Aura de Locura
Each enemy unit within 12" of one or more Jabberslythes at the beginning of the Beastmen Magic phase must take a LD test. For every point by which a unit fails its test, it suffers a wound with no armour saves allowed. This has no effect on units that are Immune to Psychology.
Aura of Transmutation
Morghur cannot be harmed in any way by missile attacks or spells, unless the model which is the source of the attack is within 12" of him. Furthermore, at the beginning of each round of close combat, all enemy models in base contact take a S 3 hit with no armour save allowed.
Bagrar the Tamer
If Gorthor is mounted on a Chariot, he may re-roll all Fleeing and Pursuit distance rolls.
Beastmen Ambush
Models with this rule have Ambushers, though this is lost if they have any kind of mount. In addition, they add +1 to any rolls to determine whether or not they enter the table when using Ambushers.
Bestial Cunning
All units that deploy as Ambushers in the same army as Khazrak may choose to re-roll the dice to see when they enter play.
Bloodgreed
If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains Frenzy. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use Swiftstride when pursuing and overrunning.
Bloodrage
The Manticore gains Hatred.
Brass Body
Taurox has a 1+ armour save. However, if an attack rolls a '6' To Hit and then a '6' To Wound then Taurox will be slain outright if he fails his saving throw.
Bruised and Bitter
Ungrol must deploy with a unit of Ungors, and may never leave it. Ungrol and his unit may re-roll failed Primal Fury tests when in combat against units from the Empire, Bretonnia and Beastmen army books. However, Ungrol's unit may not use the Army General's LD, and no other characters may join the unit.
Fuerza de la Carne
Each time a Ghorgon causes a Killing Blow with Swallow Whole, it regains 1 Wound that it has lost earlier in the battle.
Chaos Mutations
Roll a D6 at the start of the game to determine which mutation is the most prominent for the remainder of the game.
Chaos Spawn
You may take 1-2 lone Chaos Spawn as a single Special choice.
Constant Wailing
Enemy units within 6" suffer -1 to their LD. This has no effect on units with Immunity (Psychology).
Consuming Hatred
A Preyton has the Hatred special rule. Any wounds it suffers during close combat are included in its player's own Combat result score as well as that of their opponent's.
Curse of the Famine-fiend
At the start of each of your turns, all enemy units within 18" of Slugtongue must pass D3 T tests or suffer a Wound which Ignores Armour Saves for every failed T test.
Despoilers
Each enemy standard bearer that is removed as a result of a successful pursuit move or slain in combat by a unit of Bestigors adds +1 to their future Combat Resolution. If the unit flees for any reason, they will lose this bonus.
Drunken
Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant alcoholism until the start of their next turn.
Endless Malice
Should a Preyton be on the winning side of a close combat then in order to pursue its foe it must first pass a LD test. If this test is failed then it will not pursue and instead remains stationary. Enemy units within 12" and with line of sight to the Preyton must take a Panic test in the face of the beast's horrific display.
Father of Beasts
Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their LD when taking Primal Fury tests.
Filth-Encrusted Scales
The Preyton gains Natual Armour (5+).
Flailing Appendages
A Hag Tree counts as having no Flanks or Rear for the purposes of Combat Resolution.
Forest Stalker
The Preyton gains Ambushers.
Ghostsight
When fighting enemy Wizards, models with any sort of magic item or magical attacks, Undead, or creatures with a ward save, the Cygor may re-roll any failed To Hit rolls.
Insane Bloodlust
The Preyton gains Frenzy.
Iron-hard Skin
The Manticore gains Natural Armour (4+).
Lash Tail
The Jabberslythe gains +1 A.
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 is subject to Frenzy.
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 this Mark add +1 to their T but suffer -2 to their I (to a minimum of 1).
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 gains Immunity (Psychology) and Stubborn.
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+).
Mutant Monstrosity
A Mutant Monstrosity has Natural Armour (5+).
Packmaster
All Warhounds in an army led by Khazrak have LD 6 and Ambushers.
Primal Fury
At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy until the end of the close combat phase.
Redmaw
If Redmaw the Chaos Warhound is included in your army he forms a unit with Khazrak, though they may both join other units as normal. If Khazrak is slain, Redmaw is subject to Hatred and Frenzy for the remainder of the game.
Regenerative Snacking
For every model killed in close combat by the Hag Tree, roll a D6. On a 6, the Hag Tree regains one wound previously lost in battle.
Rending Fangs
The Manticore gains Armour Piercing (1).
Scion of the Dark Gods
At the start of each friendly Magic phase randomly generate a spell from the Lore of Death. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up. Gorthor may not exchange the result for the Signature spell if he prefers.
Sinisterly Skulking
The Jabberslythe gains Ambushers.
Slaughterer's Call
Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.
Something Wicked this Way Comes
Enemy units within 6" of Malagor may not use their General's Inspiring Presence.
Soul-eater
Enemy Wizards within 24" of one or more Cygors must take a LD test at the beginning of the Magic phase. If the test is failed, any spell the wizard fails to reach the attempted casting value of will result in a miscast.
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 gain +2 to its I.
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.
Spirit-essence of Chaos
At the beginning of your Magic phase, all units within 8" of Morghur must pass a LD test or suffer D6 S 4 Hits which Ignore Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.
Spurting Bile-Blood
For every wound caused on a Jabberslythe in close combat, the attacking unit immediately suffers a randomised S 5 hit.
Swallow Whole
In addition to its normal attacks, the Ghorgon may make an additional special attack at an I of 1. This attack has Killing Blow, but To Wound rolls of a 4+ act as Killing Blow attacks, instead of just rolls of 6.
The Beast-Roar
All friendly Beastmen models within 12" of Morghur may re-roll failed Rally Tests.
The Favoured of Chaos
Gorthor must be the Army General. Gorthor, and any unit he joins, may re-roll failed Psychology and Break tests.
The Hordes of Morghur
A Beastmen army containing Morghur must re-roll all successful Unruly tests.
The Sons of Ghorros
Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 WS. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.
The Taint
If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 to their LD.
Thunderous Charge
A Razorgor has Strength Bonus (1) in turns when it charges.
Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit with no Armour saves allowed.
Unholy Power
For every spell Malagor casts that is not dispelled he gets a cumulative +1 on subsequent casting attempts for the rest of the Magic phase.
Unholy Zenith
At the beginning of the game, secretly roll a D3 and record the number. In the turn that corresponds to this number, Morrslieb is full. For the entire duration of that turn Moonclaw has a +2 bonus to his casting rolls. Furthermore, to represent his ability to call down a shower of warpstone meteors, he may make D3 shooting attacks resolved as if he were a stone thrower for that turn only (even if he moved or marched during the Movement phase). Any results of a misfire cause a single wound upon Moonclaw that cannot be saved by any means.
Unruly
All models with this follow the Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.
Venom Tail
The Manticore gains an additional Attack that has Poisoned Attacks.
Wave of Insanity
Every enemy unit within 12" of Moonclaw must take a Stupidity test at the start of their turn.