Beastmen gain the notice, and thus the favour, of the Dark Gods by the excesses of their savage and blasphemous deeds. Being the true Children of Chaos, these gifts often take the form of some gross exaggeration of their bestial traits.
Source: Warhammer Fantasy: 7th Edition
Gifts of the Chaos GodsURL Copied!
Beastmen characters may be given Gifts of Chaos. Each gift may only be chosen once per army. Note that gifts are not magic items, and are therefore unaffected by effects that damage or neutralise magic items.
A Beastman that sprouts an excessively sharp, large or twisted set of horns is often acknowledged as the warherd's chieftain without a challenge; so obvious are the Dark Gods' blessings. Such an individual is supremely confident in his position at the pinnacle of the warherd.
The model and any unit he is with are Stubborn.
This gift of the Chaos Gods causes the recipient's skin to ooze a constant aura of vile, toxic corruption.
Enemy models in base contact with the model at the start of any round of close combat suffer a Strength 3 hit before any blows are struck.
The Beastman has sprouted additional arms, allowing him to unleash yet more carnage upon the battlefield.
The model may make a bonus attack in addition to his normal attacks. This bonus attack is always at the model's basic Strength and is never augmented by equipment or magic weapons.
The Beastman's skin has encysted, forming a layer of crusty natural armour as tough as chainmail.
The model has a scaly skin save of 5+, which is cumulative with other armor as normal.
The Beastman's lower incisors have grown into sharp or excessively large tusks.
All of the model's close combat attacks are armour piercing.
The bearer was born with a rare and potent rune marked on his flesh, a sigil of pure savagery that marks the individual out as nothing more than a ravenous mass of muscle and fangs. Even the strongest beast will cower before the unbridled ferocity of this raging predator.
Ridden monsters, monsters, the steeds pulling chariots, cavalry mounts and swarms suffer -1 To Hit the model bearing the Rune of the True Beast in close combat, although their riders may attack as normal.
The Dark Gods have gifted the Beastman with acute senses, additional eyes or even an extra head, granting it unnaturally fast reactions.
The model has +1 Initiative.
The bearer's ebon fur appears to absorb light and draw the shadows about it as a cloak of shadows.
When at least partially in cover, a further -1 To Hit modifier is applied when enemies shoot at the character.