Chaos Knights – War Dog Executioner
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8

War Dog Executioner

NoNAME  M WS BS S T W! A Ld Sv Base
155
War Dog Executioner (base: 100mm)
1‑3
155
War Dog Executioner
12" 3+ 3+ 6 7 7-12 4 8 3+ 100mm
10" 4+ 4+ 6 7 4-6 4 8 3+
8" 5+ 5+ 6 7 1-3 4 8 3+
If this unit contains 2 models, it has Power Rating 16. If this unit contains 3 models, it has Power Rating 24. Every model is equipped with: daemonbreath meltagun; 2 War Dog autocannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Daemonbreath meltagun
+5
Daemonbreath meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Diabolus heavy stubber
Diabolus heavy stubber
36"
Heavy 4
5
0
1
-
War Dog autocannon
War Dog autocannon
60"
Heavy 2D3
7
-2
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their daemonbreath meltagun replaced with 1 diabolus heavy stubber.
ABILITIES
ABILITIES
Ion Shields, Harbingers of Dread, War Dog Squadron
Explodes: When a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
War Dog Executioner can receive the following Favour of the Dark Gods upgrades:
 • Blood Shield+30Power Rating: +2
 • Collar of Infernal Brass+15Power Rating: +1
 • Throne Mechanicum of Skulls+15Power Rating: +1
 • Pyrothrone+25Power Rating: +1
 • Cursed Rune of Fate+15Power Rating: +1
 • Mirror of Fates+15Power Rating: +1
 • The Putrid Carapace+20Power Rating: +1
 • Blessing of a Thousand Poxes+15Power Rating: +1
 • Aura of Corruption+25Power Rating: +1
 • Quicksilver Throne+15Power Rating: +1
 • Beguiling Majesty+20Power Rating: +1
 • Subjugator Machine Spirit+15Power Rating: +1
 • Mark of the Dread Knight+20Power Rating: +1
 • Blessing of the Dark Master+20Power Rating: +1
 • Warp-borne Stalker+15Power Rating: +1
FACTION KEYWORDS: CHAOS, CHAOS KNIGHTS, ,
KEYWORDS: VEHICLE, CORE, WAR DOG-CLASS, WAR DOG EXECUTIONER

Datasheet-related Stratagems

INTERCEPTION ARRAY1CP
House Vextrix – Battle Tactic Stratagem

Reaching out with their mind and activating a xeno-tech interception array built into their Knights sensorium, the Fallen Noble is bombarded with a flurry of information that allows them to predict the movements of even the most elusive foe.

Use this Stratagem in your Shooting phase, when a HOUSE VEXTRIX model from your army is selected to shoot. Until the end of the phase, each time that model makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.
BREAK THEIR LINES!1CP
Chaos Knights (Iconoclast) – Battle Tactic Stratagem

The Iconoclast Knights employ their sheer weight and mass to unleash a devastating headlong charge.

Use this Stratagem in the Fight phase, when an ICONOCLAST HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if that model made a charge move this turn, add 1 to that attack’s hit roll.
HUNGRY FOR COMBAT2CP
Chaos Knights – Battle Tactic Stratagem

Battle-hungry War Dogs wade into the foe, enmity and malice powering their crushing blows against anything within reach.

Use this Stratagem in the Fight phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a melee attack against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
PACK HUNTERS1CP
Chaos Knights – Battle Tactic Stratagem

Like predators chasing down their prey, War Dog pilots encircle their victims then attack in a ferocious mass.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that is within Engagement Range of 2 or more WAR DOG-CLASS models from your army. Until the end of the phase, add 1 to the Attacks characteristic of each WAR DOG-CLASS model from your army that started the phase within Engagement Range of that enemy unit.
SKIES OF FIRE1CP
Chaos Knights – Battle Tactic Stratagem

The War Dog pilot beseeches the Dark Gods for guidance, intoning hateful oaths as they open fire upon their airborne enemies.

