If you have a wizard, take this. * ''Scaled Skin:'' This is great on Daemon Prince's for that 1+ armour save, otherwise you're not getting your mileage out of it since you can duplicate it just as well on Chaos Lords by using a mount and the Enchanted Shield, and you don't want your Wizards in combat anyway. * ''Allure of Slaanesh:'' Usually not worth it unless you have your character on a large base, and since regular Chaos Lords will get hung up in Challenges so often only one model will have to test every couple of turns it's best used on Daemon Princes. * ''Poisonous Slime:'' Gives Poisoned attack, and a 5++ against poison. the ward save is kind of useless because your Lord/hero should have a better save anyway, but the poisoned attacks can be useful if given to a Khorne lord with a buttload of attacks, and can be combined with the Nurgle spell for the buff to poison. * ''Soul Feeder:'' for every wound dealt roll a D6 and get a wound back on a roll of 6. Great for your Combat lord (as if you'd have a another kind) and helps him stay alive for a while longer, since (unless you're up against that T10 Dwarf asshole) you'll be getting a wound back every two rounds of combat, or 1 round if combined with the Sword of Bloodshed. Can be used to mitigate your lord poking himself in the eye with the Hellfire sword. * ''Acid Ichor:'' any model that wounds the lord takes a S4 hit if they fail an initiative save. It's an all right choice, anything that attacks your lord will probably be dead in the next round of combat anyway, but every little bit helps, so It isn't bad if you have the points to spare. It is more hilarious than useful if you find that your lord is regening a lot of wounds through soul feeder, you can essentially solo charge a unit and they can end up killing themselves from any wounds they inflict on your lord. * ''Burning Body:'' Gives flaming attacks and a 5++ against flaming attacks. Similar to Poisonous Slime, your Lord should have a better save anyway. If your opponent has a lot of Regen saves this is pretty great, but not so great if your opponent has that oh-so-easy-to-get 2++ wards save against flaming attacks. * ''Third Eye of Tzeentch:'' Very fun on anything but a Daemon of Tzeentch, who already has it built in. Take it if you have a Tzeentch chap with a big ward save for a 3++ ward. * ''Nurgle's Rot:'' Take it on your Prince or someone on a mount as this only really shines when it's on massive bases. Getting out 3-5 free hits that kill dudes on 6s with no armour saves for 10 points? Not bad, but there are better things out there. Good for saving points. * ''Hideous Visage:'' A cheap filler, but unfortunately doesn't make the characters unit immune to fear, just him. Being unable to give out his LD to others is very rarely a drawback, as they all pretty much share the same LD anyway.
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