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===Daemonic Gifts=== Daemons do not get access to magic items, which in 8th edition can be a bit of setback. However, they may purchase rolls on the Daemonic Gifts table, available to them in their army book and just like magic items, it's easy to go overboard with them. Your Greater Daemons get 100 pts. worth, Daemon Princes 75 and Heralds 50. Remember that you can swap your gift for a points-equivalent magic weapon from the BRB. What this means is that you can actually tailor your setup based on who you are up against. For example, if you're playing against an army with high armor, you could swap your Greater Gift result for an Obsidian Blade or Ogre Blade. *'''Exalted Daemonic Gifts:''' These bad boys come in at 75 points per gift,(unlike greater and lesser you may not chose to swap these out for generic magic item of the same value). As such, a bad roll on here will make you feel like you wasted points. After the roll is made, you may choose to keep the roll or opt for the 0 option, just like with deciding magic spells. <b> You cannot have multiples of the same roll, and you cannot buy more than two rolls on a table. </b> **0: Hellforged Artifact. Choose from a series of four magic items that may make the game even more [[fun]]: **1: Aura of Disruption. You get a free dispel dice each time the model is on the board and a dispel attempt is made, like some weird anti-Slann. **2: Sorcerous Lodestone. When anyone casts a spell, on a 5+, your Daemon regains a wound. If someone miscasts, on a 4+, your Daemon loses a wound. Why? BECAUSE CHAOS **3: Bringer of the Swarm. For each unsaved wound you do to a unit (and there should be many), a unit of Chaos Furies is made next to you with a number of dudes equal to how many guys wounds you did. If you can't put the unit down, you get NOTHING. **4: Impenetrable Hide. +2 Toughness. Could be awesome, but everything wounds on a 6 anyway. **5: Massive Might. +3 Strength. Aren't you already at S6 or higher anyway? **6: Doubly Blessed. Roll once on this table and the Lesser table and take both, re-rolling results of 6. *'''Greater Daemonic Gifts:''' These are worth 50 points apiece, and since you can take multiples, you have a better shot at getting what you want. Overall though this table is more or less a trap, because they are either inefficient or downright detrimental to your character's well-being. Only the armor result is really worth it. **0: Greater Weapon. Choose this and get either a magic weapon from the core rulebook worth up to 50 points, or get a god-specific weapon from the following page. **1: Unholy Sacrifice. (More expensive, less effective, more self-destructive forbidden rod. Pass). Lose d3 wounds with no possible save to get d3+1 Power dice in your magic phase that turn. Absolutely disgusting as d3 wounds is not worth d3+1 power dice. **2: Corpulence. +1 Wound. This is not worth it. 50 points for 1 wound is not that efficient. Consider getting a magic weapon instead. **3: Incorporeal Strike. No armor saves can be taken against this beast. Look at who you're up against. Lotsa armor? Take it. Not so much armor? Exchange it for more attacks or more strength. **4: Souleater. Remember Soul Stealer from the old book? It's back, but this time you only get one Wound back per combat phase. **5: Unbreakable Skin. 2+ Armor Save that cannot be improved EVAR. Probably the best one on this table. You want your characters to stay alive, and armor certainly helps in being resilient. **6: Unholy Flurry. +2 Attacks. Honestly a little underwhelming. Could be worth it on a Bloodthirster because this stacks with his additional hand weapon, giving him 9 attacks in total. *'''Lesser Daemonic Gifts:''' These are 25 points apiece, and cheap enough to make enemy characters think twice about challenging when a Herald is around. This is the table that you want multiples of, because it has more useful and effective results compared to the Greater one. **0: Magic Weapon. Same as the Greater Gift, but your max is at 25 points...or you could pick something your god wants you to have. If you have terrible luck, consider getting the ASF sword on your Greater Daemons since they have good strength already, the rerolls would be more beneficial. **1: Skill Swallower. If you slay a character in combat, increase one of your stats by 1. Your choice! This one unfortunately is not that great on account of the fact that you have to kill a character to get the benefit. **2: Cleaving Blow. Your guy gets Multiple Wounds (2). Consider what your opponent has. If you're up against Ogres or a monster-heavy army, then this will absolutely wreak havoc. **3: Crushing Mass. When you charge, your daemon pretends he's an Ogre and gets d3 Impact Hits. **4: Dark Blessing. You get a Luckstone! Very useful in a cannon-saturated meta. Probably almost always a must-keep. Take note that you get the 2+ ward save on your first WOUND, not your first hit. **5: Noxious Breath. You get a Wood Elf Dragon Breath Weapon. Not too bad. **6: Unnatural Swiftness. Always Strikes First, because fuck High Elves. What this also means is that you can swap your other Gift results for a weapon and still get the benefits of ASF.
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