0-1 Daemonhosts
| Pts | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Daemonhost | 85 | 4 | 4 | 6 | 4 | 4 | 4 | D6 | 9 | 4+ |
Number/squad: 1-3 Daemonhosts may be chosen as a single Elites choice. They are deployed as a single unit but do not need to be placed together and operate independently during the game.
Special Rules
Fearless: Daemonhosts are assumed to pass all Morale checks, even if failure is normally automatic, and cannot be pinned. Due to their nature, Daemonhosts are not subject to Daemonic Instability.
Summoned: Daemonhosts tend to appear near their master when required. Daemonhosts may be held in Reserve and enter play by Deep Strike even in missions which do not normally allow Deep Strike or Reserves.
Invulnerable: As they are able to defend themselves using raw warp energy, a Daemonhost's 4+ saving throw is Invulnerable.
Independent: Daemonhosts operate independently during the game and may not join units or ride in vehicles. For the purposes of mission objectives, Daemonhosts cannot capture table quarters, hold objectives or count as surviving troops in a Meat Grinder mission.
Psyker: Nearly all Daemonhosts are psychic. Roll a D6 for each Daemonhost at the beginning of each of the Daemonhunter player's turns to determine which psychic power it can manifest until the beginning of its next turn, at which point the effects end and a new power is rolled. Leave a dice next to the Daemonhost to show what power it has for that turn. Daemonhosts automatically pass all Psychic tests but their psychic powers may be countered by a Space Marine Librarian's psychic hood and the like.
| D6 | Result |
|---|---|
| 1 | Terrify: All units, friend or foe, within 12" of the Daemonhost and not within a vehicle must immediately take a Pinning test. |
| 2 | Re-knit Host Form: The Daemonhost immediately recovers all wounds suffered. |
| 3 | Teleport: The Daemonhost may immediately move to anywhere on the table, provided it is not within 1" of an enemy model or within impassible terrain, and scatters as with Deep Strike (see the scenario special rules Warhammer 40,000 rulebook). It may assault that turn. |
| 4 | Bloodboil: In the Daemonhunters' Shooting phase, place the Ordnance blast template with the central hole over the Daemonhost. All models underneath the template (except the Daemonhost!) take a S3 hit at AP 2. |
| 5 | Timeshift: The Daemonhost can move 12" and assault 12", and doubles the number of attacks it can make (before modifiers). |
| 6 | Warp Strength: Add +D3 to both the Daemonhost's Strength and Toughness characteristics until the beginning of the following turn. |
Errata — Chapter Approved: Codex: Daemonhunters Q&A (v1.0): A Daemonhost that Deep Strikes acts as any other unit with the Deep Strike ability, not as a Daemon Pack. If it fails to appear on a roll of a double 1, it is lost, the same as any unit using the Deep Strike rules. If a Daemonhost is held in Reserve, its psychic power for the turn is rolled after it has been deployed — it may not move on the turn it deep strikes unless it rolls Teleport, in which case it may assault that turn. A Daemonhost must use whatever power it rolls even if the controlling player doesn't want it to (such as a Terrify result in the midst of its own battle line) — they are unpredictable and don't always do what they're told. Allied Space Marines may be fielded alongside Daemonhosts (this is where Relictors come in).