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unit
Lord Kakophonist

Emperor’s Children

Keywords: Infantry • Character • Grenades • Chaos • Slaanesh • Lord Kakophonist

Unit Profiles
ModelMTSvWLdOCInvuln
Lord Kakophonist6"52+66+14+
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Close combat weaponMelee62+401
Power swordMelee62+5-21
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Screamer pistol
Ignores CoverPistol
12"32+5-12

Unit Composition

1 Lord Kakophonist

This model is equipped with: screamer pistol; power sword.

Unit Abilities
Thrill Seekers
View Army Rule

If your Army Faction is EMPEROR’S CHILDREN, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:

■ It cannot target a unit it was within Engagement Range of at the start of the turn.
■ It cannot target a unit that was the target of another unit’s charge or attack this phase.

Obsessive Annunciation

While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

Doom Siren

In your Shooting phase, after this model’s unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test.

Core Abilities
Leader

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*

Stratagems by Detachment

Sustained by Agony
1 CP
battle Tactic

When: Fight phase, just after an EMPEROR’S CHILDREN unit from your army destroys an enemy unit.

Target: That EMPEROR’S CHILDREN unit.

Effect: Select one friendly LEGIONS OF EXCESS unit within 6" of your unit. One model in that LEGIONS OF EXCESS unit recovers up to 3 lost wounds or, if it is a DAEMONETTES unit, return up to D3+3 destroyed models to it instead.


Ecstatic Slaughter
1 CP
strategic Ploy

When: Fight phase, just after a LEGIONS OF EXCESS unit from your army destroys an enemy unit.

Target: That LEGIONS OF EXCESS unit and one friendly EMPEROR’S CHILDREN unit within 6" of it that is not within Engagement Range of one or more enemy units.

Effect: Your EMPEROR’S CHILDREN unit can declare a charge. If it does so and it has already been selected to fight this phase, it cannot fight again this phase.


Violent Crescendo
2 CP
strategic Ploy

When: Fight phase.

Target: One SLAANESH BEASTS, SLAANESH INFANTRY or SLAANESH MOUNTED unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.


Uncanny Reactions
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One SLAANESH 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 targets your unit, subtract 1 from the Hit roll.


Protection of the Dark Prince
1 CP
strategic Ploy

When: Any phase, just after a mortal wound or attack is allocated to a model in an EMPEROR’S CHILDREN unit from your army.

Target: That EMPEROR’S CHILDREN unit.

Effect: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 4+ ability against mortal wounds.


Unshakeable Opponents
1 CP
epic Deed

When: Command phase.

Target: One EMPEROR’S CHILDREN unit from your army.

Effect: Until the end of the turn, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll; the Wound roll.


Embrace the Pain
1 CP
strategic Ploy

When: Start of the Fight phase.

Target: One EMPEROR’S CHILDREN INFANTRY unit from your army.

Effect: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets, it must select your unit as the target of its attacks.


Martial Perfection
1 CP
battle Tactic

When: Fight phase.

Target: One EMPEROR’S CHILDREN unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.


Unbound Arrogance
1 CP
epic Deed

When: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN unit from your army destroys an enemy unit.

Target: That EMPEROR’S CHILDREN unit.

Effect: Increase your pledge to Slaanesh by 1.

Restrictions: You can only use this Stratagem once per battle round.


Armour of Abhorrence
1 CP
wargear

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN 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, worsen the Armour Penetration characteristic of that attack by 1.


Violent Excess
1 CP
battle Tactic

When: Fight phase.

Target: One EMPEROR’S CHILDREN unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.


Combat Stimms
2 CP
battle Tactic

When: Fight phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN INFANTRY 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 targets your unit, subtract 1 from the Wound roll.


Honour the Prince
1 CP
battle Tactic

When: Your Movement phase.

Target: One EMPEROR’S CHILDREN INFANTRY unit from your army that has not been selected to move this phase.

Effect: Until the end of the phase, if your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.


Dark Vigour
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One EMPEROR’S CHILDREN unit from your army (excluding BEASTS and VEHICLES) that is within 9" of the enemy unit that just ended that move.

Effect: Your unit can make a Normal move of up to 6".


Capricious Reactions
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN 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 targets your unit, subtract 1 from the Hit roll.


Cruel Raiders
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One EMPEROR’S CHILDREN unit from your army that is wholly within 9" of one or more battlefield edges and not within 3" horizontally of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.


