When charging into Assault, the Blood Slaughterer gains +D3 attacks instead.
It must always move as fast as possible towards the closest visible enemy and must consolidate towards the closest visible enemy. If it chooses to run during the shooting phase, it must be towards the closest visible enemy. Does not apply if there are no visible enemies.
Ignores Crew Shaken and Stunned results on a 2+
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.
Has Daemon, Furious Charge and Hatred (Daemon of Slaanesh)
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 attacks if the combat they are in contains more enemy models than friendly models - count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that phase. A model that has made a disordered charge that turn receives no benefit from Rampage.
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Vehicle (Walker)