The following powers may only be taken by Daemons of Nurgle.
At the start of each close combat phase, all enemy units in base contact with the Daemon suffer D6 Hits. Models Hit must pass a Toughness test or suffer a Wound which Ignores Armour Saves. This has no effect on Daemons of Nurgle.
This is a Strength 4 Breath Weapon. It has no effect on Daemons of Nurgle.
All enemy models in base contact with this Daemon is subject to the Always Strikes Last special rule in close combat. This has no effect on Daemons of Nurgle.
Enemy models in base contact with the Daemon at the start of any close combat phase suffer a Strength 2 Hit with the Ignores Armour Saves special rule. This has no effect on Daemons of Nurgle.
Great Unclean One only. At the start of each of your turns, one unit of Nurglings within 6" of the Daemon automatically regains D6 Wounds lost earlier in the battle.
This is a Breath Weapon. Each model hit suffers a Wound on a 5+ which Ignores Armour Saves. It has no effect on Daemons of Nurgle.
When this Daemon suffers a wound, all enemy models in base contact must pass a Toughness test for each wound inflicted on the Daemon or themselves suffer a wound, with the Ignores Armour Saves special rule. This has no effect on Daemons of Nurgle.
Once per battle, at the start of any close combat phase, the Daemon can make the unit they are with subject to the Frenzy special rule for the remainder of this turn.
The Daemon gains the Natural Armour (5+) special rule.
The Daemon gains the Regeneration (6+) special rule.
Enemy units do not receive combat resolution bonuses for attacking the flank or rear of a Daemon with this ability, or any unit he has joined.