| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Frydaal the Chainmaker | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 9 | 235 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Galrauch, the Great Drake | 6 | 6 | 3 | 6 | 6 | 6 | 4 | 6 | 9 | 465 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Aspiring Champion | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Lord | 4 | 7 | 3 | 5 | 5 | 4 | 6 | 5 | 9 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemon Prince | 6 | 7 | 5 | 6 | 5 | 4 | 7 | 5 | 9 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Exalted Champion | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 8 | 125 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Exalted Sorceror | 4 | 4 | 3 | 4 | 4 | 2 | 3 | 2 | 8 | 90 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sorcerer Lord | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 8 | 195 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 27 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Marauder | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 6 |
| Marauder Headman | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Warhound | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 6 | 6 |
| Chaos Warhound Handler | 5 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 15 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Warrior | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 13 |
| Champion | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Forsaken | 5 | 4 | 0 | 4 | 4 | 1 | 3 | D3 | 8 | 19 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Marauder Horsemen | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 12 |
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Marauder Horsemaster | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 110 |
| Chariot Charioteer | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | 0 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Ogre | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 | 33 |
| Champion | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Spawn | 2D6+1 | 3 | 0 | 4 | 5 | 3 | 3 | D6 | 10 | 50 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Troll | 6 | 3 | 1 | 5 | 4 | 3 | 2 | 3 | 4 | 41 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chimera | 6 | 4 | 0 | 6 | 5 | 4 | 3 | 6 | 5 | 180 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chosen Chaos Knight | - | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 9 | 36 |
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| Champion | - | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chosen Chaos Warriors | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 9 | 17 |
| Champion | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogres | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 3 | 8 | 59 |
| Shartak | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 4 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 | 200 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Ogre Shaggoth | 7 | 6 | 2 | 6 | 5 | 6 | 4 | 5 | 9 | 225 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gigantic Spawn | 3D6 | 3 | 0 | 6 | 6 | 6 | 3 | D6+1 | 10 | 145 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gorebeast Chariot | - | - | - | 5 | 5 | 4 | - | - | - | 135 |
| Chariot Charioteer | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hellcannon | 3 | 4 | 3 | 5 | 6 | 5 | 1 | 5 | 4 | 215 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warpfire Dragon | 6 | 6 | 0 | 6 | 6 | 6 | 3 | 5 | 8 | 375 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +110 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Dragon | 6 | 6 | - | 7 | (+1) | (+6) | 4 | 6 | - | +285 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Chosen Chaos Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +140 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemonic Mount | 8 | 4 | - | 5 | - | (+1) | 3 | 2 | - | 0 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Gorebeast Chariot | - | - | - | 5 | 5 | 4 | - | - | - | +135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Manticore | 6 | 5 | - | 5 | - | (+4) | 5 | 4 | - | +120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | +14 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
For each Wound an enemy loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll.
Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit they wielder has joined, either than the enemy. If the wielder has not joined a unit, that hit must be resolved against the wielder.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (1), Magical Attacks |
Models whose troop type is 'infantry' only. During the command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gains a +D3 modifier to their Movement characteristic (to a maximum of 10).
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re-roll successful rolls To Hit made against the wearer.
Models whose troop type is 'infantry' or 'cavalry' only. The Crimson Armour of Dragon is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
Models whose troop type is 'infantry' or 'cavalry' only. The Daemonic Platemail is a suit of full plate armour. In addition, it's wearer improves their Toughness and Initiative characteristics by 1.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier.
Models whose troop type is 'infantry' only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule.
Single use. The bearer of a Favour of the Gos may re-roll the D6 when rolling on the Gaze of the Gods table.
The helm of Many Eyes gives its wearer (but nor their mount) the Strike First special rule. However, due to the combining images the helm conjures up, its wearer is also subject to the Stupidity special rule.
Models whose troop type is 'infantry' or 'cavalry' only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
The bearer of the Rod of the Damned may cast The Summoning spell from the Lore of Daemonology (see page 322 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardy per turn.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 15" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
The bearer of the Sceptre of Power may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with and AP of -3 after the effects of the roll have been resolved.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.
Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.
The wearer of a Brazen Collar has Magic Resistance (-2).
