Altar of Hashut
A Daemonsmith with an Altar of Hashut gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. Randomise any missile hits between the Daemonsmith and the crew. The Daemonsmith can never choose to leave the Altar during the game. If the Daemonsmith is killed, the whole Altar is also removed as a casualty.
Animosity
Units with this rule must roll a D6 and consult the animosity chart in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
Armored to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Backstabbers
If a Hobgoblin infantry unit with the Backstabbers rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 S 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.
Blazing Body
Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic nonphysical S 3 hit with Flaming Attacks. In addition, any non-magical attacks suffer a -1 S penalty against them.
Blood of Hashut
One use only. The Blood of Hashut can be used in close combat instead of attacking normally that turn. It targets a single model in base contact. The attack works on a 2+. If a 1 is rolled, the Blood of Hashut is wasted.
If the attack is successful, then D6 automatic hits are inflicted on the target. The To Wound score of these hits is always equal to the unmodified close combat armour save of the target (excluding Natural Armour). Attacks from the Blood of Hashut have Ignores Armour Saves, Flaming Attacks and Magical Attacks.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Burning Bright
From the second game turn onwards, at the start of each of your turns a T test must be made for each K'daai unit (roll once for each unit). If this is failed they suffer D3 Wounds with no save of any kind possible, distributed as per a shooting attack.
Caged Fury
At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, the Hellcannon is then subject to Random Movement (3D6) until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the misfire table.
Captain of the Immortals
Rykarth must be accompanied by a unit of Immortals, and he may not leave this unit. As long as he remains in it, he and his unit are Unbreakable.
Contempt
Units with this rule treat units without it as Expendable.
Cowardly Despoilers
Units with this rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead.
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Demolition
Iron Daemons ignore terrain classified as Obstacles and do not suffer D6 wounds for moving through Dangerous Terrain, except Rivers and Marshland, which are treated as Impassable terrain.
Dirges of Hashut
At the start of the Chaos Dwarf turn, Acolytes of Hashut may select one of the Dirges to sing, the effects of which they benefit from until their next turn.
Ensorcelled Hand Weapon
Magical Attacks. Ensorcelled hand weapons follow the rules for hand weapons in all respects.
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves rule as causing Fear against them.
Fireglaive
Armour Piercing (1).
Fireglaive (Combat)
Requires Two Hands.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Fuelled by Fire
If the Great Taurus is the target of a non-physical Flaming Attack, it immediately regains 1 Wound lost earlier in the battle.
Furnace of Hashut
The Kollossus may use the Furnace at the beginning of each of its turns. It then gains +2 M and +D6 extra attacks in close combat for the remainder of that turn. However, the Kollossus also suffers D3 S 6 hits with Ignores Armour saves at the end of that turn.
Gore Blades
When attacking the K'daai Destroyer in close combat, all 'To Hit' rolls of 1 by the enemy inflicts a S 3 hit on the attacking model(s).
Great Hammer
The Kollossus gains +1 S to its Attacks. If you replace both of the Kollossus's hands with a Great Hammer, it gains +1 A as well.
Grind Attack
At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot Blunderbuss
Armour Piercing (1). Multiple shots (3). Quick to Fire.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
Hobgoblin Overseer
The Hobgoblin Overseer follows the rules for normal unit Champions; with the following exceptions: the Overseer is always placed in the rear rank of the unit, and may be the only model in that rank. In addition, the unit must take a LD test at the start of each of their turns. If failed, the Slaves are refusing to follow the Overseer's orders, and the unit will suffer D6 S 3 Hits.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Infernal Engineer
One war machine or Hellcannon that is within 3" of the Deamonsmith can use his BS or re-roll one artillery dice or scatter dice during each Shooting phase. You must nominate which weapon, if any, will be using this rule at the start of each Shooting phase, before any such weapons within 3" of the Daemonsmith are fired.
A Deamonsmith that is within 3" of a war machine is allowed to take a "Look Out Sir!" roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lord of the Ba'hal
All Bull Centaurs, Bull Centaur Renders and Bull Centaur Tau'ruks within 12" of Shar'tor may re-roll failed charge ranges.
Lumbering and Unstoppable
When charging, the Iron Daemon can only do so in a straight line forward, with no wheeling allowed, and it does not use Swiftstride. If a double 1 is rolled for its charge distance, then something has gone wrong and the Iron Daemon does not move at all this turn. Iron Daemons cannot overrun or pursue in combat if they destroy or rout their foes.
Mace Tail
This gives the Lammasu +1 A.
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Master Engineer
All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.
Mechanical Body
Astragoth can move faster than an ordinary Chaos Dwarf because of his remarkable semi-mechanical body. However, he may never march or charge longer than his M value. He will still pursue and flee at a normal speed.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
Naptha Bombs
Armour Piercing (1). Flaming Attacks. Quick to Fire. If the enemy unit is Hit, it suffers D3 S 3 Hits. However if a '1' is rolled to hit, the thrower instead suffers a single automatic wound. This is a nonphysical attack.
