This is a little something I came up with to add a little more spice to the battle field. Though this has been revised a number of times, I still haven’t had a chance to play test them all, so forgive me if some of these optional rules are broken or useless. Any and all feed back is welcome and appreciated, as I would like to further refine this list, so try them out in friendly games. Also, if you have any ideas, post them so I can add them.

Unit Disciplines and Relics

Unit Disciplines and Relics are upgrades for rank and file units who have a unit champion to lead them. Each Disciplines or Relic can only be taken once per army, each unit may only ever be upgraded once and the unit must have a unit champion. If a unit takes an upgrade, the unit may not be joined by friendly Characters, but may still be equipped and dressed as stated in the relevant army books. Disciplines and Relics are either special training given to the unit as a whole or to the unit champion himself, or magic artifacts and heirlooms that represent the experience and prowess of the unit that carries it.
Disciplines and Relics have various effects on the units who take them, in any case where a Relic or Discipline will contradict a special rule already applied to a unit through army special rules or unit specific rules, the Relic/Discipline upgrade in conflict is ignored and any pre-existing rule takes precedence unless otherwise stated. All effects provided by these upgrades are otherwise cumulative with any other special rules. If the conflicting special rules are the same but have different values, use the highest value.
If the unit champion is removed from the unit for any reason, the unit must immediately, and at the start of each following friendly turn, roll a D6 and add the turn number. If the result is greater than the unit’s Ld value, the effect is lost for the rest of the game as it takes a strong leader to hold and control such power and command his troops at the same time. These unit upgrades are priced per wound per model ei. An upgrade cost an Empire Swordsman 1pt per model, while an ogre with 3 wounds would pay 3pts for the same upgrade.

Curse of the Great Necromancer 3pts/model (May not be taken by Demonic or Undead Units)
A unit ‘upgraded’ with the Curse of the Great Necromancer has been cursed long ago with the pain and agony of being undead. The unit in question gains the Unbreakable, Immune to Psychology, Cause Fear, and Unstable special rules. Also, the unit may never march and if friendly models flee through this unit, the fleeing must take a dangerous terrain test, all though they may be a friendly unit, the hunger of the dead is not easily controlled. Furthermore, if the unit champion dies, the unit does not follow the normal rules for losing the additional special rules but instead the unit immediately, and at the start of each following friendly turn, takes a Ld test at -1. For every point that the result is over the unit’s Ld, the unit takes an equal amount of wounds with no saves of any kind. Lastly, a unit given the Curse of the Great Necromancer receives no benefit from augmentation spells from the lore of life.

Champions of Victory 2pt/model
The Champions of Victory Discipline is something that only experience on the field can teach and only strength of the mind can provide. Units that are given this discipline are weathered, stalwart and aren’t so willing to die. To represent this, this unit gains the Immune to Fear/Terror, Immune to Panic, Immune to Poison, and Immune to Killing Blow special rules.

Defensive Formation 2pts/model
The Defensive Formation Discipline is a combat formation that creates the best possible defense against charging foes and shooting by creating a wall of shields, turning anywhere the unit stands into a defensively advantageous location. If the unit did not move that turn and is equipped with shields, it is assumed that the unit has taken the Defensive Formation. If the defending unit is charged, a unit charging the fortified unit loses the combat resolution bonus for charging, as well as any weapon bonuses that are applied when charging. If the defending unit is shot at by missile weapons, the enemy receives a -1 To Hit. In addition to these rules, a unit with the Defensive Formation Discipline may re-roll failed armor saves if the unit has not moved that turn.

Keg of Dwarf Stout 2pt/model (May not be taken by Chaos Warriors, Chaos Knights, Chosen of Chaos, Undead, or Demonic units.)
The unit carrying the Keg of Dwarf Stout stumbles into battle singing pub songs and enjoying a merriment not often seen in the field of battle. To represent the alcohol induced bliss, the unit suffers from Stupidity. In addition to the drunken dilutions, the unit also causes D3 impact hit for every rank in the unit and those attacks are resolved at +1S.

Berserker Blood Fury 2pts/model
A unit with this Discipline is an angry mob of battle crazed warriors, eager to spill the blood of the enemy and revel in their defeat. The unit counts as having the Frenzy special rule. In addition to being frenzied, for each unsaved wound caused by the unit, the unit may immediately make another attack, but this time at -1 to hit. All wounds caused by the blood fury do not benefit from anymore than an additional round of attacks per turn. In addition to these rules, at the end of each combat but before combat resolution is calculated, the unit with the Berserker Blood Fury Discipline takes D6 wounds with saves modified by the strength of the unit’s attacks to represent the thrashings of the unit’s blood lust. All wounds caused by this special rule are counted towards combat resolution for both sides of combat respectively. If the unit, for what ever reason, loses their frenzy, they also lose any benefits granted by this special rule.

