Lord Kaldor Draigo

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 43c7-95ab-8ec7-eb0b
Hidden: false
Costs: 275 Points

Constraints:

max: 1

Profiles:

Melee Weapons
The Titansword:

The Titansword is a master-crafted force weapon. Additionally, any close combat attacks that Draigo directs against a unit that contains one or more Daemons or Psykers are resolved at Strength 10.

Any Daemon or Psyker that suffers one or more unsaved wounds from Nemesis Force Weapons must take a Leadership test at the end of the Assault phase. If the test is passed, nothing happens. If the test is failed, the model is removed as a casualty. This ability applies regardless of whether or not the Nemesis Force Weapons have been successfully activated.

Abilities
Psyker (Mastery Level 2):

This model is a Psyker who follows the rules for Psyker Mastery Level.

The Aegis:

If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power.

Eternal Warrior:

The model is immune to the effects of the Instant Death rule.

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.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Preffered Enemy (Daemons):

Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic.

Grand Strategy:

At the start of the game, before forces are deployed, the model can assign special battlefield roles to units under his command. Roll a D3 and choose that many Infantry, Jump Infantry, Monstrous Creature or Walker units in your army (but not models with the Independent Character special rule, Inquisitorial Henchmen Warbands or Grand Master Mordrak's unit of Ghost Knights). These nominated units have one of the following roles for the duration of the game (they must all have the same role). 

Hammer of Righteousness: The nominated units re-roll To Wound rolls of 1 for the duration of the game.

Shield of Blades: The nominated units have the Counter-attack special rule for the game's duration.

Spear of Light: The nominated units have the Scouts special rule for the duration of the game. 

Unyielding Anvil: The nominated units can claim objectives as if they were Troops.

Unit WSBSSTWIALdSv
Lord Kaldor Draigo

7

6

5

5

4

5

4

10

2+ (5+ Invulnerable)

Weapons RangeStr.APType
Storm Bolter

24"

4

5

Assault 2

Sanctified Flame

Template

5*

-

Assault 1

Psychic Shooting Attack. This attack always wounds Daemons on a 2+

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Psyk-out Grenade:

When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

Storm Shield:

A model with a storm shield has a 3+ invulnerable save. A model equipped with a storm shield can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault.

Terminator Armour:

Models in Terminator Armour have a 2+ armour save and a 5+ invulnerable save.

Terminator armoured models have the Relentless special rule, may not perform a Sweeping advance and can be teleported onto the battlefield.

They may start the game in reserve and arrive using deep strike rules, even if its not part of the mission being played.

Terminators count as two models for the purposes of transport capacity and cannot embark in Rhinos or Razorbacks.

Psychic Power
Hammerhand:

This power is used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including independent characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers, such as for Nemesis Daemon hammers and so forth.

Psychic Communion:

This power can be used at the start of the Grey Knight's Movement phase. If the Psychic test is successful, you can modify any reserve rolls made this phase by +1 or -1 (choose after each dice roll has been made).

This power is cumulative with other bonuses/penalties, including other uses of Psychic Communion.

Used By (1)
Grey Knights(Catalogue)