War Dog Stalker
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Diabolus heavy stubber | 36" | 3 | 3+ | 5 | 0 | 1 |
| Havoc multi-launcher | 48" | D6 | 3+ | 5 | 0 | 1 |
| Avenger chaincannon | 24" | 12 | 3+ | 6 | -1 | 1 |
| Daemonbreath spear | 18" | 2 | 3+ | 12 | -4 | D6 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Slaughterclaw | Melee | 4 | 3+ | 12 | -3 | D6+2 |
| Reaper chaintalon - strike | Melee | 4 | 3+ | 10 | -3 | 3 |
| Reaper chaintalon - sweep | Melee | 8 | 3+ | 8 | -2 | 1 |
Abilities
Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
While this model has 1-5 wounds remaining, subtract 3 from this model's Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
If your Army Faction is Chaos Knights, each model from your army with this ability gains Dread abilities, depending which are active for your army. The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6 below.
Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.
N/A - Deathly Terror (Aura) While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.
1 - Despair (Aura) While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).
2 - Doom Each time this model makes an attack, if the target is Battle-shocked, add 1 to the Wound roll.
3 - Darkness This model has Stealth.
4 - Dismay (Aura) In the Battle-shock step of your opponent's Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.
5 - Delirium (Aura) While an enemy unit that is Below Half-strength is within 9" of this model, each time that model fails a Battle-shock test, it suffers D3 mortal wounds.
6 - Dominion Add 3" to the range of this model's Aura abilities.
Each time a Chaos Knights unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one friendly Damned unit within 6". That Damned unit must take a Leadership test: if passed, destroy D3 models in that Damned unit; if failed, destroy D3+3 models in that Damned unit. In either case, then select one of the following abilities for your Chaos Knights unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1].
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
This model has a 5+ invulnerable save against ranged attacks.