<p class="ShowFluff legend">Swift, comparatively numerous, yet each still a towering war engine in i
Enhancements (4)
20 pts Final Howl (Aura)
Biomechanoid parasites lace a War Dog’s vox-emitters with the infernal baying of supernatural huntin
War Dog model only. While a friendly War Dog model is within 6" of the bearer, each time that model makes an attack, re-roll a Wound roll of 1.
10 pts Loping Predator
This swift attacker is adept at firing on the move, trusting the predatory senses of their War Dogs
War Dog model only. The bearer’s ranged weapons have the [assault] ability.
15 pts Panoply of the Cursed Knight
Borne within by an order of silent Idolators, this collection of tattered pennants, chain-strung cha
War Dog model only. Each time an attack targets the bearer, worsen the Armour Penetration characteristic of that attack by 1.
15 pts Preyslayer’s Mantle
This ancient War Dog chassis is said to have been forged in warpfires and ensorcelled with the spiri
War Dog model only. The bearer has the Super-heavy Walker ability.
Stratagems (6)
1 CP
ANIMALISTIC RAGE
Either player’s turn - Shooting or Fight phase
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.
1 CP
CUNNING HUNTER
Your turn - Movement phase
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.
1 CP
ENCIRCLING PACK
Opponent’s turn - Fight phase
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.
1 CP
HARRYING HOUNDS
Opponent’s turn - Movement phase
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".
1 CP
HUNGRY FOR COMBAT
Either player’s turn - Fight phase
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.
2 CP
VOX-HOWL
Either player’s turn - Shooting or Fight phase
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.