No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Base |
160 Soul Grinder (base: Use model) |
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1 | 160 Soul Grinder |
8" | 4+ | 4+ | 8 | 7 | 8-14 | 5 | 7 | 3+ | Use model |
6" | 4+ | 5+ | 8 | 7 | 4-7 | 3 | 7 | 3+ | |||
4" | 4+ | 5+ | 8 | 7 | 1-3 | D3 | 7 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Harvester cannon | ||||||
Harvester cannon | 48" | Heavy 3 | 7 | -1 | D3 | - |
Phlegm bombardment | ||||||
Phlegm bombardment | 36" | Heavy D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
Iron claw | ||||||
Iron claw | Melee | Melee | x2 | -3 | D6 | - |
Warpclaw | ||||||
Warpclaw | Melee | Melee | User | -2 | D3 | Make 2 hit rolls for each attack made with this weapon, instead of 1. |
Make 2 hit rolls for each attack made with this weapon, instead of 1. | ||||||
Warpsword | ||||||
Warpsword | Melee | Melee | User | -3 | 3 | You can re-roll failed hit rolls for this weapon. |
You can re-roll failed hit rolls for this weapon. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its warpsword with a warpclaw.
|
ABILITIES | |
ABILITIES |
Daemonic, Daemonic Ritual Daemonic Rewards:
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
FACTION KEYWORDS: CHAOS, DAEMON, | |
KEYWORDS: VEHICLE, SOUL GRINDER |
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The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe, and many of the most powerful weapons are all but useless against them.
Units with this ability have a 5+ invulnerable save.Daemons of Tzeentch reflect their master’s manipulative and capricious nature, their immortal forms forever in flux.
Add 1 to any invulnerable saving throws made for this unit.The CHAOS and CHARACTER keywords are used in the following Chaos Daemons datasheets:
The KHORNE keyword is used in the following Chaos Daemons datasheets:
The TZEENTCH keyword is used in the following Chaos Daemons datasheets:
The NURGLE keyword is used in the following Chaos Daemons datasheets:
The SLAANESH keyword is used in the following Chaos Daemons datasheets:
The CHARACTER and KHORNE keywords are used in the following Chaos Daemons datasheets:
The KHORNE and DAEMON keywords are used in the following Chaos Daemons datasheets:
Through dark pacts and blasphemous rituals, a champion of Chaos can weaken the fabric of reality to create a gateway to the warp. From this rent pour forth the Daemons of that realm, ready to rend and tear those who stand against the Ruinous Powers.
Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they were themselves summoned to the battlefield this turn).The CHAOS keyword is used in the following Chaos Daemons datasheets:
The DAEMON keyword is used in the following Chaos Daemons datasheets:
This datasheet has Heavy Support Battlefield Role. Full list of Chaos Daemons units sharing same Battlefield Role follows:
Slaanesh’s Daemons are graceful and impossibly quick, moving to strike their foes faster than the eye can see.
This unit always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.Iron claw used in the following datasheets:
Warpsword used in the following datasheets:
Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.The VEHICLE keyword is used in the following Chaos Daemons datasheets:
Khorne Daemons hunger to spill blood and claim skulls, and their fury in the midst of battle is without limit.
If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with.