Use this Stratagem in your Shooting phase, when a WAR DOG-CLASS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
MURDERBLISS1CP
Chaos Knights – Battle Tactic Stratagem

Those Fallen Nobles blessed by Slaanesh delight in inflicting agonies. The more enemies that crowd around their Knight suit, the greater an ecstasy of butchery the Fallen Noble is driven into as they seek to bestow pain upon all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS SLAANESH model from your army is selected to fight. If that model is within Engagement Range of one or more enemy units that contain 6 or more models, until the end of the phase, add 1 to this models Attacks characteristic (if one or more of those enemy units contains 11 or more models, until the end of the phase, add 2 to this models Attacks characteristic instead).
TORMENTED WRATH2CP
Chaos Knights – Battle Tactic Stratagem

War Dogs are desperate to vent their pent up wrath. When their prey is sighted, this often leads them to unleash a punishing torrent of fire.

Use this Stratagem in your Shooting phase. Select one enemy unit from your opponent’s army. Until the end of the phase, each time a WAR DOG-CLASS model from your army makes a ranged attack against that enemy unit, an unmodified hit roll of 6 scores 1 additional hit.
VENGEFUL OUTCASTS2CP
Chaos Knights – Battle Tactic Stratagem

Whatever real or perceived persecution drove these Knights into heresy, and whatever hardships they have suffered since, they hold the Imperium accountable for all.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack against an IMPERIAL KNIGHTS model, add 1 to that attack’s wound roll.
TRAIL OF DESTRUCTION1CP
Chaos Knights – Battle Tactic Stratagem

When Chaos Knights march to war, they leave only broken bodies and twisted wreckage in their wake.

Use the Stratagem in your Shooting phase, when a CHAOS KNIGHTS model from your army is selected to shoot, or in the Fight phase, when a CHAOS KNIGHTS model from your army is selected to fight. Until the end of the phase, each time that model makes an attack, if the target of that attack is within range of an objective marker, re-roll a hit roll of 1.
UNYIELDING RAGE1CP/2CP
Chaos Knights – Battle Tactic Stratagem

The pilots of Chaos Knights are bitter and twisted souls whose hearts are filled with rage. They refuse to yield whilst foes still remain to be slain by their blades or crushed beneath their heels.

Use this Stratagem in the Fight phase, when a CHAOS KNIGHTS model from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other rules that reduce the Damage characteristic of an attack (e.g. the Hellforged Construction Fell Bond). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
SPITEFUL DEMISE1-3CP
Chaos Knights – Epic Deed Stratagem

Sensing their end drawing near, the Fallen Noble overloads the internal generators of their Knight suit, hoping to take their enemy with them into oblivion.

Use this Stratagem when a CHAOS KNIGHTS model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically (if that model is a TYRANT-CLASS model, roll one D6: on a 4+, the range of that explosion is 3D6"). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; if that model is an ABHORRENT-CLASS model, this Stratagem costs 2CP; otherwise, it costs 3CP. You can only use this Stratagem once.
DOOM AND DESPAIR2CP
Chaos Knights – Epic Deed Stratagem

Where the Chaos Knights march, doom and despair follow. Calling upon the malign power of the warp, the leader of such a host can cause the darkness to descend and drown their foes in madness.

Use this Stratagem at the start of the third, fourth or fifth battle round, if your WARLORD is on the battlefield. Select one Harbinger ability from any previous battle round. While your WARLORD is on the battlefield, that ability is active for every CHAOS KNIGHTS model from your army. You can only use this Stratagem if every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords). This Stratagem can only be used once per battle.
ABOMINABLE CONSTITUTION1CP/2CP
Chaos Knights – Epic Deed Stratagem

The fecund vitality of the Plague God powers this Knight onward, even though its own diseased hull may be rent and sundered.

Use this Stratagem in your Command phase. Select one CHAOS KNIGHTS NURGLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
TITANIC DUEL1CP
Chaos Knights – Epic Deed Stratagem

The Chaos Knights engage in duels not for honour, but to assert their absolute dominance over the battlefield.

Use this Stratagem in the Fight phase when a CHAOS KNIGHTS model from your army is selected to fight. Select one enemy TITANIC unit that is within Engagement Range of that model. You and your opponent secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number but concealing this behind your hand), then reveal your choice simultaneously; if they differ, then until the end of that phase, add the number you chose to the Attacks characteristic of your CHAOS KNIGHTS model but melee attacks made by that model can only target TITANIC units.
BESEECH THE DARK GODS1CP/2CP
Chaos Knights – Epic Deed Stratagem

It is said the Gods of Chaos can even grant the boon of life beyond death, though the price for such divine intercession is an eternity of servitude.