Overdrive
If Astragoth successfully hits with all 3 of his attacks, then his mechanised arm goes into overdrive. He can immediately make an additional 3 Attacks. These attacks may not generate any further additional attacks.
Palanquin
A Palanquin should be placed on a 40x40mm base and adds +4 to the Unit Strength of any model mounted on them.
Petrified Sorcerer
The Petrified Sorcerer should be mounted on a 40x40mm base, has Unit Strength 4 and may make two supporting attacks. It may not leave its unit for the duration of the game, and is always placed in the second rank of the unit, as centrally as possible. While there are rank and file models left in the unit (except the Command Group), always remove one in preference to the Petrified Sorcerer taking a wound. Only when the rest of the unit has been killed does the Petrified Sorcerer start taking wounds, even in close combat. A unit carrying a Petrified Sorcerer gains +1 to their Combat Resolution Bonus, Fear and Magic Resistance (2).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Runes of Hate
A Giant with Runes of Hate becomes subject to the Berserk Rage rule from Frenzy. In addition, whenever the Giant is called upon to roll for a random number of attacks, this may be re-rolled.
Sacrifices to Hashut
In the Magic phase, the Daemonsmith may sacrifice one of the slaves chained to the Altar to Hashut. Roll a D6 and add the result to the casting result of any spell cast by the Altar of Hashut (but not the Daemonsmith himself) this phase. However, if a 1 is rolled, the Daemonsmith instead suffers a Wound with no saves of any kind possible as Hashut is displeased with the pitiful sacrifice.
Scaling Spikes
If a Giant with this upgrade perishes and falls over an obstacle such as a moat, ditch or wall, mark the obstacle, which now may be crossed as open terrain. Additionally, if the Giant dies at the foot of a building or fortification, models assaulting any garrison across the location of its body gain a special +1 bonus to their Combat Resolution.
Siege Tower
The Juggernaut may never march. When charging, the Juggernaut can only do so in a straight line forward, with no wheeling allowed, and it does not use Swiftstride. Juggernauts cannot overrun or pursue in combat if they destroy or rout their foes.
The crew of the Juggernaut do not suffer penalties for moving and shooting. The Bull Centaur may only fight if the Juggernaut is engaged to its flank or rear. All enemy attacks are directed against the Juggernaut itself, and automatically hit in close combat.
Skullcracker
The Iron Daemon gains Impact Hits (2D6) and rolls 2D6 for the number of Impacts Hits with its Grind Attack. In addition, hits caused by the Skullcracker gain a +1 bonus on To Wound rolls against buildings and fortifications.
Slave Tyrant
Friendly units of Hobgoblins within 12" of Zhatan are exempt from Animosity. In addition, Zhatan causes Terror in all enemy units of Orcs, Goblins, Hobgoblins and Gnoblars.
Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
Slow Reload
Unless a Slave Ogre is present as a part of the war machine’s crew, after the Mortar has fired once, you must roll a 3+ on a D6 whenever you wish to fire it again. If this roll is failed, you may not fire this turn but may fire again normally next turn.
Sneakin'
After each round of combat is fought, the Sneaky Gits gain Fight in Extra Rank (1) each turn for as long as they are in combat with that enemy. So after one turn they Fight in Extra Rank (1), after two turns they Fight in Extra Ranks (2) and so on.
Sorcerer's Curse
Whenever a Chaos Dwarf with this rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a T test or suffer a Wound with no saves allowed.
Sorcerous Exhalation
This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.
Sorcerous Miasma
Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).
Spew Ichor
The Hellcannon has a S 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.
Tenderizer
In addition to its normal Impact Hits, the Tenderizer causes D3 Impact Hits at S 6 at the start of each round of close combat. These attacks have Multiple Wounds (D3). Note that this only applies when fighting to the Tenderizer's front.
Due to its constraints when pushing the Tenderizer forward, the Bull Centaur may only attack when fighting to the Tenderizer's flank or rear.
Wall-Ripper
A Chaos Siege Giant always attacks a building with the Smash with Pick attack and need not roll for a random attack type.
Weapon Teams
Inferno Guns, Earthshaker Mortars and Bazukas follow the rules for Shooting at Lone Characters. They must deploy within 3" of the unit they have been purchased with, but otherwise operate as their own unit.
Whirlwind
In addition to its normal Impact Hits, the Whirlwind causes D6 Impact Hits at S 5 at the start of each round of close combat. Note that this only applies when fighting to the Whirlwind's front. Due to its constraints when pushing the Whirlwind forward, the Bull Centaur may only attack when fighting to the Whirlwind's flank or rear.