Children of Nature 2pts/model (May only be taken by armies on the side of Order)
A unit in tune with the laws of nature knows her secrets and realizes her blessings, but Mother Nature is not always kind. To represent this, a unit with this Discipline has a bound spell version of Regrowth with a power level of 5. If a miscast occurs, the unit instead takes D3+1 wounds with no saves of any kind allowed.

Forest Stalker 2pts/model (Models on Foot only)
A unit with this discipline has advanced well ahead of the rest of the army and waited to ambush the opposing army under the cover of the forest canopies. To represent this, a unit given this Discipline has the scout special rule, but must be placed in a forest at the start of battle. If there is no forest on the table, or if for some reason cannot be placed in a forest, this discipline has no effect. In addition to the scout special rule, the unit is also Stubborn in a forest. Lastly, if a unit is attempting to move into a forest that is mysterious, it may roll on the ‘mysterious forest’ chart to find out which forest it is before they commit to entering it.

Eagle Eyes 1pt/model
A unit with this Discipline is exceptionally skilled with ranged weapons and is able to spot enemies at further distances. To represent this, a unit with this Discipline may add D6” to the range of a missile weapon and will always hit on a roll of a 6 (though rolls that would normally need a 7 to hit do not benefit from poison, if they have it).

Vengeance, Over Due 2pts/model
Most warriors have spent enough time in the field of battle to know the hatred of an enemy, and these warriors take it upon themselves to settle scores with old foes. To represent this, a player who has this Discipline applied to a unit may select an enemy unit at the start of battle, after deployment and before the first turn. The unit with this Discipline may re-roll failed To Hit rolls and To Wound rolls against the selected enemy unit in the first round of combat (this applies only to the selected unit and not characters that have joined the enemy unit).

Effigy of Anti-Warp 2pt/model
A unit carrying the Effigy of Anti-Warp is more tuned to the flow of the winds of magic, and better yet, has the mental capacity to use their own influence to dissipate its harmful effects. To represent the warding against magic, a unit carrying the Effigy has Magic Resistance (2) and adds 2 Dispell dice to the Dispell Pool.

Swift Rider 3pts/model
Some warriors, namely those on horse back, have trained to move up the field of battle with great haste, overcoming the burdens of heavy plate armor, making it easier to engage the enemy. To represent this, a unit given this Discipline ignores the movement penalty for a steed wearing barding as well as being able to re-roll charge, flee and pursue distances.

Vigor of the Under Dog 1pt/model
Some warriors perform best under pressure and against the odds, holding their ground and fighting with tremendous fervor, most times to the last man. To represent this, a unit with this Discipline, when in combat with an enemy unit that has a point cost twice or more their own cost (calculated at the start of combat, including characters that have joined enemy units), gain +2 to combat resolution (in addition to any and all other modifiers) and may re-roll break tests as if they were within 12” of the Battle Standard Barer. In cases of multiple combats, add the point costs of all enemy units involved (including characters that have joined enemy units). In addition to these affects, a unit with this Discipline will always pass a break test on a roll of 4 or under (as apposed to needing double ones).

Dragon Slayer 15pts
In the Warhammer world there are great and ferocious monsters that raze and destroy the settlements of the civilized world, and some men stand fearless against such monstrosities. This discipline only applies to the unit champion. To represent the might of the unit champion, He gains the Heroic Killing Blow special rule. In addition to the Heroic Killing Blow, the unit champion is not affected by the Fear or terror that such great monsters cause (if the unit fails their Fear test).

Dead Eye 15pts
Legend and lore speak of great marksmen who can send a bolt or steel ball into the eye of a Gor from one hundred paces away, but such men do not only live in the tales told in dimly lit pubs, for they march in the armies of the finest generals in the old world. This discipline only applies to the unit champion. To represent the sight and precision of such great marksmen, the unit champion gains the Sniper special rule, also, he may re-roll missed To Hit rolls when firing a missile weapon.

