Absolute Power
If you take Malekith, he must be your army's General. Malekith's Inspiring Presence has a range of 18" (or 24" if riding Seraphon).
If you take Malekith, he must be your army's General. Malekith's Inspiring Presence has a range of 18" (or 24" if riding Seraphon).
Enemy units that are in base contact with a Kharibdyss must re-roll successful LD tests. This has no effect on models that have Immunity (Fear/Terror/Psychology).
Armour Piercing (1). Multiple Shots (2).
Multiple Shots (2). Quick to Fire.
If a Black Ark Fleetmaster joins a unit of Black Ark Corsairs, they may both re-roll failed To Hit rolls of 1 in close combat.
Friendly models within 6" gain a +1 bonus to their LD. All other models within 6" suffer a -1 penalty to their LD.
At the start of each Close Combat phase, before challenges are issued, enemy models in base contact with this model must pass an I test or suffer a S 4 hit with Killing Blow and no armour saves allowed. This is a magical attack.
Any friendly Monster within 12" of Rakarth treat him as having "Hold Your Ground!".
At the start of each of your turns, choose a friendly monster within 6" of the Beastmaster. That monster has +D3 A until the start of your next turn. A monster can only be affected by this rule once in each turn.
All units of Witch Elves, Cauldrons of Blood, Bloodwrack Shrines, Melusai and Khinerai treat Morathi as the Army's General. If another character is the army's General, these units may not use that's characters Inspiring Presence.
If your army includes Malekith, units of Black Guard must be taken as Special choices.
A Disciple of Khaine know three Blood Rites. Blood Rites are innate bound spells (power level 3). Blood Rites are augment spells that target the Disciple and his unit.
For each unsaved Wound caused by a Disciple in close combat, he gains +1 to cast in his next Magic phase, to a maximum of +3.
The Manticore gains Hatred.
The Cauldron of Blood has a Ward save (4+), and models in the same unit have a Ward save (6+).
Ignores Armour saves. Killing Blow. Magical Attacks. Multiple Shots (6). When rolling To Wound, substitute the target's T with its I value. This attack does not sufer any To Hit penalties.
A unit of Doomfire Warlocks is considered to be a Level 2 Wizard that knows the spells Soulblight and Doombolt. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Master of Warlocks or Doomfire Warlock as the caster for the purposes of line of sight, range, etc. In the event that a Doomfire Warlock unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no armour saves allowed. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Master of Warlocks or Doomfire Warlock as the target.
Models with this rule have Dodge (4+) against Close Combat attacks. In addition, at the start of each round of close combat, each unit with this special rule chooses one enemy unit in base contact. That unit gains no Rank Bonus and cannot make Parry saves this turn.
Unless fighting in a challenge, Lokhir Fellheart can direct his close combat Attacks against any enemy character model who is fighting in the same combat – even one that he is not in base contact with.
Any model, friend or foe, in base contact with Morathi at the start of each round of close combat must pass a LD test or suffer a -5 penalty to their WS (to a minimum of 1) until the end of the round. This does not affect attacks that do not roll To Hit (such as Impact Hits), nor does it affect models that have the Immunity (Psychology) special rule.
Models with this rule have Hatred, but may re-roll failed To Hit rolls every round of close combat, not just the first.
Each To Wound roll of 6 from the Kharibdyss regular Attacks results in that attack inflicting Multiple Wounds (D3).
A War Hydra with this upgrade has a Breath Weapon with Flaming Attacks. The S of this attack is equal to the War Hydra's remaining Wounds.
If any enemy models are slain by a Melusai Ironscale in close combat, any Melusai in the same unit as her gain Frenzy for the remainder of the close combat phase.
A Wizard with this rule adds +1 to all attempts to cast spells.
Dark Pegasi gain +1 S to their Impact Hits.
The Manticore gains Natural Armour (4+).
Each time Tullaris inflicts a successful Killing Blow, he and his unit gains a +1 bonus to their combat resolution score, in addition to any wounds inflicted by him.