Use this Stratagem when a CHAOS KNIGHTS PANTHEON UNDIVIDED model from your army is destroyed, but does not explode. Roll one D6 at the end of the phase: on a 4+, set that model back up on the battlefield with 3 wounds remaining, as close as possible to where they were destroyed and not within Engagement Range of any enemy models. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP. This Stratagem can only be used once per battle.
CHOSEN BY THE GODS1CP
Chaos Knights – Requisition Stratagem

Many Chaos Knights who tread the Eightfold Path to Damnation become the chosen champions of the Dark Gods.

Use this Stratagem before the battle, when you are mustering your army. Select one CHAOS KNIGHTS model from your army that does not have a Favour of the Dark Gods. That model gains one of the following keywords: KHORNE, TZEENTCH, NURGLE, SLAANESH, PANTHEON UNDIVIDED. A KHORNE KNIGHT ABOMINANT model loses the PSYKER keyword and cannot manifest psychic powers etc., its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times). You cannot use this Stratagem on the same model more than once, and you cannot use it to add a keyword to a model in a Crusade force.
CORRUPTED HEIRLOOMS1CP
Chaos Knights – Requisition Stratagem

There are those dread households that are especially rich in ancient and warp-tainted techno-arcana and thus are able to arm their heretical scions accordingly.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model can have one Relic of Tyranny, even if they are not a CHARACTER model (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
TYRANNICAL COURT1CP
Chaos Knights – Requisition Stratagem

A Tyrannical Court comprises the most hateful and indomitable of Fallen Nobles, feared in equal measure by both their enemies and their allies.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the CHAOS KNIGHTS keyword. Select one CHAOS KNIGHTS model from your army. That model gains the CHARACTER keyword and you must determine one Warlord Trait for it (this must be a Warlord Trait they could have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ARCH-TYRANT1CP
Chaos Knights – Requisition Stratagem

The lords of the dread households are the epitome of tyranny. The mightiest of their kind are despots who have crushed worlds beneath their heels.

Use this Stratagem after nominating a CHAOS KNIGHTS CHARACTER model to be your WARLORD. You can generate one additional Warlord Trait for them. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
HUNTING HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

With a barked command, the War Dogs of the dread household move to outflank and encircle their prey.

Use this Stratagem at the start of your Movement phase. Select up to two WAR DOG-CLASS models from your army that are more than 6" away from any enemy models and within 6" of a battlefield edge. If the mission you are playing is using the Strategic Reserves rules, place those models into Strategic Reserves - those models cannot arrive from Strategic Reserves in the same turn it is placed into Strategic Reserves.
A LONG LEASH1CP
Chaos Knights – Strategic Ploy Stratagem

The War Dogs of the dread household heed their masters well, for they know all too well the price of disobedience or disloyalty.

Use this Stratagem in the Command phase. Select one KNIGHT DESPOILER, KNIGHT RAMPAGER or KNIGHT DESECRATOR model from your army. Now select one friendly WAR DOG-CLASS model from your army. Until the end of the turn, that WAR DOG-CLASS model is always considered to be within range of the Aura ability that the first model you selected has: Dread Dominion; Frenzied Rampage; Taskmaster.
UNLEASH THE HOUNDS1CP
Chaos Knights – Strategic Ploy Stratagem

Loosed upon the enemy in a savage pack, the War Dogs strive to race one another to the choicest prey.

Use this Stratagem in your Charge phase, after a WAR DOG-CLASS model from your army finishes a charge move. Until the end of the phase, each time a friendly WAR DOG-CLASS model declares a charge against an enemy unit that is within Engagement Range of this model, you can re-roll that charge roll.
WRATHSURGE1CP
Chaos Knights – Strategic Ploy Stratagem

Spitting hateful oaths, this Khorne-worshipping Knight invokes the Blood Gods vengeance upon those who wield sorcery.

