Flesh Hounds of Khorne

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack, Fast Attack
LinkId: e479-cdde-5ceb-58ea
Hidden: false
Options (2)
Rules (3)
Daemonic Instability
Cannot join (or be joined by) models without this special rule. Automatically pass Fear, Pinning, and Morale tests.

When a unit with the Daemonic Instability special rule loses an assault, it takes a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure:

1) Take a Leadership test. if the dice roll is a double 1 or double 6, the Daemon's presence fluctuates:
  Double 1 - Reality Blinks: All Wounds suffered by the unit this phase are restored. Any models from this unit killed this phase return, in coherency, at least 1" from enemy models. If the returning modell's unit is locked in combat, the model Piles In.
  Double 6 - Banished!: Remove the entire unit from play as casualties. If locked in combat, the enemy consolidates. 

2) Now, if a double 1 or double 6 wasn't rolled, compare the roll to the Daemon's Leadership, including modifiers. For each point they fail by, the unit sufffers an additional Wound, with no saves of any kind.
Deep Strike
Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves.
Scout
After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead
redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player's deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment. 

If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.

If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Profiles:

Wargear Item
Collar of Khorne:

A unit containing one or more models with a Collar of Khorne has a +2 bonus to all Deny the Witch rolls.

Used By (2)