Daemonhosts may be held in reserve and enter play by Deep Strike, even in missions which do not normally allow Deep Strike or Reserves.
Roll a D6 for each Daemonhost at the beginning of each of the Daemonhunter player's turns to determine which psychic power it can manifest unti the beginning of the next turn, at which point a new power is rolled. Daemonhosts automatically pass all Psychic tests, but their psychic powers may be countered by Psychic Hoods and other such items. 1. Terrify 2. Re-knit Host Form 3. Teleport 4. Bloodboil 5. Timeshift 6. Warp Strength
Daemonhosts operate independently during the game and may not join units or ride in vehicles. For the purposes of mission objectives, Daemonhosts cannot capture table quarters, hold objectives, or count as surviving troops in a Meat Grinder mission.
Automatically passes any Morale checks
Always gets a saving throw regardless of AP value or hit normally ignoring armor saves
Individual model. Can join other units in battle
4
6
D6
9
4+