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules.
The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | -1 | Breath Weapon, Flaming Attacks, Magical Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-60" 5(10) AP-2(-3) | 5 (10) | -2 (-5) | Bombardment, Move or Shoot, Cumbersome, Multiple Wounds (D3) |
This weapon shoots like a stone thrower, using the 'Bombardment' special rule a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (D3) |
In combat, a Chimera with a fiend tail may make an additional D3 attacks each turn, each of which must be made with this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 4 | - | Breath Weapon, Flaming Attacks |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| N/A | 2 | N/A | Breath Weapon, Magical Attacks |
No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | * | * |
*A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Strikes Last |
In combat, this model may choose to make one of its attacks each turn with this weapon. For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Extra Attacks (D3), Magical Attacks, Requires Two Hands |
Storm’s Wrath’s Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 6"-24" | 4 (8) | -1 (-3) | Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1) |
This weapon shoots like a stone thrower, using the 'Bombardment' special rule and a 3" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on the Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Models whose Troop Type is 'infantry' only. A unit which consists entirely of models with this Chaotic Trait increases its maximum possible charge range by 2" and, when making Charge or Pursuit roll, may apply a +D3 modifier to the result.
If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Model whose Troop Type is 'infantry' or 'cavalry' only. A unit with this Chaotic Trait gains the Magic Resistance (-1) special rule.
Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch's base edge anywhere along its front arc. The template must lie entirely within Galrauch's vision arc. Any models whos base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test:
Any enemy standard captured by Frydaal or any unit she has joined is worth 100 Victory Points as a trophy of war.
A model with this special rule has a Ward save against any wound suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (X+). In addition, a Wizard with this special rile may wear armour without penalty.
Unless she is fleeing, friendly units of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain a +1 modifier to their Leadership characteristic whilst within Frydaal's Command range (to a maximum of 10).
Model whose Troop Type is 'infantry' or 'cavalry' only. If the winning side of a combat includes one or more units in wich the majority of models have this Chaotic Trait, each unit that belongs to the losing side suffers a -1 modifier to its Leadership characteristic when making its Break test. Models that have this Chaotic Trait, that cause Terror, or that are Immune to Psychology are unaffected.
Whilst engaged in combat, models with this Chaotic Trait that choose to fight with a hand weapon gain a +2 modifier to their Initiative characteristic.
Note that this Chaotic Trait only applies to a single, non-magical hand weapon, or an Ensorcelled Weapon, and does not apply to a model's mount (should it have one). If the models is using two hand weapons or any other sort of weapon, this Chaotic Trait ceases to apply.
When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.
Warpfire Dragons have a 5+ Ward save against any wound suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.
The unit has the [Hatred (all enemies)] special rule.
The unit has the [Fear] special rule.
The unit has the [Swiftstride] special rule.
The unit has the [Magic Resistance (-3)] special rule.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
0-1 unit per 1,000 points. Unless they are wearing heavy armour or full plate armour, models with this Chaotic Trait gain the Vanguard special rule.
A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos.
0-1 unit of Chaos Marauderse or Marauder Horsemen in the same muster list as Frydaal may have the Ambushers special rule for free. In addition, if Frydaal is your General, you may apply a +1 or -1 modifier to the result when rolling to determine if she or any unit of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls or Marauder Tribe Berserkers with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Enemy unit that deploy using the Scouts special rule cannot b deployed within 18" of a unit which every model has this Chaotic Trait (rather than the usual 12"). In addition, enemy unit that deploy using the Ambushers special rule may be not placed within 12" (rather than the usual 8") of a unit in which every model has this Chaotic Trait.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch's spirit rebels from within. Whilst Galrauch's spirit is rebelling:
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Galrauch may used either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Unless they are wearing heavy armour or full plate armour, models with this Chaotic Trait improve their Toughness characteristic by 1 (to a maximum of 10).
Poisoned Attacks, Strike First. In combat, this model must make one of its attacks each turn with this weapon.
When this unit's combat is chosen during Step 1.1 of any Choose & Fight combat sub-phase, choose one of the following Transfigurations. Each Transfiguration lasts until your next Start of Turn sub-phase:
Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.