Chaos characters may be given Gifts of Chaos. Because most Warriors of Chaos worship the entire pantheon of the Dark Gods, it is not unusual for a warrior to bear the blessings of more than one of his patrons, or even to have taken his power from a defeated foe - for example, a warrior favoured by Slaanesh might find his sinews alive with the blessings of Khorne after a particularly vicious slaughter.
Source: Warhammer Fantasy: 7th Edition
Gifts of ChaosURL Copied!
Each gift may only be chosen once per army - the Chaos Gods aren't fond of repeating themselves! Note that Gifts are not magic items, and are therefore unaffected by spells or any other attack that damages or neutralises magic items (the Law of Gold spell from the Lore of Metal, for example).
The air around the favoured one boils and seethes with raw magical energy. Arrows, bolts and even cannon balls aimed towards him are slowed drastically or even transmuted at the last second into screaming phantasms crying out in praise of Chaos.
Whenever the character is targeted by a ranged shooting attack, roll a D3 and subtract that number from the Strength of the attack - roll once for each firing unit. If the attack's Strength is reduced to 0 or less, the shots are ignored altogether.
A frond of magical tentacles sprouts from the favoured one like seaweed from a drowned corpse, probing and shaping the Winds of Magic to their master's whim.
The character may re-roll a single power or dispel dice per player turn. This may potentially prevent a Miscast, cause Irresistible Force, or cause a dispel attempt to pass or fail automatically.
The favoured one can dislocate his mouth like that of a snake, stretching it impossibly wide and forming a roiling portal into the Realm of Chaos within his yawning gullet. Woe betide those he catches in his fanged maw, for they face an eternity of torment.
Instead of making his usual attacks, the character can choose to make a special attack against a single man-sized infantry model. If the attack hits, the enemy model must pass an Initiative test. If this test is failed, the victim is swallowed whole! He is removed from the game with no saving throws allowed.
Slaanesh has gifted the favoured one with the ability to speak one of the true words of agony. When whispered to a foe, the recipient finds himself wracked with crippling pain.
Once per game, at the beginning of the Close Combat phase, the bearer of the Word of Agony can choose a model in base contact. That model takes D6 S4 hits with no armour saves allowed.
An aura of oppression is radiated by the favoured one, a crackling corona of antipathy that can reduce a brave man's will to that of a craven child.
Any PaPanicnic, Fear or Terror tests caused by the character (or the unit he is with) suffer an additional -1 modifier.
A third eye opens in the favoured one's forehead. When its golden gaze falls upon enemy spellcasters, their secrets are laid bare.
Sorcerers only. In each friendly Magic phase, the bearer may choose an enemy spellcaster within his line of sight. The bearer is counted as knowing all the spells known by that enemy spellcaster for the duration of this phase, provided those spells do not summon additional models or heal wounds suffered earlier in the game. Remains in Play spells are treated as normal. If the Sorcerer uses this ability, he may not cast any of his own spells this turn.
The favoured one screams the name of his god with such earsplitting volume that those opposing him find their brains bleeding and their thoughts befuddled.
During his Shooting phase, the character may choose
The favoured one has a tiny homunculus sprouting from his body, a vile simulacrum that squeals the mind-numbing secrets of Chaos on command.
Sorcerers only. Once per turn, the character may choose to add D3 to his casting roll after attempting to cast a spell. This extra dice cannot cause a Miscast or Irresistible Force. He must then test for Stupidity next turn.
The favoured one bristles with elemental wrath, and the purity of his anger deadens magic in his vicinity.
The character may not carry any magic items, but has Magic Resistance (2) and a 4+ Ward Save against wounds caused by spells.
The favoured one exudes a heady and unnatural scent that ensnares the mind and slows the limbs.
When a unit flees from a character with this gift or the unit he is with, the fleeing unit rolls an extra D6 and discards the highest dice roll.
The favoured one can spew forth a great torrent of disease and sentient filth.
Once per game, the bearer can make a S3 breath weapon attack with a -1 armour save modifier.
The favoured one's blood is transformed into boiling acidic ichor. Those who wound him find themselves splashed by hissing, burning liquid.
Whenever the character loses a Wound in close combat (after saves, etc), the model that wounded him takes an automatic S4 hit for each wound inflicted after all other attacks are made.