Wahapedia8 site header
Chaos DaemonsAn’ggrath the Unbound
35

An’ggrath the Unbound

NAME M WS BS S T W A Ld Sv
An’ggrath the Unbound * 2+ 4+ * 8 24 * 10 2+
An’ggrath is a single model. He is equipped with an Axe of Khorne and the Bloodlash. Only one of this model may be included in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
S
A
13-24+
16"
12
10
7-12
12"
10
8
1-6
8"
8
6
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bloodlash
12"
Assault 2D6
7
-3
2
This weapon can be used within 1" of an enemy unit and can target enemy units within 1" of friendly units.
Axe of Khorne
Melee
Melee
+3
-4
D6
-
ABILITIES
Arch-daemonic Ritual

Unstoppable Ferocity: If a KHORNE DAEMON unit with this ability either charges, is charged, or performs a Heroic Intervention, add 1 to the Strength and Attacks characteristics of all models in the unit until the end of the turn.

Daemon Lord: The model has a 4+ invulnerable save.

Emissary of the Blood God: You may use this model’s Leadership for friendly KHORNE units within 9" of this model when Morale tests are taken.

Scorn of the Blood God: An’ggrath the Unbound may be used to attempt to deny two psychic powers per turn in each enemy Psychic phase and adds +3 to any attempt to do so.

Shattering Onslaught: On any turn in which An’ggrath the Unbound successfully charges, roll a D6 for each unit within 1" at the end of its charge move. On a result of a 2+, the unit suffers D3 mortal wounds.

Frenzied Death-throes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+ An’ggrath’s frenzied death-throes scourge those about him, and each unit within D6" suffers D6 mortal wounds.
FACTION KEYWORDS
CHAOS, DAEMON, KHORNE
KEYWORDS
CHARACTER, MONSTER, TITANIC, BLOODTHIRSTER, FLY, AN’GGRATH THE UNBOUND

This datasheet has Lords of War Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:

Does not include wargear

Bloodlash used in following datasheets:

Lords of War
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Axe of Khorne used in following datasheets:

HQ
Lords of War
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Arch-daemonic Ritual
This book contains rules for four of the great Daemon Lords: An’ggrath the Unbound, Scabeiathrax the Bloated, Aetaos’rau’keres and Zarakynel. Summoning units of this power using the usual Daemonic Ritual rules is all but impossible and so a variant rule, Arch-daemonic Ritual, has been provided here.

If your army contains a model with the Arch-daemonic Ritual rule, they may instead of being deployed normally be summoned like other Daemons to the battlefield, although with greater risk to the summoner as befits their power and perilous nature. The usual rules for Daemonic Rituals apply with the following alterations:

When attempting an Arch-daemonic Ritual, the summoning player must first declare which unit they are attempting to summon by name beforehand, and only characters with the same Mark of Chaos as the unit you wish to summon can be used to summon the unit.

When attempting to summon a unit using an Arch-daemonic Ritual, roll up to nine dice – this is your summoning roll. You can summon one new unit with the Arch-daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword as the summoning character. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is within 12" of the summoning character and is more than 9" from any enemy model. If the total rolled is insufficient to summon the named unit, the ritual fails and no new unit is summoned. If your Arch-daemonic Ritual summoning roll included any doubles, your summoning character then suffers a mortal wound. If it included any triples then the summoning character is slain instead (note that the summoning can still be successful, even if the summoning character perishes in the attempt).

The KHORNE and DAEMON keywords are used in following Chaos Daemons datasheets:

Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The TITANIC keyword is used in following Chaos Daemons datasheets:

Lords of War

The BLOODTHIRSTER keyword is used in following Chaos Daemons datasheets:

HQ
Lords of War
Army List
• Karanak
• Rotigus
• Samus
Fortifications
© Vyacheslav Maltsev 2013-2020