| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Khorne Lord of Skulls | * | 3+ | 3+ | * | 8 | 28 | * | 8 | 3+ |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Khorne Lord of Skulls | - | M | S | A |
| Khorne Lord of Skulls1 | 14-28+ | 10" | 10 | 4 |
| Khorne Lord of Skulls2 | 7-13 | 7" | 8 | 6 |
| Khorne Lord of Skulls3 | 1-6 | 4" | 5 | 8 |
| Abilities |
|---|
| Titanic Daemon Engine:
A Khorne Lord of Skulls can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case it can shoot the enemy unit that is within 1" of it, or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, a Khorne Lord of Skulls can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Khorne Lord of Skulls only gains a bonus to its save in cover if at least half of the model is obscured from the firer. |
| Explodes:
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. |
| Infernal Regeneration:
At the beginning of each of your turns, this model heals one wound. |
| Daemonic:
This model has a 5+ invulnerable save. |