Champions of Khorne only
Magic Weapons
If the axe scores any wounds, the enemy model is killed outright. Each time the axe slays an enemy roll a D6: on a score of 6 the axe is sated and cannot be used again.
Enchanted Items
If the Champion is attacked by a magic weapon and makes a successful save for his Chaos armour the weapon is destroyed. If the Champion or unit he is with are attacked by a magic spell it is dispelled on 4+. If successfully dispelled roll a D6: on a 4+ the spell is destroyed (discard the spell card) and the caster sustains 1 wound.
Abilities
The Champion must charge any enemy within charge reach at the startof the turn, or advance as close as possible. If he is part of a unit he will leave it to do so. The Champion gains + 1A, and an extra + 1A when he charges.
The Champion may retake any failed armour save. Each time he does so roll a D6: on a roll of 1 the card must be discarded