Use this Stratagem in your opponent’s Psychic phase, when a Psychic test taken for a PSYKER unit is failed whilst that unit is within 18" of a CHAOS KNIGHTS KHORNE model from your army. That PSYKER unit suffers Perils of the Warp.
HARRYING HUNTER2CP
Chaos Knights – Strategic Ploy Stratagem

War Dogs fight with agility and cunning, giving ground only to surge in on the attack from another angle.

Use this Stratagem in your Movement phase when a WAR DOG-CLASS model from your army Falls Back. That model is still eligible to shoot and charge this turn even though it Fell Back.
BIND THE SOULS OF THE SLAIN1CP/2CP
Chaos Knights (Infernal) – Strategic Ploy Stratagem

Even as they butcher their luckless foes, the Chaos Knights drink deep of their shed blood and soul-stuff, and their mighty forms are reinvigorated.

Use this Stratagem in the Fight phase when an INFERNAL HOUSEHOLD model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack that destroys an enemy model, roll one D6: on a 4+, the INFERNAL HOUSEHOLD model regains 1 lost wound after it has resolved all of its attacks (to a maximum of 6 regained wounds). If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
KNIGHTS OF SHADE2CP
House Korvax – Strategic Ploy Stratagem

Like dark phantoms, the Knights of House Korvax can move through solid walls without hindrance.

Use this Stratagem at the start of your Movement phase or at the start of your Charge phase. Select up to two HOUSE KORVAX WAR DOG-CLASS models or one HOUSE KORVAX TITANIC model from your army. Until the end of the phase, the selected model(s) can move horizontally through models and terrain features as if they were not there.
ENCIRCLING HOUNDS1CP
House Khomentis – Strategic Ploy Stratagem

The Fallen Nobles of House Khomentis send their faster vassals to circle behind the enemy and drive them onto their master’s guns.

Use this Stratagem in your Movement phase. Select one HOUSE KHOMENTIS WAR DOG-CLASS unit from your army that is in Strategic Reserves; that unit can arrive from Strategic Reserves during the Reinforcements step of this phase as if the battle round was one higher than it currently is, regardless of any mission rules.
FURY OF SURTR’S WAKE1/2CP
House Khymere – Strategic Ploy Stratagem

House Khymeres Fallen Nobles have adapted their towering steeds to store excess heat in specialised combustion chambers as they charge into battle, before unleashing it from every vent as a roiling wave of flame - incinerating all who are caught in the blast.

Use this Stratagem in your Charge phase, when a HOUSE KHYMERE model from your army finishes a charge move. Select one enemy unit within Engagement Range of your model and roll four D6 (if this model is TITANIC, roll six D6 instead). For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound (for each unmodified roll of a 6, that enemy unit instead suffers 2 mortal wounds). If this model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
WARPING PRESENCE1CP
House Herpetrax – Strategic Ploy Stratagem

To stay too long in the presence of the Knights of House Herpetrax is to invite an agonising death.

Use this Stratagem at the end of the Fight phase. Select one HOUSE HERPETRAX model from your army. Roll one D6 for each enemy unit within 6" of that model: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.
DIABOLIC BULWARK1CP/2CP
Chaos Knights – Wargear Stratagem

Ectoplasmic blood surges hot through glowing conduits as the Chaos Knight feeds power to its shield emitters.

Use this Stratagem in your opponent’s Shooting phase, when a CHAOS KNIGHTS model from your army is selected as the target of a ranged attack. Until the end of the phase, that model has a 4+ invulnerable save against ranged attacks. If that model is a WAR DOG-CLASS model, this Stratagem costs 1CP; otherwise, it costs 2CP.
INFERNAL AEGIS2CP
Chaos Knights – Wargear Stratagem

Drawing upon the power of its secondary plasma core, the Knight Tyrant casts a pall of crackling energy over its War Dog minions.

Use this Stratagem in your opponent’s Command phase. Select one TYRANT-CLASS model from your army. Until the end of the turn, that model has the following ability: ‘Infernal Aegis (Aura): While a friendly WAR DOG-CLASS model is within 6" of this model, that WAR DOG-CLASS model has a 4+ invulnerable save against ranged weapons.’
SORCEROUS AMMUNITION1CP
Chaos Knights – Wargear Stratagem

Tzeentch gives strange boons to his worshippers. Some Fallen Nobles find the barrels of their Knight suits’ weapons dancing with balefire and their ammunition imbued with howling cacodaemons, eager to spread fear and death by tearing into the enemy.

Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a CHAOS KNIGHTS TZEENTCH model from your army. Do not make a wound roll for that attack: it automatically wounds the target and, if this wound is allocated to a PSYKER unit, that unit must take a Dread test; if that test is failed, the target suffers Perils of the Warp after this CHAOS KNIGHTS model’s attacks have been resolved.

Favour of the Dark Gods

Blood Shield

Wrought from the carapaces of slain Knights and embossed with the skulls of their pilots, the Blood Shield pulsates like a throbbing heart. When activated, psychic barriers are silenced and force fields blink out of existence, opening a window of opportunity for unbridled carnage to erupt.

  • This model gains the KHORNE keyword.
  • Once per battle, at the start of a Fight phase, the bearer can activate the Blood Shield. When it does, until the end of that phase:
    • Each time a melee attack is made by the bearer, invulnerable saving throws cannot be made against that attack.
    • Each time a melee attack is made against the bearer, invulnerable saving throws cannot be made against that attack.
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
This model can activate its Blood Shield one additional time during the battle.

Collar of Infernal Brass

Forged in the molten core of a Khornate daemon world and inscribed with runes of nullification upon a thundersmote anvil of thrice-cursed noctilith, this collar wards away even the most potent warpcraft.

  • This model gains the KHORNE keyword.
  • This model has the following ability: ‘Collar of Infernal Brass (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 2 from Psychic tests taken for that unit.’
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
This model cannot be targeted or affected by psychic powers.

Throne Mechanicum of Skulls

This brazen Throne is inlaid with the carved bones of slain champions and decorated with the skulls of former pilots. Through it an all consuming need for murder grips the pilot and never lets go.

  • This model gains the KHORNE keyword.
  • You can re-roll charge rolls made for this model.
  • If this model is a KNIGHT ABOMINANT, it loses the PSYKER keyword and cannot manifest psychic powers etc., but its Weapon Skill characteristic is improved by 1 and its Attacks characteristic is increased by 1.

FAVOURED ABILITY
Each time this model makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit on the target.

Pyrothrone

This Throne Mechanicum burns with spectral flames out of which whisper the tormented gheists of nine-hundred and ninety-nine sacrificed Tzeentchian magisters. A pilot who sits upon this Throne finds their mind filled with their accumulated malefic lore, and so are able to manipulate the warp, summoning pillars of coruscating fire to immolate their enemies or rebuffing psychic conjurations levelled against them.

  • This model gains the TZEENTCH keyword.
  • If this model is not a KNIGHT ABOMINANT, it gains the PSYKER keyword; it can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. This model knows Smite and one power from the Warp Storm discipline.
  • If this model is a KNIGHT ABOMINANT, it knows one additional psychic power from the Warp Storm discipline and it can attempt to manifest one additional psychic power in each of your Psychic phases.

FAVOURED ABILITY
In each of your Psychic phases, you can re-roll one Psychic test taken for this model.

Cursed Rune of Fate

A Tzeentchian rune of sorcerous power shimmers across the surface of this Knights hull, ever-moving like a reflection across rippling water. Bound to the strands of fate, the rune pulses as enemies fire upon its host Knight, twisting the web of causality so that hideous and immediate misfortunes befall the attackers - from weapon malfunctions and deadly ricochets to ghastly sorcerous mutations.

  • This model gains the TZEENTCH keyword.
  • Each time a ranged attack is made against the bearer, on an unmodified saving throw of 6, the attacking model’s unit suffers 1 mortal wound after all of the unit’s attacks have been resolved (to a maximum of 6 mortal wounds).

FAVOURED ABILITY
This model has a 4+ invulnerable save.

Mirror of Fates

The interior of this Knights cockpit is coated in a polished crystal skein so that the pilot sits enthroned within an all-encompassing scrying glass. The Mirror of Fates reveals that which will happen and that which may. Proliferating possibilities dance across its surface in a mind-bending kaleidoscope that allows the pilot to predict their enemy’s plans and exploit them.

