Chaos Gifts
Roll 2d6 at the start of the game and randomly take that many Gifts. Then simply follow the rules on the card.
Wrath Of Khorne
Khorne, the Great God of War, bellows in rage and fury as his pitiful enemies attempt to use their weak magic instead of relying on the strength of arms.
You may use this card exactly as a Dispel scroll. It can be used to dispel an enemy spell as it is cast. When you declare you are using this card, the spell is dispelled just as if you had played a successful Dispel card from the Winds of Magic deck. This card can only be used once and only as a spell is cast, not against a spell already in play. It will not dispel a spell cast with Total Power. In addition, roll a D6. If you roll a 6, the spell is destroyed and discarded.
PLAY AGAINST ANY ONE SPELL
Feud of the Gods
The gods of Chaos, in their eternal struggle to gain supremacy, turn on each other. Their minions, following the example of their masters, do likewise.
At the beginning of the battle, choose two Champions or Sorcerers of Chaos with different Marks of the Gods, or Daemonic characters (Daemonic Champions also count) of different gods, and fight one round of hand-to-hand combat with both sides rolling 1 Attack dice. No ridden steeds, monsters or chariots take part in the battle. Roll a dice to see which side is considered to be charging. Any wounds suffered in this challenge are carried to the rest of the battle. If one of the characters kills the other, he will be rewarded by his patron. You may choose 1 extra Attack, 1 extra Wound, or 1 extra point of Strength and add it to your character's profile.
PLAY AT THE BEGINNING OF THE BATTLE
Eye of God
At the beginning of the battle, you may pick one Champion or Sorcerer of Chaos from your army. Roll a D6 and Consult the chart below. No re-rolls are allowed. The result applies for the rest of the battle. If you have no Champions or Sorcerers, or don't wish to play this card, discard it.
1. Chaos Spawn: Your Champion or Sorcerer is turned into a foul Chaos Spawn! See the special rules for Chaos Spawn.
2. Cosmic duel: Your Champion is summoned to fight in a cosmic duel. Remove the model from the battle. The model will return on a roll of 4+ made at the start of any of your following turns and is placed anywhere on you own base line and may move normally that turn. However, if you roll a 1, he is lost forever to the Realm of Chaos.
3+ Gift of the Gods: Add +1 to either the model's Strength, Wounds or Toughness. You may choose which one to increase.
PLAY AT THE BEGINNING OF THE BATTLE
Nurgle's Rot
Nurgle blesses one of his foolish foes with his favorite disease. Their skin starts to peel away and their limbs become leprous and weak making their movements laborious.
One enemy unit chosen by you suffers a -1 Movement penalty for the rest of the battle. This applies to all rank-and-file troops and regimental champions but not to other characters.
PLAY AT THE BEGINNING OF THE BATTLE
Changing of Ways
Tzeentch, the Changer of Ways and Master of Sorcery, laughs at the pitiful efforts of his enemies to use the wild winds of magic, spoiling their petty spells with the power of his omnipotent will.
Once per battle, at the beginning of any magic phase, be it yours or your enemy's, you may reduce the enemy's Winds of Magic cards by D3 cards (roll a D6: 1-2=1, 3-4=2, 5-6=3).
PLAY AT THE BEGINNING OF ANY MAGIC PHASE
Storm of Chaos
The skies themselves weep burning blood that rains down on the battlefield, dissolving armour and flesh alike.
At the beginning of the battle, roll a D6. On a roll of 2 or more, you may nominate one enemy unit or war machine (but not an individual character, even if he is on his own or is riding in a chariot) and that unit will suffer D6 S4 hits distributed exactly as damage from shooting. However, if you roll a 1, your opponent may pick one of your regiments, and it will suffer the damage (D6 S4 hits)! Armour saves apply as normal. No panic tests are made as a result of any casualties.
PLAY AT THE BEGINNING OF THE BATTLE
Eternal Battle
The Chaos gods are not satisfied with the slaughter! They resurrect fallen warriors on both sides to fight again for their amusement!
This card can be used as soon as both armies have suffered at least one rank-and-file casualty. When this card is played both players can nominate any one of their units that has suffered casualties. The unit must not be fleeing and must have at least one normal trooper left. Roll a D6. Each unit may resurrect that number of models. Normal cavalry counts as 2 models, while daemonic cavalry such as mounted daemonettes, and all models with more than 2 wounds count as 3 models. Note that this may not take the number of models in the unit above the original, and you may only resurrect normal troopers, not characters, standard bearers or musicians.
PLAY AT THE BEGINNING OF ANY OF YOUR TURNS
Allure of Slaanesh
The young Prince of Chaos turns his gaze on the battlefield, confusing the minds of his enemies.
The first Fear, Terror, Stupidity or Panic test your opponent takes will suffer a -D3 penalty (roll a D6: 1-2=1, 3-4=2, 5-6=3).
PLAY WHEN YOUR OPPONENT TAKES HIS FIRST PSYCHOLOGY TEST
Mutations
Nominate one regiment in your army. Roll a D6 and consult the chart below. Results do not apply to any characters with the unit, except regimental Champions. The results of the roll apply for the rest of the battle.
1. Mutated Legs: -1M for all models in unit.
2. Tail: No effect in game terms.
3. Massive Frame: +1S for all models in the unit.
4. Mace Tail: One model (chosen by you) gains 1 S5 Attack.
5. Scaly Skin: +1 armour save for all models in the unit.
6. Hideous Visage: The unit causes fear.
PLAY AT THE BEGINNING OF THE BATTLE
Mutations
Nominate one regiment in your army. Roll a D6 and consult the chart below. Results do not apply to any characters with the unit, except regimental Champions. The results of the roll apply for the rest of the battle.
1. Atrophy: -1 WS for all models in the unit.
2. Brightly Coloured Skin: No effect in game terms.
3. Lightning Reflexes: +1 Initiative for all models in the unit.
4. Long Legs: +1 Movement for all models in the unit.
5. Weapon Master: +1 WS for all models in the unit.
6. Razor-Sharp Claws: Extra -1 to enemy armour saves.
PLAY AT THE BEGINNING OF THE BATTLE
Wind of Chaos
The unstable winds of magic swirl around the battlefield, while the wizards on both sides watch to see what effect this might have.
At the beginning of the battle, roll a D6 and consult the chart below. The result applies for the rest of the battle.
1. The odd magic card is always dealt to your opponent, even in your own magic phase.
2-3. Deduct -1 from all Winds of Magic rolls to determine how many cards are dealt in each magic phase.
4-5. Add +1 to all Winds of Magic rolls to determine how many cards are dealt in each magic phase.
6. The odd magic card is always dealt to the Chaos player, even in the magic phase of your opponent.
PLAY AT THE BEGINNING OF THE BATTLE
Boon of a God
One of the Four Great Powers turns his gaze on the battlefield, blessing his own followers and cursing the minions of his brothers.
The god that your General follows (ie, whose mark he bears or if he is a Greater Daemon) will bless his own followers. Daemons of this god gain a +1 bonus to their daemonic armour saves, and characters with the mark of this god gain +1 to their armour saves up to a maximum of 1+. Daemons of other gods and characters bearing a different mark to your General suffer a -1 penalty to their armour saving throw. If your General has no Mark of Chaos or is not a Greater Daemon then this card does not apply.
PLAY AT THE BEGINNING OF THE BATTLE