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==On the Tabletop== At a point value of 888, this model is incredibly difficult to kill, with T8, 24 wounds and a 2+/4++, not to mention that he can Deny two psychic powers and gets +3 to any Deny rolls he makes. He's a pure beatstick, with his only aura simply allowing Khorne units within 9" to use his leadership of 10. However, he is one hell of a murder machine, striking at S16 AP-4 on the charge with d6 damage and 11 attacks, though his attacks, strength, and movement go down as he takes damage (although it's pretty hard to damage him in the first place). Any units he charges into combat with take d3 mortal wounds on a 2+. On a 4+, any enemy units within d6" when he dies (IF he dies) take d6 mortal wounds. As icing on the cake, he has an assault 2d6 Bloodlash (plasma pistol profile with 2 damage) which can be fired into and out of combat. Literally nothing in the game can stand up to him for long. With the introduction of the Daemons codex, a detachment with him alone means he now can re-roll his charge distance and take a FNP warlord trait, maxing out his survivability and damage potential. This is further exacerbated by liberal uses of the Warp Surge stratagem to give him a 3++, Frenetic Bloodlust to fight again, and Locus of Wrath if you absolutely have to kill whatever you are fighting. Your only limit is the amount of CP you can scrounge together with the rest of your army. Like all the uber-daemons, he can be summoned with an "arch-daemonic ritual", where the summoner rolls nine dice to try to reach his power level. Doubles inflict mortal wounds on the summoning character, while triples kill them outright (but the ritual can still succeed). Interestingly enough, back when he was first released An'ggrath can and would get his shit kicked in by Hector Rex, just like in the lore. Unlike in the lore however, the reason was because Hector could allocate all of the wounds dealt to him to his acolytes, which he could have 10 of - 9 of which could be carrying Storm Shields. Hector's gear knocking An'ggrath's stats down, him using an anointed force weapon (always wounding An'ggrath on a 4+), as well as being able to re-roll all misses and failed rolls to wound don't help big red either. Thanks to this, it takes An'ggrath 10 rounds of combat to actually kill Rex, whereas it only takes Rex 5 rounds to kill An'ggrath. {{Daemons-Characters}}
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