Reglas Especiales
Warriors of Chaos

Global

Acid Ichor

Whenever Orghotts Daemonspew suffers an unsaved Wound in close combat, the model that inflicted that hit must pass an I test or suffer a S 4 hit. Wounds inflicted by Acid Ichor count towards the combat result.

At Home on Land or Sea

Gutrot Spume and any unit he is with gains Aquatic.

Bane of the Undead

Harry causes Terror in the Undead, even though the Undead have Immunity (Psychology). They must take Break tests and can flee like ordinary troops, rather than crumbling from excess wounds. Fleeing Undead units rally automatically during their next turn. If they are not forced to flee from combat, defeated Undead units will take wounds as normal.

Beast of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Khorne has +1 S.

Beast of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Nurgle has Poisoned Attacks.

Beast of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Slaanesh has +2 to its I.

Beast of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Tzeentch has a Ward save (6+).

Blade of the First Prince

Atarus has Always Strikes First in any turn that he makes a successful charge.

Bloodborn

Keep a count of the number of times Skarr Bloodwrath kills an opponent in a challenge or kills a monster – this is referred to as the Blood Tally. If he is removed as a casualty as a result of anything other than Spawndom or Dark Apotheosis, mark his position with a counter. At the end of the turn, roll a D6 and add the current total of the Blood Tally. If the result is 1-3, this rule has no further effect. If the result is 4+, Skarr is reborn: place Skarr anywhere within 6” of the centre of the counter and at least 1" away from any unit and impassable terrain, then reset the Blood Tally to 0. If it is not possible to place Skarr, Skarr is not reborn. Skarr returns to play with D3 Wounds, and suffers no bonuses or penalties incurred from his former existence. For example, if Skarr was fleeing or affected by an augment or hex spell at the time of his death, the reborn model will not be. However, any bonuses or penalties conferred as a result of Skarr rolling on the Eye of the Gods table do remain in effect.

Bloodfuelled Prayers

Slaughterpriests know two Prayers. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.

Bloodrage

The Manticore gains Hatred.

Bountiful Blades

At the start of each round of close combat, the unit can choose which weapon they want to use for the duration of this round.

Breath of Change

Breath of Change is a Breath Weapon. Any models hit must pass a T test or be removed from play with no saves of any kind allowed.

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 to 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 Hellcannon misfire table.

Chaos Armour

Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.

Chaos Spawn

You may take 1-2 lone Chaos Spawn as a single Special choice.

Chosen of the Dark Gods

Chosen have Eye of the Gods. If the result rolled is Damned by Chaos or Dark Apotheosis, that result is immediately applied to the unit’s Chosen Champion (if the unit does not contain a Chosen Champion, the result is instead treated as a ‘The Eye Opens’ result), otherwise the result is applied to every Chosen model in the unit.

Chosen of the Gods

As the Chosen of Gods, Archaon has the following bonuses: Immunity (Psychology), Immunity (Poisoned Attacks), Magic Resistance (2), and he may re-roll any channelling dice rolls of a 1. Re-roll any Eye of the Gods rolls of 2 and 12.

Colossal Beast

Bubebolos' Stomp inflicts 2D6 hits, rather than the normal D6.

Consort of the Blood God

If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she is always counted as having rolled the Slaughterer's Strength reward.

Copious Vomit

Throgg has a S 5 Breath Weapon which Ignores Armour saves.

Corrupted Flesh

All attacks (except those with Flaming Attacks) suffer -1 To Wound Kayzk the Befouled.

Coven of Tzeentch

A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.

Cunning of Tzeentch

Any army led by Egrimm gets +1 on its dice when rolling to see which player gets to choose table sides, and when rolling to determine who gets the first turn.

Daemon Flies

At the start of each of your Magic phases, before rolling for the Winds of Magic, every enemy unit within 6" of Bloab Rotspawned suffers D6 S 3 hits with Magical Attacks.

Daemon of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Khorne has Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1).

Daemon of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Nurgle has Hatred (Daemons of Tzeentch), and enemy models in base contact suffer -1 to their WS.

Daemon of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Slaanesh has Hatred (Daemons of Khorne) and Armour Piercing (2).

Daemon of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Tzeentch has Hatred (Daemons of Nurgle) and Ward save (6+). Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.

Daemonic

Models with this rule have Fear and Magical Attacks. In addition, models that are not mounts also have Immunity (Poisoned Attacks), Ward save (5+) (except mounts) and Unstable.

