| Abilities |
|---|
| Daemonic Power:
Roll a D6 at the start of each of your turns to determine which ability the Daemonhosts in the unit have manifested this turn. Unless otherwise stated, each manifestation lasts until the start of your turn when another will replace it. 1 Re-knit Host Form: The Daemonhosts have the Feel No Pain special rule. 2 Warp Grasp: Armour saves cannot be taken against close combat wounds inflicted by the Daemonhosts. 3 Daemonic Speed: The Daemonhosts gain the Fleet special rule, and their Initiative increases to 10. 4 Warp Strength: The Daemonhosts' Strength characteristic increases to 6. 5 Energy Torrent 6 Unholy Gaze |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Daemonhost | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 8 | 5+ Invulnerable Save |
| 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. |