War Dog Stalker
Chaos Knights
Keywords: Vehicle • Walker • Chaos • War Dog • Stalker
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| War Dog Stalker | 12" | 9 | 3+ | 14 | 7+ | 6 | 5+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Reaper chaintalon — strike | — | Melee | 4 | 3+ | — | 10 | -3 | 3 |
| Reaper chaintalon — sweep | — | Melee | 8 | 3+ | — | 8 | -2 | 1 |
| Slaughterclaw | — | Melee | 4 | 3+ | — | 12 | -3 | D6+2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Avenger chaincannon | — | 24" | 12 | — | 3+ | 6 | -1 | 1 |
| Daemonbreath spear | Melta 4 | 18" | 2 | — | 3+ | 12 | -4 | D6 |
| Diabolus heavy stubber | Rapid Fire 3 | 36" | 3 | — | 3+ | 5 | 0 | 1 |
| Havoc multi-launcher | BlastIndirect Fire | 48" | D6 | — | 3+ | 5 | 0 | 1 |
Unit Composition
■ 1 War Dog Stalker
This model is equipped with: avenger chaincannon; diabolus heavy stubber; slaughterclaw.
Unit Abilities
View Army Rule
If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6 below.
Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect.
Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll.
Core Abilities
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Stratagems by Detachment
Houndpack Lance
Vox-Howl
When: Start of the Shooting phase or the start of the Fight phase.
Target: One WAR DOG CHARACTER unit from your army.
Effect: Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked.
Restrictions: You can only use this Stratagem once per turn.
Hungry for Combat
When: Start of the Fight phase.
Target: Two or more WAR DOG units from your army within Engagement Range of the same enemy unit.
Effect: Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Cunning Hunter
When: Your Movement phase, just after a WAR DOG unit from your army Falls Back
Target: That WAR DOG unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Animalistic Rage
When: Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army that has not yet fought is destroyed.
Target: That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal.
Harrying Hounds
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One WAR DOG unit from your army that is within 9" of that enemy unit.
Effect: Your unit can make a Normal move of up to 6".
Encircling Pack
When: End of your opponent’s Fight phase.
Target: One WAR DOG unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
Iconoclast Fiefdom
Avenge The Masters!
When: Any phase.
Target: One CHAOS KNIGHTS unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a DAMNED model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
Soul Hunger
When: Fight phase, just after a CHAOS KNIGHTS unit from your army has fought.
Target: That CHAOS KNIGHTS unit.
Effect: If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle‑shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead.
Unrestrained Rage
When: Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back.
Target: That unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Preserve The Idols
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One CHAOS KNIGHTS unit from your army that is within 9" of that enemy unit.
Effect: Select one DAMNED unit from your army that is not Battle‑shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move.
Infernal Lance
Profane Symbiosis
When: End of any phase.
Target: One CHAOS KNIGHTS unit from your army that is not Empowered.
Effect: Your unit makes a Malefic Surge.
Restrictions: You cannot select the same unit as the target of this Stratagem more than once per battle round.
Hellforged Construction
When: Fight phase, just after an enemy unit has selected its targets.
Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Corrupting Taint
When: Your Command phase, just after a CHAOS KNIGHTS CHARACTER unit from your army makes a Malefic Surge.
Target: That CHAOS KNIGHTS CHARACTER unit.
Effect: Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Unleash Balefire
When: Your Shooting phase.
Target: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.
Effect: After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Warp Vision
When: Your Shooting phase.
Target: One CHAOS KNIGHTS unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability.
Diabolic Bulwark
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.
Lords of Dread
Claimed for the Dark Gods
When: Start of your Command phase.
Target: One CHAOS KNIGHTS CHARACTER unit from your army that is within range of one or more objective markers you control.
Effect: Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Spiteful Demise
When: Any phase, just after a CHAOS KNIGHTS CHARACTER unit from your army is destroyed.
Target: That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed.
Effect: When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6.
Runes of Disdain
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One CHAOS KNIGHTS CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Titanic Duel
When: Your Shooting phase or the Fight phase.
Target: One CHAOS KNIGHTS CHARACTER unit from your army that has not been selected to shoot or fight this phase.
Effect: Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead.
Trophy Hunter
When: Fight phase, just before a CHAOS KNIGHTS CHARACTER unit from your army consolidates.
Target: That CHAOS KNIGHTS CHARACTER unit.
Effect: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units.
Crushed Like Vermin
When: Your Movement phase, just after a CHAOS KNIGHTS CHARACTER unit from your army ends a Normal move.
Target: That CHAOS KNIGHTS CHARACTER unit.
Effect: Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test.
Traitoris Lance
Pterrorshades
When: Any phase, just after an enemy unit fails a Battle-shock test.
Target: One CHAOS KNIGHTS unit from your army that is within 12" of that enemy unit.
Effect: Roll six D6. For each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound.
Restrictions: You can only use this Stratagem once per battle round.
Conquerors Without Mercy
When: Fight phase.
Target: One CHAOS KNIGHTS model from your army that made a Charge move this turn and has not been selected to fight this phase.
Effect: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test.
Disdain for the Weak
When: Fight phase, just after an enemy unit has selected its targets.
Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your model has the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models.
A Long Leash
When: Your Command phase.
Target: One ABHORRENT model from your army and up to two friendly WAR DOG units.
Effect: Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has.
Imperious Advance
When: Your Movement phase or your Charge phase.
Target: Up to two WAR DOG units from your army or one TITANIC CHAOS KNIGHTS unit from your army.
Effect: Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem).
Storm of Darkness
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One CHAOS KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack.