Chaos Warhound

(Unit)
Type:

model

Category:

Thralls

Categories:

Thralls, Chaotic Beasts, Beast, Scout, Thrall

LinkId:

0710-5cc5-2564-3b73

Hidden:

false

Costs: 85 pts
Options (1)
Rules (46)
⚁ [Double] Berserk
A fighter can only use this ability if 20 or more damage points have been allocated to them.  Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that has a Range characteristic of 3 or less.
⚁ [Double] Drunken Stagger
Roll a number of dice equal to the value of this ability. Until the end of this fighter’s activation, for each roll of 1, subtract 1 from this fighter’s Move characteristic (to a minimum of 1), then for each roll of 2+, add 1 to this fighter’s Move characteristic.
⚁ [Double] Hurl Masonry
A fighter can only use this ability if they are within 1" of an obstacle. Pick a visible enemy fighter within 8" of this fighter and roll a dice. On a roll of 2-4, allocate 1 damage point to that fighter. On a roll of 5+, allocate a number of damage points to that fighter equal to the value of this ability.
⚁ [Double] Maw Tentacles
Pick a visible enemy fighter within 6" of this fighter. That enemy fighter makes a bonus move action directly towards this fighter, as if they were jumping, a number of inches equal to the value of this ability. When doing so, they can move away from enemy fighters within 1" at the start of that move action.
⚁ [Double] Mighty Jaws
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate 1 damage point to that fighter.
⚁ [Double] Monstrous Reach
Until the end of this fighter's activation, do not count the vertical distance when measuring the range for attack actions made by this fighter.
⚁ [Double] Outrunner of Chaos
Add 3 to this fighter’s Move characteristic for their next move action in this activation.
⚁ [Double] Regenerating Monstrosity
Roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to this fighter.
⚁ [Double] Rip and Tear Masonry
This fighter can only use this ability if they are within 1" of an obstacle. If this fighter is empty-handed (see below), they are no longer empty-handed.
⚁ [Double] Roaring Charge
Add 3 to this fighter’s Move characteristic for their next move action in this activation.
⚁ [Double] Tail Whip
Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a roll of 4+, allocate 3 damage points to that fighter.
⚁ [Double] Telepathic Threatening
Pick an enemy fighter within a number of inches of this fighter equal to the value of this ability and roll a dice. On a roll of 3+, until the end of the battle round, that fighter cannot make move actions or disengage actions.
⚁ [Triple] Arcane Fury
Until the end of this fighter’s activation, add the value of this ability to the damage points allocated to enemy fighters by each critical hit from melee attack actions made by this fighter.
⚁ [Triple] Avalanche of Flesh
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
⚁ [Triple] Cower
Until the end of the battle round, count each critical hit from attack actions that target this fighter as a hit instead.
⚁ [Triple] Crazed Flock
Until the end of this fighter’s activation, for each other friendly fighter within 3" of this fighter that has the same runemarks as this fighter, add 1 to the Attacks and Strength characteristics of melee attack actions made by this fighter.
⚁ [Triple] Dominate Mind
Pick a visible enemy fighter within 6" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 2-5, allocate 1 damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.
⚁ [Triple] Drag and Maul
Pick a visible enemy fighter within 6" of this fighter.  Remove that fighter from the battlefield and set them up within 1" of this fighter.  Then, roll a number of dice equal to the value of this ability.  For each 4+, allocate 3 damage points to that fighter.
⚁ [Triple] Hurl Boulder
This fighter can only use this ability if they are not empty-handed (see below). At the start of the battle, this fighter is not empty- handed. Pick a visible enemy fighter within 15" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 5 damage points to that fighter. After using this ability, this fighter is said to be empty-handed.
⚁ [Triple] Leonine Roar
Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are within 6" of this fighter.
⚁ [Triple] Mighty Kick
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
⚁ [Triple] Mutant Regeneration
Roll a number of dice equal to the value of this ability. For each roll of 4+, remove up to 3 damage points allocated to this fighter.
⚁ [Triple] Rampaging Charge
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
⚁ [Triple] Slavering Maw
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 4+, allocate 3 damage points to that fighter.
⚁ [Triple] Uncontrollable Stampede
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
⚁ [Triple] Writhing Tentacles
Add the value of this ability to the Attacks characteristic of the next melee attack action made by this fighter in this activation.
⚃ [Quad] Aura of Mutation
