David

Pandemonium · 10th Edition

David

Imperial Knights

Imperial Knights
Final detachment Drafted, not selected

DR Detachment Rule 1 of 3 drafted

Detachment Rule Selected

Invasion Fleet

At the start of the first battle round, select one of the following to be active for your army until the end of the battle.

• Swarming Instincts: Each time a model makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability.

• Hyper-aggression: Each time a model makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

• Hive Predators: Each time a model makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability.

Detachment Rule Drafted

Lords of Dread

Improve the Objective Control characteristic of CHARACTER models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP.

Detachment Rule Drafted

Brotherhood Strike

Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

ST Stratagems 6 of 9 drafted

Stratagem
1CP Selected

Warpflame Gargoyles

When
Your opponent's Charge phase, just after an enemy unit ends a Charge move.
Target
One VEHICLE unit from your army within Engagement Range of that enemy unit.
Effect
Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
Stratagem
1CP Selected

Detonator

When
Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed.
Target
One CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed.
Effect
Your opponent does not roll to determine whether mortal wounds are inflicted by their model's Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
Stratagem
1CP Selected

Grand Artifice

When
Your Movement phase, just after a unit from your army 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 Fell Back.
Stratagem
1CP Selected

Ficklefire

When
Your Shooting phase.
Target
One unit from your army that is within Engagement Range of one or more enemy units.
Effect
Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets for ranged weapons. Until the end of the phase, each time an enemy model is destroyed while its unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks.
Stratagem
1CP Selected

Threat Assessment Analyzer

When
Your Shooting phase.
Target
One unit from your army that has not been selected to shoot this phase.
Effect
Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons instead.
Stratagem
2CP Selected

Adrenal Surge

When
Fight phase.
Target
Up to two units from your army that are within 6" of a CHARACTER and are eligible to fight, or one unit from your army that is eligible to fight.
Effect
Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Stratagem
1CP Drafted

Screaming Descent

When
Reinforcements step of your Movement phase, from the second battle round onwards.
Target
One FLYING INFANTRY unit from your army that is in Reserves.
Effect
Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test.
Stratagem
1CP Drafted

The Smothering Shadow

When
Any phase, just after an enemy unit fails a Battle-shock test.
Target
One CHARACTER unit from your army within 12" of that enemy unit.
Effect
Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
Stratagem
1CP Drafted

Rabid Infusion

When
Start of the Fight phase.
Target
One unit from your army that includes two CHARACTER models.
Effect
Until the end of the phase, your unit has the Fights First ability.

EN Enhancements 3 of 6 drafted

Enhancement
35pts Selected

Cognitive Reinforcement

The Conqueror Imperative and Protector Imperative are both active for the bearer's unit.

Enhancement
25pts Selected

Monstrous Nemesis

Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.

Enhancement
15pts Selected

Troubling Visions

Once per battle, in your Command phase, the bearer can use this Enhancement. When it does, until the start of your next Command phase, all Angelic Legacy abilities (see Legacy of the Angel Detachment Rule) are active for the bearer's unit.

Enhancement
10pts Drafted

Surgical Saboteur

In your Shooting phase, after the bearer's unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned. (−2 to move and charge).

Enhancement
20pts Drafted

Final Howl

While a friendly model is within 6" of the bearer, each time that model makes an attack, re-roll a Wound roll of 1.

Enhancement
20pts Drafted

Thermoneutronic Projector

Select one flamer equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Armour Penetration and Damage characteristics of that weapon by 1.