USING CHAOS MUTATIONS IN WARHAMMER
40,000
Below is a list of mutations that represent physical changes
wrought upon the followers of Chaos by their gods. You can purchase these mutations as if
they were wargear for characters or as upgrades to individual squad members. If you choose
to go with the latter, up to one in five Chaos Marines in a squad can be given mutations,
unless the army's leader wears the Mark of Nurgle, in which case up to two in every five
squad members may be given mutations. The only Cult Marines that can be given mutations
are Plague Marines and Noise Marines; Khorne is not so quick to alter his followers'
bodies, and the Thousand Sons' bodies have been turned to dust for the express reason of
not being affected by mutation.
All mutations must be represented on the model. The first
cost listed is for characters, the second for squad members.
Tentacles: The model has had one of its
limbs replaced by a writhing mass of tentacles. The model may never use a second
one-handed weapon or a heavy weapon. The tentacles can be used in hand to hand combat to
tie up one of an opponent's limbs, preventing them from gaining an additional attack for
having two close combat weapons. Cost: 5/2
Telescoping Legs: The model's legs have been
given the ability to stretch so that the model towers above his opponents. The model can
choose to fire over intervening terrain at an opponent. However, this also puts him in
line of sight of your opponent's forces, allowing them to fire at him. If he is shot at
while using his telescoping legs to see over terrain in this manner, he gains a 4+ cover
save. Cost: 10/5 (10 for models equipped with heavy weapons)
Wings: The character has sprouted a pair of
horrific leathery wings from his back. Wings allow a character to move as if he had a jump
pack. Independent Characters only. Cost: 20/unavailable
Spikes & Blades: The model has grown
sharp spikes, blades, horns, tusks, or even a tail. This mutation counts as an additional
close combat weapon in hand to hand, even if the model already has an additional close
combat weapon. Cost: 10/3
Boney Ridges: The model's bones have stretched and morphed to give it a hard ridge of bone
that gives it extra protection. These ridges give the model +1 Toughness. Cost: 25/8
Animal Senses: The model's senses have been
enhanced through the growth of wolf-like ears, insectoid eyes, even antennae. These senses
allow the model to detect hidden models within 8" as if it had an auspex. Cost: 5/2
Exceptionally Tall: The model's body has
been stretched by his patron god to make him very tall. This height gives him an advantage
in hand to hand combat, allowing him to strike from 2" away with his full number of
attacks. The model must be part of a squad already involved in a combat to do this,
however. The model must be twice its normal height to represent this mutation. Cost: 30/5
(10 for Raptors or squad members armed with power weapons, including Terminators)
Fearsome Appearance: The model's appearance
has taken on some new hideous form that terrifies opponents. This can be a reptilian head,
or a gaping maw in its torso. Opponents fighting the model in hand to hand combat suffer a
-1 to their WS. Cost: 10/3 |