Characters may select one or more Gifts from the list below as described in the army list. Each Gift may only be taken once per army.
At the end of every Close Combat phase in which the Daemon causes one or more unsaved Wounds, a unit of Chaos Furies is created. The unit consists of one Chaos Fury for every unsaved Wound caused. The unit must be placed wholly within 6" of the Daemon and cannot be placed with 1" of another unit or impassable terrain. If any model cannot be placed because there isn't enough room, or you do not have sufficient models, it is lost. Units created in this way do not award victory points.
Any dispel attempt you make while this model is on the table receives one extra 'free' dispel dice.
Whenever a spell is successfully cast by any Wizard, roll a D6 – this Daemon regains a Wound lost earlier in the battle on a roll of 5+. Whenever a spell is miscast by any Wizard, the Daemon instead suffers a Wound on a roll of 4+.
Monstrous Infantry only. The Daemon becomes a Monster. In addition, it gains +1 Wound.
Any missile attack targeting the Daemon or the unit it is with suffers an additional -1 to Hit penalty.
The Daemon gains the Stubborn special rule.
The Daemon has a Strength 2 Breath Weapon with the Ignores Armour Saves special rule.
The Daemon may re-roll failed rolls To Hit and To Wound in the first round of any combat.
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.
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.
The Daemon has the Ward Save (3+) special rule against missile attacks.
The Daemon and any other Daemonic unit of the same allegiance within 12" suffers one less wound than normal when taking Instability tests.
The Daemon's close combat attacks have the Multiple Wounds (2) special rule.
The Daemon gains +1 Toughness.
This is a missile attack with a range of 12", Strength 6 and the Quick to Fire special rule.
The Daemon gains +1 Strength.
The Daemon gains +1 Wound.
The Daemon gains the Impact Hits (D3) special rule.
The Daemon may re-roll failed Ward Saves from the Daemonic special rule.
Enemies Wounded by this Daemon must re-roll successful armour saves.
Whenever the Daemon slays an enemy character, it immediately increases one characteristic, of your choice, by one point.
The Daemon gains the Natural Armour (5+) special rule.
The Daemon has +1 Attacks.
The Daemon gains a Ward Save (2+) against the first Wound it suffers in the battle.