Angron

(Unit)
Type: model
Category: Epic Hero
Categories: Faction: World Eaters, Monster, Fly, Character, Epic Hero, Chaos, Khorne, Daemon, Primarch, Angron
LinkId: 37e4-799e-798f-19a8
Hidden: false
Costs: 360 pts

Constraints:

max(force): 1
Options (3)
Rules (3)
Deadly Demise
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, 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").
Deep Strike
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Blessings of Khorne
If your Army Faction is ^^**World Eaters^^**, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne. Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: **Ash makes their Blessings of Khorne roll and gets the following dice: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4.
They then use the two 2s to activate Wrathful Devotion (which requires any double), leaving the following dice: 1, 2, 3, 4.
However, now that they have activated two Blessings of Khorne, they cannot activate any more and the remaining dice are discarded.**

Profiles:

Unit MTSVWLDOC
Angron

14"

11

2+

16

5+

6

Abilities
Invulnerable Save:

This model has a 4+ invulnerable save.

Reborn in Blood:

At the start of the battle round, when you make a Blessings of Khorne roll, if this model is destroyed, you can use a triple 6 from that roll to use this ability instead of activating any Blessings of Khorne at the start of that battle round. If you do, this model is no longer destroyed and in the Reinforcements step of your next Movement phase, it is set up anywhere on the battlefield using its Deep Strike ability, with 8 wounds remaining.

Wrathful Presence:

At the start of the battle round, select one Wrathful Presence ability. Until the start of the next battle round, this model has that ability.

Damaged: 1-6 wounds remaining:

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Wrathful Presence
The Blood God's Favour:

Each time you make a Blessings of Khorne roll, if this model is on the battlefield, you can re-roll up to 6 of the D6 rolled.

Driven by Ultimate Rage (Aura):

While a friendly World Eaters unit is within 6" of this model, you can ignore any or all modifiers to that unit's Move characteristic and to Advance and Charge rolls made for it, and each time a model in that unit makes a melee attack, you can ignore any or all modifiers to that attack's Weapon Skill characteristic and/or any or all modifiers to the Hit roll.

Overwhelming Wrath (Aura):

Each time an enemy unit within 6" of this model is selected to Fall Back, that unit must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.

Used By (1)