Braystaff:
- Timing: Step 1.1 of any Choose & Fight Combat sub-phase, once this model's combat is chosen
- Select: compulsory choice of one stance for the Braystaff
- Result:
- Offensive: great weapon
- Defensive: hand weapon, wielder gets an Armour Value of 5+
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Primal Fury:
- Timing: Step 1.1 of any Choose & Fight Combat sub-phase, once this unit's combat is chosen
- Result: the unit takes a Leadership test
- Pass: it becomes subject to 'Primal Fury'
- While subject: may re-roll natural 1s on rolls To Hit
- Duration: until this Combat phase finishes
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Gaze of the Gods:
- Restriction: character
- Timing: its Command sub-phase
- Result: may consult the Gaze of the Gods table with a roll (optional)
| D6 | Result |
|---|---|
| 1 | Damned by Chaos (visions of the Reals of Chaos): Stupidity for the rest of the game; already has it: −1 Leadership characteristic (maximum 2) |
| 2 | Unnatural Quickness (time slows for the Champion): +1 Initiative characteristic (≤10) to your next Start of Turn sub-phase |
| 3 | Iron Skin (the Champion's skin hardens): +1 Toughness characteristic (≤10) to your next Start of Turn sub-phase |
| 4 | Murderous Mutations (tentacles from the Champion's armour): +1 Weapon Skill characteristic (≤10) for the remainder of the game |
| 5 | Dark Fury (rage grips the Champion): +1 Attacks characteristic (≤10) for the remainder of the game |
| 6 | Apotheosis (Daemonic vitality blesses the Champion): +1 Strength and Leadership characteristic (≤10) for the remainder of the game |
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Mark of Chaos Undivided:
- Restriction: Mark of Chaos Undivided
- Result: Fear, Panic or Terror test that fails: its roll may be repeated (re-roll)
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Warband:
- Condition: the Warband is not fleeing
- Result:
- Leadership characteristic +current Rank Bonus, capped at Leadership 10
- The bonus is void for a Restraint test, and for an Impetuous unit's test on whether a charge is forced
- Majority of models have Warband: re-roll its Charge roll (optional)
- A character gets the bonus only if it too has Warband
- A Warband unit takes the highest of: its own modified Leadership, a Warband character's modified Leadership, a non-Warband character's unmodified Leadership
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Lore of Beasts:
- Restriction: Wizard; requires 'Lore of Beasts'
- Timing: same moment as a normal discard of 1 randomly generated spell
- Result: the discarded spell may be swapped for one of these
- signature spell belonging to the Lore of Magic the Wizard chose
- Viletide
- Devolve
- Mantle of Ghorgok
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Future Sight:
- Restriction: Kralmaw
- Result: 4+ Ward save versus every wound
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Leering Spirit:
- Timing: Kralmaw's deployment
- Select: put down 1× Leering Spirit marker at any spot >8" from enemy units
- Result:
- The marker stays put, 360° line of sight
- No charges, targeting or attacks against it
- It leaves play if Kralmaw is removed as a casualty
- Shooting phase of Kralmaw's turns: may cast Devolve (Lore of Beasts) as a Bound Spell, Power Level 3
- Ignored for movement, combat and line of sight; if in the way, note where it is, set it aside and return it to that spot once convenient
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Dark Coven:
- Restriction: Beastmen Shamans (Bray-Shaman, Great Bray-Shaman), Wild Herd army
- Timing: making a Casting or Dispel roll (Wizardly Dispel)
- Condition: ≥1 friendly Wizards within Command range, not fleeing, and still unaffected by a failed Stupidity test
- Result: +1 to the roll (optional)
- Natural double 1: Miscast table is rolled immediately, taken normally; the result hits the roller and every friendly Wizards in its Command range
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Press of Battle:
- Restriction: Unit with this rule, arrayed in combat order
- Condition: It did not charge this turn
- Result: Its fighting rank counts as 2 ranks deep
- Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
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Massed Infantry:
- Restriction: Side fielding at least one unit with this rule
- Condition: When combat results are tallied, that side's Unit Strength is the greater
- Result: It may claim +1 combat result point
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Parry:
- Restriction: Model with this rule, carrying a hand weapon plus shield
- Condition: In close combat, and opting to use that weapon and shield combination
- Result: armour value +1, capped at 3+
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