Dances of Slaanesh

Dechala may pick one of the following dances at the start of each round of close combat, the effect of which lasts until the end of that turn or until a new dance is chosen. She cannot choose the same dance in two consecutive rounds of combat.

Dark Experiments

When making a pursuit move, Festus and any unit he is with will only pursue 1D6" as they begin to bind their captives. However, enemy units caught by Festus or his unit are worth double victory points.

Dark Fire of Chaos

A Chaos Dragon has a S 4 Breath Weapon that has Flaming Attacks.

Elite Marauders

Chaos Marauders and Marauder Horsemen have the option to be upgraded to Elite Marauders. You may upgrade one unit to Elite Marauders for each unit of Marauders of the same type in your army.

Ensorcelled Weapon

Magical Attacks.

Extra Claws

A Slaughterbrute with this upgrade gains +2 A with S 5.

Eye of the Gods

Models with this rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this rule involved in a combat, the controlling player chooses which will issue/accept the challenge.

In addition, if a model with this special rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined, make a note on your army roster – that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result. Note that the model itself must cause the last unsaved Wound on an enemy model to claim the kill. If an enemy model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound.

Favoured of Khorne

Khorgos Khul may re-roll failed rolls To Hit.

Favoured Son

If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he is always counted as having rolled the Dark Fury reward.

Feast of the Maggot Lord

If Tamurkhan is slain in close combat, a special possession attack is made against the model that delivered the final wound to Tamurkhan. If Tamurkhan's death occurs as a result of shooting or other means, the attack will be made against the nearest eligible model (friend or enemy) within 6". If multiple models fall into this category, Tamurkhan's player chooses which to attack.

Both players roll a D6 and add the WS value of their respective models. If the result is a draw, roll again until one side wins. If Tamurkhan's player wins, the victim is killed outright and their body is possessed. From then onwards, Tamurkhan takes over the victim model, which is detached from its unit and placed l" away from it. The model is now controlled by Tamurkhan's player for the rest of the game exactly as if it were their own character model. Only Infantry and Monstrous Infantry models are eligible to be possessed. Tamurkhan cannot take possession of a model with Animated Construct, Daemonic, Ethereal, Forest Spirit or Vampiric.

The characteristics of the new body possessed body uses the Possessor profile, but with the following changes: -1 M, +1 T, +1 W, -2 I. S and A is equal to the possessed model's stats. Note that any wounds they previously suffered are still in effect. So, for example, if a model has only one wound remaining when it is possessed, it now has two wounds including the +1 for the Possession modifier.

Tamurkhan now uses any weapons or armour the victim had (including magical types), discarding both his own and any other equipment the victim has. Likewise, any ability the victim had as a Wizard is lost. This includes any special rules the victim formerly used other than their unit type, Natural Armour and Regeneration.

If no eligible model is available or the possession attack fails, Tamurkhan is killed outright. Also,
Tamurkhan's power cannot save him if he is destroyed by an attack which causes a model to be slain outright rather than causing wounds.

Fettered Servitude

If a friendly unit with the Mark of Khorne is within 3" of Vorgaroth and needs to take a Break test, you can say that Vorgaroth demands unwavering obedience. If you do so, the unit suffers D3 Wounds worth of models, but the unit will count as being Unbreakable for the rest of this phase. If you do not do so, and the Break test for that unit is failed, it suffers D6 Wounds worth of models (after the opponent has decided to pursue or not, but before rolling the flee distance).

Fiend Tail

The Chimera gains +1 A.

Fireglaive

Polearm/Halberd. Flaming Attacks. Magical Attacks.

Flailing Tentacles

Immediately before Gutrot Spume attacks in the Close Combat phase, roll a D3 and add the result to the A characteristic on his profile.

Flaming Breath

The Chimera gains a S 4 Breath Weapon which has Flaming Attacks.

Fog of Temptation

All enemy units within 6" of Glutos suffer -1 To Hit in close combat.

Freakish Mutations

If a unit of Forsaken are in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6 on the Freakish Mutations Table. The effect lasts until the end of the Close Combat phase.

Fuelled by Death

At the start of each of your turns, you may pick one friendly model within 6" and roll a D6; if the roll is greater than the model's Wound characteristics, that model is slain and Skalok regains a number of lost Wounds equal to the number of Wounds on the slain model's profile.

Fumes of Contagion

A Chaos Dragon has a S 2 Breath Weapon. No armour saves are allowed against Wounds caused by this Breath Weapon.

