Doomrider

(Unit)
Type: unit
Category: HQ
Categories: Cult of Slaanesh, HQ
LinkId: bf4f-2ff9-310d-0524
Hidden: false
Costs: 150 pts
Rules (5)
Wheels of Fire
Doomrider's bike has an unearthly ability to 'leap' over things and so moves as if it had a jump pack.
He Comes, He Goes
Roll a D6 for Doomrider at the end of each Choas turn that he is on the table. On a 1 he disappears as mysteriously as he appeared and will not be able to come back in the same battle. Note that it is possible for Doomrider to vanish on the same turn that he appears! Doomrider does not count as having been killed for the purposes of Victory points.
Bikes
Can move 12" in Movement phase and 6" in Assault but must roll a D6 when moving in or out of Difficult Terrain. On a 1, the model is killed with no Armor Save allowed.
Invulnerable Saving Throw
Always gets a saving throw regardless of AP value or hit normally ignoring armor saves
Summoned
All Daemons other than Princes or Nurglings begin in Reserve.


Starting on the 2nd turn, roll a D6. If greater than or equal to the following numbers, the unit becomes available


Turn 2: 4+


Turn 3: 3+


Turn 4: 2+


When deployed, place a large blast marker in contact with a model carrying a Chaos Icon and roll the Scatter dice and move the marker 2D6" of the arrow's direction unless a hit is rolled.

Profiles:

Unit WSBSSTWIALdSv
Doomrider

6

5

5

5

3

5

4

10

4+

Weapon RangeSAPType
Meltagun

12"

8

1

Assault 1

Meltaguns are devastating short ranged "heat rays." Melta weapons roll an extra D6 to penetrate vehicles at half range.

Plasma Gun

24"

7

2

Rapid Fire

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Bolt Pistol

12"

4

5

Pistol

Power Weapon

Melee

As User

2

Melee

Ignores all Armor Saves

Used By (1)