Beasts of Chaos- No terrain penalty for moving through forest tiles.
Bretonnia- may always choose their deployment zone, unless the game requires set deployment zones. For example, a castle siege.
Daemons of Chaos- City/town tiles controlled by Daemons a worth nothing if razed. Daemons have little to no need for the luxuries of moral races.
Dark Elves- Dark magics, when rolling on the season's end magic chart Dark elves my +1 or -1 from their roll.
Dwarfs- No terrain penalty for moving through mountain tiles.
Empire- Empire tiles may support one more supply point than other races. humans are exceptional farmers.
High Elves- May re-roll for their initative each turn.
Lizardmen- No terrain penalty for moving through river or swamp tiles.
Ogre Kingdoms- If forced to forage, Ogre banners gain a +1 to any rolls on the foraging chart.
Orcs & Goblins- May raze a tile and gain full supply points for it.
Skaven- Move underground, during the movement phase of the turn a skaven player may declare that his banner is moving underground. As a result the banner will be removed from the map and only the skaven player and the GM will know its location. Also, the skaven banner may not scout while moving underground. The banner may surface at the begining of its players turn in the same way that is went underground.
Tomb Kings- Do not need a baggage coach to continue marching.
Vampire counts- For every model that the opponents banner does not recover after a fight, the vampire player may attempt to raise as a zombie. Roll a d6 for every killed model, on a roll of a 6 the model is raised as a zombie.
Warriors of Chaos- Powers of Chaos, prior to a fight the chaos player may sacrafice 50 points from his list to corrupt their opponent. Depending on the mark of the leader of the army this will inccur the following effect on one of his opponents units chosen at random:
Chaos Undivided- Desertion, roll a d6 for each model in the unit on a 1 or 2 remove it from the game.
Nurgle- Disease weakens the unit, all models except characters suffer a -1 to their toughness.
Slannesh- Enrapturing visions of last night's passion distract members of the unit. The unit is subject to stupidity for the battle.
Khorne- Cultists infiltrate the enemy camp to claim skulls and blood for the blood god. Roll 2d6 attacks on the unit, WS4 S4. Characters in the unit are immune to these attacks, and wounds suffered will not cause a panic check.
Tzeentch- At the start of each of the unit's turns make a leadership test. If failed the powers of chaos warp and mutate the unit's members. roll a d6 for each member of the unit (except characters) on a 1 the model is torn apart as tenacles errupt from its body. This may cause panic checks if the unit suffers 25% casualties. This ability can be dispelled as a remains in play spell after the first turn, power level is 5.
Wood Elves- No terrain penalty for moving through forest tiles.
Banner composition: Banners are not required to follow the current army composition rules for 8th edition. Each banner will come with a baggage train,
Movement: All banners may move up to two tiles each turn.
Difficult terrain: Rivers, swamps, Forests, and Mountains all pose varying degrees of danger for a marching army. As a result when entering any tile that counts as difficult terrain the player must roll a d6. On a roll of a 1 the army has encountered difficulties and may not move any further this turn.
Scouting: Before of after making a movement the banner is allowed to roll on the scouting chart if they are within two tiles of an opposing banner. The scouting chart is random and will change from week to week.
there is more too come but we can start the discussion here. I will post empire and banner creation in a post tomorrow.