Ghurk Glott

Before rolling To Hit, nominate one of the Ghurk's Attacks as the Lashing Tentacle. This Attack has S 10 and Multiple Wounds (D6).

Giant of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Khorne has +1 S.

Giant of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Nurgle has +1 T.

Giant of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Slaanesh has +1 I and Unbreakable.

Giant of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Tzeentch has a Ward save (6+).

Gift of Tongues

When Wulfrik the Wanderer issues a challenge, your opponent cannot choose to refuse it. Furthermore, Wulfrik nominates which enemy character will accept the challenge.

Giver of Glory

If a friendly model or unit is within 12" of one or more Chaos Warshrines when they roll on the Eye of the Gods table, you may roll an additional D6 and discard a single dice of your choosing.

Gorge on Excess

All friendly units with the Mark of Slaanesh that are within 12" of Glutos may roll a D6 for each unsaved Wound inflicted by them in close combat. For each roll of a 6, the unit regains one Wound's worth of models previously slain during the game.

Grizzlemaw

Khorgos Khul is accompanied by his Flesh Hound Grizzlemaw into battle. They should be placed on the same base and counts as a single model for all purposes. Grizzlemaw attacks using its own profile which are not subject to any other special rules that Khorgos Khul has.

Harbinger of Pestilence

Whilst Festus the Leechlord is in a unit, all models in that unit have Poisoned Attacks.

Healing Elixirs

Whilst Festus the Leechlord is in a unit, all models in that unit have Regeneration (6+).

Human Chains

Flayerkin may scale buildings and walls as if they were open terrain. In addition, they ignore penalties for fighting enemies behind defended obstacles.

Hunter of Champions

As soon as Wulfrik the Wanderer is placed on the tabletop, nominate one enemy character in your opponent's army – this is the champion Wulfrik has journeyed to challenge. Against the chosen character, Wulfrik always Hits and Wounds on a 2+ and gets Killing Blow.

Immense Pride

While fighting in a challenge, Crom may re-roll To Hit and To Wound rolls.

Impetuous

Ungorr, and any unit he joins, gains Vanguard.

Inner Rage

Once Lokjar suffers his first unsaved Wound, he will be subject to Frenzy for the rest of the battle.

Iron-hard Skin

The Manticore gains Natural Armour (4+).

Iron-hard Skin

The Chimera gains Natural Armour (4+).

Living Damnation

At the start of each of his turns, Mordrek must roll a D6 for his WS and A characteristics, as well a D3 for his S and T and characteristics, and add the result to his profile.

Lord of Nurglings

All friendly Nurgling units within 12" of Morbidex Twiceborn have Regeneration (6+).

Lord of the End Times

If you take Archaon, he must be your army General. His Inspiring Presence has a range of 18". Any Battle Standard in his army is not allowed to have a Mark of Chaos.

Lord of the Goretide

All friendly units with the Mark of Khorne within 12" of Khorgos Khul may re-roll failed To Hit rolls of 1.

Lord of the Monstrous Horde

If your army includes Throgg, units of Chaos Trolls count as Core choices instead of Special choices, and at least one unit must be included.

Lords of Nurgle

The Glottkin, and all other friendly models within 12" that have Mark of Nurgle, re-roll failed charge distances. In addition, if the Glottkin are ever required to roll on the Eye of the Gods table, do not roll any dice. Instead, the Glottkin always count as having rolled the Aura of Chaos reward.

Mammoth Attacks

When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Khorne have Hatred.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Khorne have Frenzy.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Strength Bonus (1) when charging.

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Poisoned Attacks.

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Nurgle add +1 to their T and suffer -2 to their I (to a minimum of 1).

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Nurgle have Fear.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Slaanesh have Immunity (Psychology) and Stubborn.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Slaanesh have Swiftstride.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Always Strikes First.

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Tzeentch have Ward save (6+).

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos..

The unit's Regeneration increases to (4+).

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).

Master of Chaos Undivided

If Crom is your army’s General, the restrictions on upgrading Chaos Marauders or Marauder Horsemen to Elite Marauders is lifted. However, they may not be given any Mark of Chaos.

Master of Fate

Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.

Mortal Bane

Khorgos Khul and any friendly unit he joins may reroll failed charge distances.

Mutant Regeneration

Throgg has Regeneration (4+). In addition, if Throgg Regenerates two or more Wounds in the same phase, he rolls on the Eye of the Gods table at the end of that phase.

Mutant Sight

This preternatural vision and precognition means that any Characteristic test Sayl fails can be rerolled and he channels Power dice on a 3+.

