D6 | Daemonic Gift |
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The Daemon has +1 Wound.
The Daemon has a magic weapon, of a value up to 50 points, chosen from the Warhammer rulebook. One Daemon of Khorne can instead choose an Axe of Khorne, one Daemon of Tzeentch can instead choose a Staff of Change, one Daemon of Nurgle can instead choose a Balesword, and one Daemon of Slaanesh can instead choose a Lash of Despair.
Armour saves cannot be taken against the Daemon's close combat Attacks.
At the end of any phase in which the Daemon causes one or more unsaved Wounds in close combat, it regains a single Lost Wound.
The Daemon has a 2+ armour save that cannot be improved by any means.
The Daemon has +2 Attacks.
This Daemon can choose to lose D3 Wounds (with no saves allowed) at the start of any of your Magic phases. If it does so, add D3+1 dice to your power pool.