Allocate 3 damage points to all visible enemy fighters within 3" of this fighter. In addition, roll a dice for each visible enemy fighter within 3" of this fighter. On a roll of 6, that fighter cannot activate this battle round.
⚁ [Triple] Beast Unbound
This fighter makes a bonus attack action or a bonus move action.
⚁ [Triple] Blood Marshal
Pick a visible friendly fighter within 4" of this fighter. Allocate 1 damage point to that fighter. If that fighter is not taken down, they can make a bonus melee attack action.
⚁ [Double] Bloody Trophy
A fighter can only use this ability if an enemy fighter has been taken down by an attack action made by them this activation. Add one wild dice to your saved wild dice.
⚃ [Quad] Charm
Pick a visible enemy fighter within a number of inches of this fighter equal to the value of this ability. That fighter cannot activate or make reactions in this battle round.
⚃ [Quad] Demolishing Rampage
Pick a terrain piece within 1" of this fighter.  In an order of your choice, place each objective, treasure token and fighter that is on that terrain feature, and on any other terrain feature that is on that terrain feature, on the battlefield floor in a location of your choice as close as possible horizontally to its current location.  then, in an order of your choice, each fighter placed on the battlefield in this manner suffers impact damage.  Then, remove the terrain feature(s)
⚃ [Quad] Draconic Head's Fiery Breath
Allocate a number of damage points equal to the value of this ability to all visible enemy fighters within 4" of this fighter.
⚃ [Quad] Ravenous Bloodgreed
This fighter can make a bonus move action up to a number of inches equal to the value of this ability. Then, this fighter can make a bonus attack action.
⚃ [Quad] Soul-eater
Roll a dice for each enemy fighter within 6" of this fighter. On a roll of 4+, allocate 3 damage points to the fighter being rolled for and remove 3 damage points allocated to this fighter.
⚃ [Quad] Too Horrible to Die
Until the end of the battle round, after each melee attack action that targets this fighter, roll 3 dice. For each roll of 5+, allocate 3 damage points to the fighter that made the attack action.
⚃ [Quad] Vicious 'Eadbutt
Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 3+, allocate a number of damage points to that fighter equal to the value of this ability.
[Reaction] Unthinking Destruction
A fighter can make this reaction after an enemy fighter finishes a move action on an open platform and within 3" horizontally and 5" vertically of this fighter. The controlling player for each fighter within 1/2" of the edge of that platform must take a falling test, and on a roll of 1 or 2 that fighter falls.
[Reaction] Test of Skill
A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. If each hit roll from that attack action results in a miss, allocate 10 damage points to the attacking fighter.
[Reaction] The Master's Voice
A fighter can make this reaction after an enemy fighter finishes a move action within 3" of a friendly fighter with the Hero runemark. This fighter makes a bonus move action. After that move action that fighter must be within 1" of the enemy fighter that made the move action. Then, this fighter makes a bonus attack action.
[Reaction] Spiteful Reprisal
A fighter can make this reaction after they are targeted by an attack action but before the hit rolls are made. For each hit roll from that attack action that misses, reduce the value of one of the attacker’s controlling player’s [doubles], [triples] or [quads] to 1.
⚁ [Double] Rampaging Charge
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
⚃ [Quad] Skewer, Drag and Bludgeon
This fighter can make a bonus attack action with its spear.  In addition, if that bonus attack action scores any critical hits, the target fighter moves 3"  directly towards this fighter as if they were jumping, even if they are within 1" of any enemy fighters.  If the target fighter finishes that move within 1" of this fighter, this fighter can make a bonus attack action with its club.
[Reaction] Cruel Strike
A fighter can make this reaction when a visible enemy fighter within 1" of them makes a diengage action but before that fighter moves away.  Roll a dice.  On a 2+, allocate D6 damage points to that enemy fighter.
⚁ [Double] Marshal's Net
Pick a visible enemy fighter within 3" of this fighter and roll a dice.  On a 3+, that fighter cannot make move actions or disengage actions this round.
⚁ [Triple] Trampling Charge
Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter.  Allocate a number of damage points to that fighter equal to the value of this ability.

Profiles:

Weapon RangeAttacksStrengthDamage
Slavering Jaws

1

3

3

1/3

Model MoveToughnessWounds
Chaos Warhound

8

3

10

Modifiers:

set pts 0
1 selections of Inactive (removes cost) in self (recursive)
Used By (1)

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