Doombreed, Daemon Prince of Khorne

(Entry)
Type: upgrade
Categories: Daemon Characters
EntryId: 07e4-aebc-c22e-623b
Hidden: false
Costs: 471 pts
Options (1)
Rules (4)
Praise of Khrone
Can retake any failed armour save.
Hatred
Troops who hate their adversaries take any Break and Rally tests with a Leadership of 10.
May re-roll any attack dice when they first attack in close combat against their hated foe.
Troops in close combat who hate their enemy must always use their 2" follow-up moves to get closer to the enemy or to engage another hated foe in close combat.
Terror
See rulebook page 66- too long to describe
Fly
The model can fly using the same rules as a Jump Pack

Can move 18" in a straight line, or 12" if jumping a single story building. Remove a further 6" for each story higher.
+4" to charge move after landing

Further rules in Wargear book Pg. 71

Profiles:

Unit Unit TypeMWSBSSTWIALD
Doombreed

Doombreed

6

10

9

7

8

8

10

7

12

Wargear
Rod of Khorne:

Any creature with psychic powers that is in base to base contact with Doombreed at the start of the psychic phase loses D3 wounds. No save of any type is allowed against this.

In close combat can be used as an additional hand weapon, using Doombreeds Strength and save modifier (S8, -5 save)

Axe of Khorne:

A hit from the Axe of Khorne causes D3 wounds instead of just 1. In addition, the axe adds +1 to the Strength in close combat

Collar of Khorne:

Force weapons lose their Strength bonus and do not wound the Flesh Hound automatically. Psyhcic attacks that target the wearer or include it in their area of effect are nullified and will not work.

Armour Saving Throw
Doombreed Chaos Armour

2+ (On 2D6)

Not negated by force weapons or psychic attacks, but regular modifiers apply