Deft Parry
1 CP
battle Tactic

When: Fight phase just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN 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 targets your unit, subtract 1 from the Hit roll.


Death Ecstasy
2 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN 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 a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.


Incessant Violence
1 CP
battle Tactic

When: Fight phase, just before an EMPEROR’S CHILDREN unit from your army Consolidates.

Target: That EMPEROR’S CHILDREN unit.

Effect: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.


Cruel Bladesman
1 CP
battle Tactic

When: Fight phase.

Target: One EMPEROR’S CHILDREN unit 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 models in your unit by 1.


Terrifying Spectacle
1 CP
strategic Ploy

When: Your opponent’s Command phase.

Target: One EMPEROR’S CHILDREN unit from your army that made a Charge move in the previous turn and destroyed one or more enemy units in the previous Fight phase.

Effect: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.


Cut Down the Weak
2 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit Falls Back.

Target: One EMPEROR’S CHILDREN unit from your army (you can only select a VEHICLE if it is a WALKER) that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

Effect: Your unit can declare a charge. When doing so, you must select that enemy unit as a target of that charge, and your unit does not receive a Charge bonus this turn.


On to the Next
1 CP
strategic Ploy

When: End of the Fight phase.

Target: One EMPEROR’S CHILDREN unit from your army that destroyed an enemy unit this phase, and one friendly TRANSPORT it is able to embark within.

Effect: If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it.


Advance and Claim
1 CP
strategic Ploy

When: Your Command phase.

Target: One EMPEROR’S CHILDREN TRANSPORT from your army that has one or more TORMENTORS units embarked within it (excluding Battle-shocked units).

Effect: Select one objective marker you control that your TRANSPORT is within range of. 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.


Dynamic Breakthrough
1 CP
epic Deed

When: Your Movement phase.

Target: One EMPEROR’S CHILDREN VEHICLE unit from your army that has not been selected to move this phase.

Effect: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed


Ceaseless Onslaught
1 CP
strategic Ploy

When: Your Charge phase.

Target: One EMPEROR’S CHILDREN unit from your army that disembarked from a TRANSPORT that made a Normal move this turn.

Effect: Until the end of the phase, your EMPEROR’S CHILDREN unit is eligible to declare a charge.


Reactive Disembarkation
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN TRANSPORT from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: One EMPEROR’S CHILDREN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of that TRANSPORT and not within Engagement Range of one or more enemy units.


Outflanking Strike
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One EMPEROR’S CHILDREN TRANSPORT from your army, or up to two EMPEROR’S CHILDREN DEDICATED TRANSPORTS from your army.

Effect: For each of those TRANSPORTS wholly within 9" of one or more battlefield edges, remove it from the battlefield and place it into Strategic Reserves.


Devoted Duellists
1 CP
battle Tactic

When: Fight phase.

Target: One or more EMPEROR’S CHILDREN CHARACTER units from your army that have not been selected to fight this phase.

Effect: Select one enemy unit. Until the end of the phase, melee weapons equipped by models in those CHARACTER units have the [SUSTAINED HITS 1] ability while targeting that enemy unit.


Beautiful Death
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN 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 a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is your army’s Favoured Champions. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.


Heightened Jealousy
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN CHARACTER unit becomes your army’s Favoured Champions, or just after your army’s Favoured Champions unit destroys an enemy unit.

Target: Your army’s Favoured Champions unit.

Effect: Until the end of the phase, each time a model in an EMPEROR’S CHILDREN CHARACTER unit from your army that is not your army’s Favoured Champions makes an attack, add 1 to the Strength characteristic of that attack.


Diabolic Majesty
1 CP
epic Deed

When: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN CHARACTER unit becomes your army’s Favoured Champions.

Target: That EMPEROR’S CHILDREN unit.

Effect: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from the result.

Restrictions: You can only use this Stratagem once per battle round.


Refusal to be Outdone
1 CP
battle Tactic

When: Your Charge phase.

Target: One EMPEROR’S CHILDREN CHARACTER unit from your army.

Effect: Select one enemy unit within Engagement Range of one or more units from your army. Until the end of the phase, each time your unit declares a charge, if that enemy unit is one of the targets of that charge, add 2 to the Charge roll.


Vengeful Surge
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One EMPEROR’S CHILDREN CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: After the attacking unit has shot, your unit can make a Surge move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of its Surge move.