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===Cult of Mutation=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfMutation.jpg|100px|left|]] The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations. Thematically this Cult represents the guys who aren't afraid of letting Tzeentch [[Chaos Spawn|''Gift them freely'']] with multiple appendages and orifices. Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be more powerful than a Chaos Lord. <div class="mw-collapsible-content"> *'''Psychic Power - Warp Reality (Warp Charge 6):''' Select a piece of terrain within 24" of the caster and an enemy unit within 3" of the terrain. Halve the Move characteristic and -1 to advance and charge rolls of the target until your next Psychic phase. ** If you aren't against a little inter-god mingling (and losing your special rules to reduce movement), this can combo very impressively with the {{W40kKeyword|Chaos Daemon}} Fortifications, both of which count as terrain after being set up. Skull Altars muck with Psychic Powers, which might not be your cup of warp juice. Feculent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw's Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... ''appreciate'' them. *'''Warlord Trait - Touch of Vicissitude:''' When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. **Unless you take the Stave Abominus, you don't have enough attacks to make this worthwhile. That being said, taking the Stave Abominus on a Battle-Psyker Sorcerer gets you A10 WS2+ S7 AP-1 D1 with 1 in 5 hits adding a mortal wound. On average that comes to +1.67 mortal wounds dealt (plus 8.33 damage at S7 AP-1), but you might just get lucky enough to obliterate a character in 1 combat phase. Since Exalted Sorcerers [[derp|aren't sorcerers]], you can't combine this cult's relic with the Stave. *'''Relic - Exalted Mutation:''' {{W40kKeyword|SORCERER}} model (so sorcerer or sorcerer in terminator armour) only. +1S, +1T, +1A. Makes a very tough and killy Terminator Sorcerer if you're inclined to do so. </div></div>
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