Network of Spies

If Atarus is included in your army; you gain a +1 bonus on the roll to decide who chooses to take the first turn.

Noisome Stench

All enemy models in base contact with Plaguestrangler must pass a T test at the start of each round of close combat. If failed, they may not attack this round. This has no effect on models with Animated Construct or Daemonic.

Nurgle's Favoured Son

If Tamurkhan is taken as part of an army, he must always be its General.

Otto Glott

Roll a D3 at the start of each Close Combat phase, and add the result to the number of Attacks on Otto Glott's profile. This bonus lasts until the end of the phase.

Palanquin of Nurgle

A Palanquin of Nurgle should be placed on a 50x50mm base and adds +3 to the Unit Strength of any model mounted on them.

Pestilent Torrent

Ghurk has a S 3 Breath Weapon with Ignores Armour saves which can only be used in close combat.

Plague Knights

If Kayzk is included in your army, you may upgrade one unit of Chaos Knights with the Mark of Nurgle to Plague Knights for +24 points per model. Plague Knights ride Rot Beasts of Nurgle and have Fear and Regeneration (5+).

Power of Mind

Egrimm always takes his LD tests using 3D6, discarding the highest result.

Regenerating Flesh

The Chimera gains Regeneration (4+).

Rending Fangs

The Manticore gains Armour Piercing (1).

Runes of Binding

At the beginning of the game, you must nominate a single friendly Lord or Hero and make sure your opponent is aware which model you have nominated – this is the Slaughterbrute’s master. If you have more than one Slaughterbrute, you must nominate a different Lord or Hero for each Slaughterbrute – if you do not have enough Lords or Heroes for all your Slaughterbrutes, the remainder start the game Unbound. Whilst the Slaughterbrute’s master is alive, the Slaughterbrute uses that model’s current WS and LD instead of its own (unless it would normally be higher).

Scorn for Sorcery

Khazek can channel Dispel Dice as if he was a Level 2 Wizard.

Scorn of Sorcery

A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.

Seafang

Before any units are deployed, Wulfrik the Wanderer and a single unit of Chaos Marauders may choose to use Seafang to encircle their foes. If they choose to do this, they have Ambushers. When rolling to see if Wulfrik and the Chaos Marauders arrive, roll once for both Wulfrik and the unit. When they arrive, the unit must be deployed with Wulfrik joined to it.

Shadow-kin

Enemy missile attacks suffer a -1 To Hit penalty against Nightmaw. In addition, Nightmaw must
deployed within 3" of Sayl, but may otherwise move like an independent unit. Nightmaw does not award any Victory Points if killed.

Soul Hunters

When a unit of Hellstriders of Slaanesh destroys an enemy unit in close combat, through charging or pursuit, they gain a bonus rule for the remainder of the game. The bonus gained depends on the number of units they have destroyed over the course of the battle, as described in the Soul Hunters Table. Note that the bonuses are cumulative and only affect the rider, not the mount.

Spawn of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Khorne has +1 S.

Spawn of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Nurgle has Poisoned Attacks.

Spawn of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Slaanesh rolls an additional D6 for their Random Movement result.

Spawn of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.

Spew Ichor

The Hell Cannon has a Strength 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.

Spirit of Galrauch

At the beginning of each of his turns, Galrauch must take a LD test. If the test is passed, Galrauch is controlled as normal, but if the test is failed, the ancient spirit of the original Dragon surfaces again. Should this occur, Galrauch cannot move, cast spells or use his Breath Weapons. In the Close Combat phase, he directs half of his Attacks against himself as the two heads rip into each other. If Galrauch is already engaged in close combat, he can fight with his remaining Attacks as normal. The Wounds caused by Galrauch against himself are added to the enemy's score when working out the combat resolution.

Supreme Vanity

Sigvald the Magnificent may never re-roll a failed Stupidity test, nor use another model's LD when taking a Stupidity test (such as the army General's). The above also applies to any unit that Sigvald is currently joined to.

The Breath of Life

Aekold has Regeneration (4+). In addition, any Character model in base contact with Aekold Helbrass also gains Regeneration (4+) as long as they are in contact with him. If Aekold is killed during a battle, roll a dice at the end of the turn that killed him. On a 4+ he recovers to full wounds, and is placed where the model was originally slain, at least 1" away from any unit or Impassable Terrain.

The Gaze of Khorne

All friendly units with the Mark of Khorne within 12" of Valkia the Bloody re-roll failed Break tests. However, any friendly unit with the Mark of Khorne that flees whilst within 12" of Valkia the Bloody, for whatever reason, immediately suffers D6 S 6 hits.