  • This model gains the TZEENTCH keyword.
  • While this model is on the battlefield, each time your opponent spends a Command point to use a Stratagem, you can roll one D6: on a 5+, you gain 1 Command point.

FAVOURED ABILITY
Once per battle round, after making a hit roll, wound roll or saving throw for this model, this model can use the Mirror of Fates. If it does so, you can change the result of that roll to a 6.

The Putrid Carapace

Resembling the stinking skin of spoiled foodstuffs long gone rancid, this repugnant and semi-sentient membrane stretches itself across the iron hide of a Nurgle-blessed Knight suit. At its touch, slablike armour thickens with layers of rust and blubber. Servo-motors and actuator bundles are reinforced with rotted tendon and seeping muscle, while fat buboes swell around vital systems to shield them from harm.

  • This model gains the NURGLE keyword.
  • Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw taken against that attack.

FAVOURED ABILITY
Add 1 to this model’s Toughness characteristic.

Blessing of a Thousand Poxes

Though they appear rusted and pocked, this Knights weapons drip with such virulent plague-slop that they need only graze their targets in order to inundate them with withering agues, viral corrosions, pustulant poxes and gnawing parasites beyond count.

  • This model gains the NURGLE keyword.
  • Each time this model makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

FAVOURED ABILITY
Each time this model makes a ranged attack, an unmodified hit roll of 6 automatically wounds the target.

Aura of Corruption

The rusted exhausts of this Knight belch clouds of toxic fumes, thick with whirling plague spores and fat-bodied daemon flies. These stinking emissions gather about the Knight in such profusion that they form a miasmal shroud that moves with the war engine wherever it strides. Those engulfed in this toxic fog find their flesh breaking out in sores and pustules, their lungs clogging with foul mucus even as armour and weapons corrode and fall apart.

  • This model gains the NURGLE keyword.
  • This model has the following ability: ‘Corruption of the Body (Aura): Whilst an enemy unit is within 6" of this model, subtract 1 from the Strength characteristic of models in that unit.’

FAVOURED ABILITY
This model has the following ability: ‘Corruption of the Soul (Aura): Whilst an enemy unit is within 6" of this model subtract 1 from the Toughness characteristic of models in that unit.’

Quicksilver Throne

This semi-organic Throne Mechanicum invades its pilot’s nervous system with hair-thin cilia, binding their senses to the haptic feedback circuitry of the Knight itself. The pilot is able to move their Knight suit as though it were their own living flesh, at the price of feeling the blissful agony of every blast and blade to strike its hull.

  • This model gains the SLAANESH keyword.
  • This model is eligible to perform Heroic Interventions as if it were a CHARACTER.
  • At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.

FAVOURED ABILITY
Each time this model makes a pile in or consolidation move, it can move up to D3+3", instead of up to 3".

Beguiling Majesty

About this Knight hangs an intoxicating aura, as though the Dark Prince himself had infested it with a sliver of his own nightmarish beauty. Those who look too long upon the war engine must be strong-willed indeed, lest their minds and souls be captured by its ineffable allure.

  • This model gains the SLAANESH keyword.
  • Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.

FAVOURED ABILITY
This model gains the following ability: ‘Beguiling Majesty (Aura): While an enemy unit is within 6" of this model, subtract 1 from the Attacks characteristic of models in that unit.’

Subjugator Machine Spirit

Agile and deadly, Subjugator Titans are Slaaneshi god machines far more powerful than the greatest Knight. Nonetheless, the sundered machine spirit of just such an engine has been bound within this Knight suit, and now strains at the overloaded senses of pilot and steed until both are ready to burst asunder. Only by satisfying the Subjugators constant desire for savage combat are they able to stave off this grisly fate.

  • This model gains the SLAANESH keyword.
  • In your Movement phase, each time this model Advances or Falls back, until the end of your Shooting phase, it counts as having Remained Stationary.

FAVOURED ABILITY
This model is eligible to declare a charge within a turn in which it Advanced or Fell Back.

Mark of the Dread Knight

This fell rune was said to have branded the first Knight to cast off their oaths of fealty to the Imperium and follow the Eightfold Path to Damnation. A Knight that bears this cursed rune upon its hull enjoys a measure of infernal protection from the pantheon as it inflicts destruction in their names.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.