Characters who are Khainites (except models deploying using Hidden) may only join units which are also Khainites, and characters who are not Khainites may not join Khainite units.
Killing Stroke may be used when fighting in a challenge, after having resolved all the High Gladiatrix' normal attacks. Roll a D3, if the roll is higher than the remaining Wounds of her opponent, they lose all their remaining Wounds, with no saves allowed.
For each Wound the War Hydra has lost during the battle (after any Regeneration rolls are made), it loses one Attack.
Shadowblade can deploy using Hidden like an Assassin. If he does so, he can change which unit he is hiding in at the start of any Movement or Close Combat phase – keep a note of where Shadowblade is each time you change your mind. If an opponent has an ability that forces you to state that there are 'hidden' models within a unit, you only need to say that Shadowblade is hiding within a unit, but not which unit he is currently in.
If an enemy unit breaks from a close combat that includes Lokhir Fellheart, all units taking Panic tests as a result of that unit breaking suffer a -1 penalty to their LD value for that test.
All City Guard armed with Repeater Crossbows must be placed in the first ranks of the unit, with the City Guard armed with spears being placed in the following ranks. Models armed with Repeater Crossbows and shields cannot make Parry saves. Casualties are removed from the back as normal. Half the models in the unit (rounding down) must replace their spears with repeater crossbows. If shields are taken, they must be taken for the whole unit.
Spite does not suffer from Stupidity and any unit of Cold One Knights including Spite are also not subject to Stupidity.
A Black Dragon has a S 3 Breath Weapon. All models in a unit that has suffered one or more casualties from the attack suffers a -1 penalty to their WS and BS until the end of the following turn.
All Sisters of Slaughter in a unit that is joined by one or more High Gladiatrixes gain Armour Piercing (1).
The models have a Ward save (4+), except against Wounds caused by models with the Daemon of Slaanesh special rule or models that have the Mark of Slaanesh.
If Hellebron is your General, all Witch Elves are taken as Core units rather than as Special units.
The Manticore gains Armour Piercing (1).
A Fleetmaster must always accept challenges. While fighting challenges, the Fleetmaster may re-roll all failed rolls To Hit, and each unsaved Wound counts as two Wounds when calculating combat resolution.
Friendly units with Murderous Prowess in units within 6" of the Cauldron of Blood re-roll all failed To Wound rolls in close combat.
For each successful Killing Blow scored (before any saves), the Avatar of Khaine immediately gets to make an additional Attack.
Morathi adds an additional +2 to all her casting attempts, roll each time a spell is cast.
If Kouran Darkhand is in a unit of Black Guard, he and all models in that unit have Unbreakable.
The Models receive +1 To Hit and To Wound (a roll of 1 still fails) if at least one enemy model in base contact with the unit has a higher WS or S characteristic (before modifiers for weapons).
Morathi has Ward save (4+) and Magic Resistance (2).
All of a model's mundane weapons may be coated with one type of toxin in addition to its Poisoned Attacks. These toxins have no additional effect against models that are immune to Poisoned Attacks.
Malus Darkblade may unleash the power of Tz'arkan at the start of any friendly Movement phase. Once the Daemon is released, he cannot be bound back during the battle. If Malus releases Tz'arkan, the following rules apply for the rest of the game:
• Malus Darkblade immediately gains Frenzy and Ward Save (5+), but loses Elven Grace, Eternal Hatred and Murderous Prowess.
• Malus Darkblade gains +1 WS, +1 S, +2 T and +1 I. However, friendly units can no longer use his LD.
• Each time Malus Darkblade makes a To Hit roll of 1, a friendly model in base contact (of your choice) is struck by Malus attack instead. Roll to Wound as normal.
The Manticore gains an additional Attack that has Poisoned Attacks.
Any unit of Melusai joined by a Melusai Ironscale can re-roll failed charge and pursue distances.