Summoned Greater Daemon

(Entry)
Type: unit
EntryId: 28b0-11f6-a631-a47e
Hidden: false
Costs: 100 Points
Rules (3)
Greater Daemon
When it becomes available from Reserves, the Greater Daaemon possesses the body of either a Champion, Aspiring Sorcerer, Sorcerer of Chaos or Chaos Lord to enter the game. The controlling player chooses any suitable model in his own army and removes it from play, replacing it with the Greater Daemon model.


If there are no suitable models on the table at the time the Greater Daemon becomes available, the Greater Daemon cannot enter the battle and is destroyed (models that have arrived from Reserve in the same turn cannot be possessed).


If the model that is possessed by the Greater Daemon is inside a transport, the possessed model is killed and the Daemon is deployed anywhere within 2" of one of the vehicle's access points. If the possessed model was engaged in close combat the Greater Daemon is placed as close as possible to the spot it occupied, but at least 1" away from any enemy models.
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.
Summoned Daemon
Units of Daemons always start the game in Reserve, even in Missions that do not normally allow the Reserves rule to be used. When a Daemon unit becomes available from Reserve, it must deploy as detailed in its section. 


Once deployed, the Daemons cannot do anything else in that turn's Movement phase, but after that they are free to act as normal (they can Assault in the same turn that they enter the game).

Profiles:

Unit WSBSSTWIALdSv
Greater Daemon

8

0

6

6

4

4

5

10

  • (4+ Invulnerable)
Melee Weapons
Close-Combat Weapon:

Weapons like chainswords, rifle butts, combat blades, bayonets, etc., do not confer any particular bonus to the model using them. Remember that, in close combat, pistols count as normal close combat weapons and so the Strength and AP of the pistol are ignored.

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Used By (1)