FAVOURED ABILITY
Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.

Blessing of the Dark Master

The pilot of this Knight gives worship to a daemonic demigod that embodies the manifold might of the Octed. They and their mechanical steed are blessed in return with a modicum of their dark masters power, which manifests about them as an obfuscating cowl of shadows.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • Each time an attack is made against this model, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.

FAVOURED ABILITY
Each time an attack is made against this model, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Warp-borne Stalker

Daemonic whispers guide this Knights pilot along secret paths through the etheric tempests and accursed daemon worlds of the empyrean. In this way, it is able to burst through coruscating tears in the fabric of realspace and straight into battle.

  • This model gains the PANTHEON UNDIVIDED keyword.
  • During deployment, you can set up this model in the warp instead of setting it up on the battlefield (if this model is a WAR DOG-CLASS model, any other models in its unit are set up as if they were a separate unit). If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

FAVOURED ABILITY
Once per battle, at the start of your Movement phase, you can remove this model from the battlefield and then, during the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Harbinger Abilities
Harbingers of Dread

Where Chaos Knights tread, the skies grow unnaturally dark and the dread of the warp permeates the battlefield. None are immune to its shadowy touch, for those it does not paralyse with fear and despair are wracked with hallucinations and driven mad.

If every unit from your army has the CHAOS KNIGHTS keyword (excluding units with the UNALIGNED or AGENT OF CHAOS keywords), then this unit gains a bonus (see below) depending on which Harbinger abilities are active for your army. At the start of each battle round, you must select one Harbinger ability (either a Despair, Doom or Darkness Harbinger ability) from the corresponding choices for that battle round in the table shown below. Note that when making a selection:
  • During the first and fifth battle rounds, you must select the Doom ability.
  • You can only select the Despair ability if you selected the Despair or Doom ability in the previous battle round.
  • You can only select the Darkness ability if you selected the Darkness or Doom ability in the previous battle round.


Once you have selected a Harbinger ability, it becomes active for the remainder of the battle and applies to all units in your army with this ability. Some rules can make additional Harbinger abilities become active for one or more units during the battle. Duplicated active Harbinger abilities on the same unit have no additional effect.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The WAR DOG-CLASS keyword is used in the following Chaos Knights datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TYRANT-CLASS keyword is used in the following Chaos Knights datasheets:

Lords of War

The ABHORRENT-CLASS keyword is used in the following Chaos Knights datasheets:

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The KNIGHT ABOMINANT keyword is used in the following Chaos Knights datasheets:

Lords of War
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

The HOUSE KORVAX and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

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ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
War Dog Squadron

War Dogs typically hunt in loose packs, coursing their prey towards their masters before bounding forward on bloodletting whims of their own.

The first time this unit is set up on the battlefield, if it contains more than one model, each model in this unit must be set up within 6" of at least one other model from this unit.

From that point onwards, each model operates independently and is treated as a separate unit.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The WAR DOG-CLASS keyword is used in the following Chaos Knights datasheets:

The and KNIGHT DESPOILER keywords are used in the following Chaos Knights datasheets:

Lords of War

The and KNIGHT RAMPAGER keywords are used in the following Chaos Knights datasheets:

Lords of War

The and KNIGHT DESECRATOR keywords are used in the following Chaos Knights datasheets:

Lords of War
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

The HOUSE KHOMENTIS and WAR DOG-CLASS keywords are used in the following Chaos Knights datasheets:

Dread Tests
Some rules in this codex will require a unit to take a Dread test. Each time a rule requires a unit to do so, that unit’s controlling player rolls 2D6. If the result of the roll is greater than the highest Leadership characteristic in that unit, the test is failed; otherwise, the test is passed.
  • Dread test = 2D6
  • If result exceeds highest Ld in the unit, the test is failed. Otherwise, the test is passed.
Psychic Powers
All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Daemonbreath meltagun used in the following datasheets:

Ion Shields

Chaos Knights are protected by a powerful directional energy field, able to ward off incoming attacks.

Models in this unit have a 5+ invulnerable save against ranged attacks.
© Vyacheslav Maltsev 2013-2023