Kings of War Foundry

Daemon Host2,975 points

Total Points:
2,975
Units:
22
Models:
201
Average UnitRank:
334 (Average)
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Fleshlings (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
55-41010 / 1265

Special Rules: Fury

Fleshlings (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
55-41010 / 1265

Special Rules: Fury

Fleshlings (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
55-41010 / 1265

Special Rules: Fury

Archfiend of the Abyss

SpeedMeleeRangedDefenceAttacksNervePoints
73-5916 / 18250

Special Rules: Brutal, Crushing Strength (2), Fury, Inspiring, Thunderous Charge (2), Vicious

The Well of Souls

SpeedMeleeRangedDefenceAttacksNervePoints
104-510- / 20275

Special Rules: Crushing Strength (2), Fly, Fury, Inspiring, Lifeleech (5), Shambling, Soul Drain

Abyssal Champion

SpeedMeleeRangedDefenceAttacksNervePoints
53-5513 / 15135

Special Rules: Crushing Strength (1), Fury, Individual, Inspiring, Regeneration (5+)

Hellhounds (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
94-41510 / 12125

Special Rules: Fury, Height (1), Nimble, Thunderous Charge (1)

Molochs (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
54-41212 / 15130

Special Rules: Base Size (50x50mm), Brutal, Crushing Strength (2), Fury

Molochs (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
54-41212 / 15130

Special Rules: Base Size (50x50mm), Brutal, Crushing Strength (2), Fury

Imps (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55-31211 / 1370

Special Rules: Fury, Height (0), Vicious

Lower Abyssals (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
54-41214 / 16120

Special Rules: Fury, Regeneration (5+)

Lower Abyssals (Troop)

SpeedMeleeRangedDefenceAttacksNervePoints
54-41010 / 1285

Special Rules: Fury, Regeneration (5+)

Abyssal Temptress

SpeedMeleeRangedDefenceAttacksNervePoints
63-4511 / 1390

Special Rules: Ensnare, Fury, Individual, Inspiring (Succubi only), Stealthy

Succubi (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
63-32514 / 16190

Special Rules: Ensnare, Fury, Stealthy

Flamebearers (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55431014 / 16140

Special Rules: Firebolt, Fury, Piercing (1), Regeneration (5+)

Flamebearers (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55431014 / 16140

Special Rules: Firebolt, Fury, Piercing (1), Regeneration (5+)

Flamebearers (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55431014 / 16140

Special Rules: Firebolt, Fury, Piercing (1), Regeneration (5+)

Flamebearers (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55431014 / 16140

Special Rules: Firebolt, Fury, Piercing (1), Regeneration (5+)

Flamebearers (Regiment)

SpeedMeleeRangedDefenceAttacksNervePoints
55431014 / 16140

Special Rules: Firebolt, Fury, Piercing (1), Regeneration (5+)

Chroneas

SpeedMeleeRangedDefenceAttacksNervePoints
5--5-16 / 18210

Special Rules: Breath Attack (20), Fury, Pathfinder, Piercing (1), Tempus

Efreet

SpeedMeleeRangedDefenceAttacksNervePoints
74-4111 / 13135

Special Rules: Fireball (20), Fury, Individual, Pathfinder

Efreet

SpeedMeleeRangedDefenceAttacksNervePoints
74-4111 / 13135

Special Rules: Fireball (20), Fury, Individual, Pathfinder


Army Special Rules

Breath Attack: The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier.

Brutal: When testing the Nerve of an enemy unit in melee with one or more of your units with this rule, add +1 to the total.

Crushing Strength: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.

Ensnare: When attacking this unit in its front, enemies suffer an additional -1 to hit in melee.

Fireball: Spell. Range 12"

Firebolt: Range 18".

Fly: The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc. ), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Fury: While wavered, this unit may declare a Counter-Charge.

Individual: Line of Sight Before being given an order, an individual may pivot to face any direction for free. Individuals never block line of sight or offer cover against ranged attacks. Move Individuals have the Nimble special rule. Shooting Individuals may pivot to face any direction for free before picking a target in the shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier. Melee When charging an individual, a unit must make contact with the face that they started in as normal, however the Individual will turn to align flush with the unit's facing, rather than the unit aligning to the individual's facing. Enemies never double/treble their Attacks when fighting the individual (including against Individual War Engines). Similarly, the individual does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however. If an individual is routed and the charger (including another individual) decides to advance D6 directly forward

Inspiring: If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.

Lifeleech: In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Nimble: The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In addition, the unit does not suffer from the -1 to hit modifier for moving and shooting.

Pathfinder: The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain. Pathfinder units are not Hindered for charging through difficult terrain.

Piercing: All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.

Regeneration: Every time this unit receives an order (including Halt!), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of 5+, the unit recovers a point of damage.

Shambling: The unit cannot be ordered 'At the Double', except when carrying out a Vanguard move.

Soul Drain: The Well of Souls pulls the life force from the enemy and feeds the Abyssal army. When the Well of Souls is given an order, it may take up to 20 points of damage on itself. However, this cannot take it to more than 20 damage in total. For each point of damage taken in this way, it may remove one point of damage from a friendly non-Allied unit within 9". The Well of Souls will not take a nerve test for damage taken in this way.

Stealthy: Enemies shooting against the unit suffer an additional -1 to hit modifier.

Tempus: This unit cannot be disordered.

Thunderous Charge: All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit's Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.

Vicious: Whenever the unit rolls to damage, it can reroll all dice that score a natural, unmodified 1.