Fast Attack
Daemonic Beasts
| Pts/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Flesh Hounds | 21 | 4 | 0 | 5 | 4 | 1 | 5 | 2 | 8 | -/5+ |
| Screamers | 15 | 4 | 0 | 4 | 4 | 1 | 5 | 1 | 8 | -/5+ |
| Furies | 15 | 4 | 0 | 5 | 4 | 1 | 5 | 2 | 7 | -/5+ |
Pack: 5-10 beasts. A Daemonic Beasts pack may only contain one type of Daemon.
Weapons: Claws and Fangs.
Special Rules
Flesh Hounds of Khorne. Flesh Hounds wear Collars of Khorne (see Gifts of Khorne) and move as Cavalry. Flesh Hounds must always charge and make a sweeping advance whenever possible.
Screamers of Tzeentch. Because they rely on a single swift pass to claim their prey they have the Furious Charge Veteran skill. Additionally, they have the Daemonic Flight ability.
At the end of a round of close combat a unit of Screamers must break off if it and at least some of its close combat opponents do not have to fall back. The unit falls back 3D6" in any direction and automatically regroups at the end of the move (regardless of enemy within 6" or being below half strength). Enemy models that were in close combat with them before the break-off may only consolidate.
Furies. Alone among the commoner varieties of Daemonkind Furies are aligned with Chaos Undivided. They have the Daemonic Flight ability.
Summoned. Daemonic Beasts are summoned onto the battlefield as described in the Daemons, Summoning & Instability special rule.
Invulnerable. Daemons are unnatural creatures formed from the very stuff of Chaos itself and are very difficult to destroy. They all have Daemonic Auras and are treated as being Invulnerable and may make a 5+ save against any and all wounds they take.
Instability. Daemonic Beasts are subject to Daemonic Instability.