A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
Once per game, at the start of any shooting or assault phase, the model may activate its Daemonforge. Until the end of that phase, the model in question may re-roll all its failed to-wound/armour penetration rolls. At the end of the phase in which this is used, roll a D6. On a 1 the model immediately loses a Hull Point with no save allowed.
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a 5+, that model regains a Wound or Hull Point lost earlier in the game.
A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes). These Blood Tithes are earned by: 1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit. 2. A Character with this rule is either slain, or slays an enemy character in a challenge. At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
3
6
12
2
Vehicle (Walker)