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Chaos Rewards for Characters

Any character wich is able to may take rewards from this list. These may be duplicated in the same way as biomorphs.

Note: Tom Payne, the Tzeentchi Magus, wrote around half of these.

BERSERK CHARGE (khorne only) ................... 4 pts
When the champion charges add +2 to his WS, instead of just 1.

IMPETUOUS (khorne only) ................... 2 pts
The champion may follow up 4 inches instead of 2 inches.

CLOUD OF FLIES (nurgle only) .................... 7 pts
The champion is blanketed by a thick cloud of flies, like those that surround a plaguebearer. All the plagebearer cloud of fly rules apply.

SKIN OF NURGLE (nurgle only) .................... 7 pts
The champion's skin is thick and rotting, and his body is swollen and corpulent. Because of this the champion has +1 Wound, and -1 I.

HELL WHIP (slaanesh only) .................... 8 pts
The champion has been gifted with long, snaking, demonic whip. The whip is black and covered in tiny metal spikes, and ends in a wicked barbed hook. The whip may be used in HTH combat with the same effect as a power sword, except instead of parrying, it cancel out the enemies parries. Alternatively the champion may use the whip in the shooting phase, in the same way as tyranid flesh-hooks, except that it has half the range, and a strength of 5.

BEAST-MASTER (slaanesh only) .................... 2 pts + slave
The champion takes captives and uses them as personal bodygaurds, ammuntion carriers, and other less wholesome things. The champion chains the beasts (ussually humans or beastman) to his armor, and uses them as living shields. The champion may take up to 3 slaves, either humans (+7 per human), ot beastmen (+13 per beastman). The slave's cost is added to that of the characters in terms of VPs, and the slaves are armed with hand weapons (an axe, sword, club, ect.)

MAGICIAN (tzeentch only) .................... 25 pts per psi-level
The champion has been gifted with powerful psychic powers. He may have up to a psi-level of 4 at 25 pts per psi-level. He draws powers in the same way a chaos librarian or magus (if he is a chaos marine he draws as a librarian, otherwise he draws as a magus).

ECSTATIC DUPLICATION (tzeentch only) .................... 13 pts
The champion has mutated until he is very similar to a pink horror -- his arms are long and double jointed, his face is frozen in a wide grin, and his skin is a pink color. When the champion dies he splits up into 2 blue horrors, just like a pink horror does.

HIDEOUS APPEARANCE .................... 5 pts
This champion is hideously mutated until he is too horrible to describe. He/she/it causes fear.

EXTRA ARMS, HORNS, TAIL ............... 4 pts
The champion either has extra arms, horns, or a tail. This grants him an additional attack, after all other bonuses have been applied (like frenzy and combat drugs). LONG LEGS .................................. 6 pts per model
The champion's legs change until they are long and often cloven. The champion has +1 M.

FAVOUR OF CHAOS .................................. 5 pts per model
Chaos has smiled on the champion, and has rewarded him. Before the battle, right before setup, roll a D10 in front of your opponent. Count from the left to the right of the characteristic chart, and reroll a 0. Whatever characteristic you stopped at is increased by 1 (so if you roll a 3 then the champion's BS is raised by 1).

DEVOTION TO CHAOS ............................... 5 pts per model
This champion is so devoted to chaos that he hates all enemy.

VAMPIRISM .................................. 12 pts
The champion has mutated until he resembles the classic vampire. He has a great thirst for blood and flesh, and a bewitching gaze. He must charge as if he were frenzied (they do NOT double their attacks however). At the start of HTH the champion may attempt to transfix one opponent. The model being transfixed must make a leadership test. If they fail, they count their WS as 0 for that turn only. In addition the champion must make a LD test at the end of hand to hand combat if he has inflicted a wound, and he is not in base to base contact with an enemy model. If he fails then he continues to feast on the body. Each turn after make another LD test. If you succeed then the champion may move and fight normally. If for some reason the feasting model is in base to base contact with the enemy, he will stop feasting and fight in hth as normal.

FUNGOID BODY (Tzeentch only) ........................ 25 pts
The lower torso of the chaos champion is fungoid, which allows him to absorb considerable damage and make bounding leaps. The model may move as if he was a flamer of tzeentch, and he gains an +1 to toughness when hit by heat based weapons.

FACE OF A BEAST (nurgle only) ....................... 13 pts
The head of this champion of nurgle has a frill of tentacles, like a beast of nurgle, all over the surface of his face. They ooze a paralysing slime, not unlike the slime exuded by the beast of nurgle. The champion causes fear, and may exchange his normal damage and hits for damage for hits from his tentacles. They hit in a one to one ratio i.e 1 slime hit for every 1 normal hit, and are at str 3. There is no armour save allowed.

BUZZ SAW TAIL (khorne only) ......................... 15 pts
The champion of khorne has a circular saw on the end of his tail. The saw gives the champion an extra attack, which inflicts a str5 hit with a -3 save mod and d6 damage.

AURA OF PLEASURE (slaanesh only) ..................... 19 pts
The champion of slaanesh has an aura of pleasure, which causes enemies to faint or pass out with pleasure. Any models in base to base contact at the beginning of the hth phase must take a leadership test. Any models failing the Ld test roll no attack dice. Test at the beginning of each hth phase.

3 HEADS ............................................... 10 pts
The champion has 3 heads. This gives him an 180 degree arc of fire, instead of the usual 90 degrees.

WINGS .............................................. 10 pts
The champion has wings, either bat like, bird like, or insectoid. These allow him to fly as if he had a jump pack.

STRENGTH .......................................... 10
The champion has increased strength. He gets an +2 to his str characteristic for the purposes of grenade throwing and hth.

DEMON HEAD ........................................ 20
The champion is cursed with the head of a demon, be it a jugger, horror or whatever. The model causes fear, and has the head of whichever daemon thier god prefers (i.e horror head for tzeentch, etc...). Any chaos model from the appropriate chaos god with LOS to the model gains an +1 to Ld, inspired by the sight of such a blessed individual.

SCALES .......................................... 10
The champion is covered in a thick layer of reptillian scales, bonded to his armor. The champion gains +1 to his armor saving throw (if he has no saving throw he gains a 6+ save).


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