MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Hellblade | |||||||
| Hellblade | Melee | 2 | 3+ | 5 | -2 | 2 | |
| Juggernaut’s bladed horn [extra attacks, lance] | |||||||
| Juggernaut’s bladed horn [extra attacks, lance] | Melee | 4 | 4+ | 6 | -1 | 1 | |
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish forces twist all that they touch, reshaping the landscape into bizarre forms while tormenting mortal beings to madness. To be embroiled in such tempests is to endure conditions utterly anathema to the fundamental laws of reality, provoking primal terror in even the most emotionless warriors.
Certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:Daemonic Manifestation While a unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). |
Daemonic Terror While an enemy unit is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. |
The LEGIONES DAEMONICA keyword is used in the following Butchers of Hyporia datasheets:
The CHAOS keyword is used in the following Butchers of Hyporia datasheets:
The DAEMON keyword is used in the following Butchers of Hyporia datasheets:
The KHORNE keyword is used in the following Butchers of Hyporia datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.
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Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.Lance weapons are deadly on the charge.
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.