Discipline of the Steel Golem 1pt/model
Shining steel plate and colorful shields branding the imagery of the great houses of the old world are worn by warriors who march on to war. These warriors worry not, and trust in the workmanship of highly skilled blacksmiths. A unit given this upgrade does not lose its effects if the unit champion is slain or removed. To represent this, a unit given this discipline may chose equipment upgrades to improve their armor save. In addition to the 1pt/model for taking this Discipline, the costs for upgrades are as follows (The cost for the equipment is not multiplied by the wounds of the model, unlike the base cost for this Discipline. A unit with the Fast Cavalry special rule takes this Discipline; they lose the Fast Cavalry special rule). A unit may not be upgraded with equipment that is already available to them.
Shield 1pt/model
Light Armor 1pt/model
Heavy Armor 2pts/model
Barding (mounted units only) 2pts/model

Discipline of the Weapon Lord 1pt/model
It is the pride of any skilled warrior to have a high proficiency with a wide range of arms, for blood shed is an art form to some and a game to others. A unit given this upgrade does not lose its effects if the unit champion is slain or removed. To represent this discipline, a unit may take weapon options not typically available to them. In addition to the 1pt/model for the discipline, the costs for upgrades are as follows (One choice only. The cost for the equipment is not multiplied by the wounds of the model, unlike the base cost for this Discipline. If a unit already has a special weapon, the upgrade will replace the close combat or ranged special weapon listed in their entry in the relevant army rule book when another one is take, though a unit may carry one special close combat weapon and one ranged weapon). A unit may not be given equipment already available to them using this Discipline.
Additional Hand Weapon - 1pt/model
Halberd – 1pt/model
Great Weapon – 2pts/model
Flail – 1pt/model
Morning Star – 1pt/model
Spear – 1pt/model
Lance - 2pts/model
Throwing Axe – 1pt/model
Javelin – 1pt/model
Bow – 1pt/model
Crossbow – 2pt/model

Arcane Warding 3pts/model
Magic is everywhere in the warhammer world, a whirling, destructive force that can shear the flesh from the bones of mortals, but some are able to bend the winds of all magic and its effects from harming those who can control it. To represent the stout constitution of such warriors, this discipline grants a 5+ ward save against all destructive or hindering magical effects, including those that would normally allow no saves of any kind, as well as close combat attacks that are labeled as magical attacks. This warding does not defend against mundane attacks of any kind, or the effects of magical miscasts. A unit suffering from the adverse effects of a spell that does not cause wounds makes one ward save for the entire unit, while every other situation, each model in the unit makes their own save.

Display of Disgrace 2pt/model (May only be taken by units from the side of Destruction)
Mocking the opposing forces is only natural, but some less civilized warriors would do anything and everything to enrage the enemy. Executing or torturing captives on the battle field, burning captured flags or scores of holy tomes before the very eyes of those who hold them to be sacred are just a few ways in which the sinister pray upon the compassion of the just. To represent these foul actions, a unit with this Discipline may force one enemy unit per turn, who is able to charge the unit with the Discipline in accordance with the normal rules for declaring charges, take Ld test with a -1 modifier at the start of each enemy turn. If the test is failed, the enemy unit must declare a charge against the friendly unit with this Discipline.

Sneaky Swift Striking 15pts
The element of surprise is all too effective against the ill prepared, and some warriors will conceal their identity and strike when it is too late for the enemy to react. This Discipline only applies to the unit champion. To represent this crafty trick, a unit champion with this upgrade is disguised as a normal, rank and file trooper, but in the first round of combat, the unit champion reveals himself and strikes the enemy before they have a chance to do so themselves. This Discipline allows the unit champion, in the round of combat in which he is revealed, to refuse challenges without penalty and grants him the Always Strike First special rule. In addition to these benefits, the unit champion receives +1A and +1I in the turn he is revealed. If both the enemy and the unit champion have the Always Strike First special rule, work out combat in initiative order. A player who has given this Discipline to a unit does not have to inform his opponent of this upgrade, unless a spell or special rule forces him to. A unit champion may only be concealed at the start of battle, thus he may only be revealed once per game. If a unit who has taken this Discipline is destroyed before the unit champion is revealed, this discipline has no effect.

Strict Orders 1pts/model
The fields of battle have seen many great leaders commanding troops across the known world from time unmemorable, weaving their cunning plans, out witting the enemy for the glory of victory. When cities, towns, strong holds and entire cultures stand on the brink of destruction, it takes strong leaders to command the hearts of their soldiers. To represent this, units who have taken this discipline may add +1 to their Ld statistic to a maximum of 10. This discipline works in conjunction with the Inspiring Presence special rule, thus adding +1 Ld to the general’s Ld value when it is being used by the unit who took this discipline.