The Grand Gourmand

At the start of each of your turns, Glutos gains one of the abilities as indicated in the grand gourmand table. Note that all of these abilities are cumulative.

The Hound of Khorne

The Hound of Khorne has Frenzy and Magic Resistance (2).

The King of Ashes

At the start of each of your turns, one unit in within 12" of Khazek may be forced to take a Psychology test. If the test is failed the unit is overcome by the urge to slaughter in Khorne’s name, and they will gain Frenzy until the start of your next turn.

The Swords of Chaos

If your army includes Archaon, one unit of Varanguard may be upgraded to be the Swords of Chaos for +3 points per model. This unit has Hatred and Immunity (Psychology).

The Way of the Warrior

Crom can choose to swap between fighting with a hand weapon and shield or two hand weapons at the start of each round of close combat.

If Crom uses a hand weapon and shield, his Parry save is increased to 4+.

If Crom uses two hand weapons, he gains +3 Attacks rather than +1.

Tongue Lash

In addition to the Toad Dragon's normal attacks, it may also make a single special lash attack with its tongue. This single attack may be inflicted against any enemy model in base contact with the Toad Dragon; it is a S 4 Poisoned attack with Always Strikes First. Should the victim survive, they suffer -1 to hit that round of combat.

Tripe-Headed Monstrosity

After resolving Dorghar's normal Attacks, you may pick one of the following effects if at least one model was slain by those attacks:

 Filth-spewer: Dorgar inflicts D3 Wounds which Ignores Armour Saves on one enemy unit in base contact.

 Skull-gorger: If any of the slain models were Characters, Dorghar's Khornate head devours their skulls and Archaon heals D3 Wounds up to his starting value.

 Spell-eater: If any of the slain models where Wizards, Dorghar's Tzeentchian head devours them, learning any spells they knew and passing them on to Archaon.

Triumvirate of Blood

After attacking with Nazgharoth each close combat phase (before Stomps), you may pick one of the following effects. You may not choose the same effect in two consecutive rounds of combat.

 Fires of Wrath: Nazgharoth uses a Breath Weapon Attack with S 4 and Flaming Attacks.

 Furious Ruin: Nazgharoth rolls 2D6 with its Stomp Attack this phase.

 Enraged Roar: All models in base contact with Nazgharoth must pass a T test or suffer 1 Wound with no saves allowed.

Unbound

If, at the beginning of its Movement phase, a Slaughterbrute’s master has been slain (or if it started the game without a master), it is Unbound. An Unbound Slaughterbrute has Random Movement (2D6) and Frenzy. An Unbound Slaughterbrute can never lose its Frenzy, even if beaten in close combat. In addition, an Unbound Slaughterbrute cannot choose the direction it travels in. Instead, roll a scatter dice in the Compulsory Moves sub-phase and move the Unbound Slaughterbrute in the direction rolled (if a ‘Hit!’ is rolled, the Slaughterbrute moves straight forwards). If an Unbound Slaughterbrute moves into contact with the board edge, a building or impassable terrain, it instead stops 1" away.

Unlike other random movement, an Unbound Slaughterbrute can move into base contact with a friendly unit, in which case it will come to a stop and immediately inflict D6+2 S 7 hits on the unit. (If it comes into base contact with more than one unit, you must choose one to inflict hits on.) After resolving these hits, move the Slaughterbrute directly backwards 1", so that it is no longer in base contact with the unit.

Unspeakable Foulness

This is a breath weapon attack and any model caught within its template is automatically hit and must take a T test at -1 of suffer a wound with Multiple Wounds (D3) and Ignores Armour saves.

Venemous Ooze

The Chimera gains Poisoned Attacks.

Venom Tail

The Manticore gains an additional Attack that has Poisoned Attacks.

White-hot Balefire

This is a S 5 Breath Weapon with Armour Piercing (1), Flaming Attacks and Multiple Wounds (D3).

Will of Chaos

Units with this rule always re-roll failed Panic tests.

Wind of Pestilence

At the start of each round of close combat, all enemy units in base contact Valnir get infected by the deadly contagion of Valnir. Roll a D6 to see which ailment the unit(s) suffers.

Wings of Fury

Enemy Wizards within 18" of Vorgaroth suffer -1 to cast and dispel.

Wrath of Khorne

Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason, he will be turned into Chaos Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Chaos Spawn of Khorne following the rules for Damned by Chaos on the Eye of the Gods table.