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==Mutations== An optional rule for the Hordes of Chaos featured in an issue of [[White Dwarf] and later reprinted in Chronicles 2004, Chaos Mutations lets you actually get some mechanical benefit out of all those funky, gribbly freaky things that the Dark Gods slapped you with. Mechanically, Mutations are basically 0-1 Magic Items - you can only have one character with a specific mutation in your army, and each mutation's points value comes from your magic items allowance. * '''Wings:''' Costs 45 points, can't be combined with a steed, and gives you Fly. * '''Tentacle:''' Costs 15 points. The character can no longer use two-handed weapons or carry a battle standard, but counts as having a second hand weapon and can inflict -1 Attack on a single model in base contact. * '''Extra Arm:''' Costs 20 points, can either carry a secondary hand weapon for +1 attack (so if you take Additional Hand Weapon plus this, you get +2 Attacks total), or let you carry a shield whilst also having either two hand weapons or a two-handed weapon. No, you ''can't'' use two shields for +2 Armor Save, smart guy! * '''Cloven Hooves:''' Costs 10 points, +1 Movement. Doesn't stack with Serpent Body. * '''Horns:''' Costs 15 points, when charging the character gains +1 Attack that is resolved with a +1 Strength bonus. * '''Bestial Visage:''' Costs 15 points, character causes Fear. * '''Nurgling Infestation:''' Costs 15 points, Nurgle-Marked Only. Each model that attacks this character takes an automatic Strength 3 hit after their own attacks have been worked out, even if they kill this character first. Any wounds caused count towards combat resolution. * '''Secondary Jaws:''' Costs 25 points, Nurgle-Marked Only. This character has a bonus Attack that is Strength 2 but has the Always Strikes First and Ignores Armor Saves special abilities. * '''Massive Bulk:''' Costs 40 points, Nurgle-Marked Only. The character gains +1 Toughness but suffers a -1 Movement penalty, as does their mount if they have one. * '''Blood Fever:''' Costs 35 points, Khorne-Marked Only. This character can't '''ever''' lose their Frenzy, and all models that start their Movement phase within 2" of this character, friend or foe, become Frenzied for the remainder of the turn. * '''Deafening Bellow:''' Costs 15 points, Khorne-Marked Only. When this character charges, enemy models in base contact suffer a -1 to hit penalty on that turn. * '''Conjoined Familiar:''' Costs 40 points, Slaanesh-Marked Only. The character becomes a Level 1 Wizard with the Lore of Slaanesh; if they were already a Wizard, they gain +1 Spell. * '''Hellshriek:''' Costs 55 points, Slaanesh-Marked Only. Once per game, the character can emit a Hellshriek at the start of any Magic Phase to cause all Wizards on the board to immediately suffer a Miscast. * '''Serpent Body:''' Costs 20 points, Slaanesh-Marked Only. Character gains +2 Movement and +1 Initiative. * '''Distended Maw:''' Costs 50 points, Tzeentch-Marked Only. A character can only combine this mutation with a basic hand weapon. If this character hits and wounds with three or more attacks against a single Man-sized target, then that target is swallowed whole and automatically removed from the play with no saving throw, Ward save or Regeneration possible. Why is the [[/d/|vore]] mutation associated with ''Tzeentch'' instead of Slaanesh?! * '''Tendrils of Tzeentch:''' Costs 65 points, Tzeentch-Marked Only. This character can re-roll any 1s rolled when casting, which can cause Irresistible Force and prevent Miscasts - but re-rolls of 1 cannot themselves be re-rolled. * '''Protean Form:''' Costs 55 points, Tzeentch-Marked Only. This character has Regeneration. Since the Crown of Everlasting Conquest already gives you Regeneration for ''50'' points, this ability is utterly pointless unless you're playing such a high-points game that you can field 2 Tzeentch-marked Lords.
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