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===On the Tabletop=== As implied by the name, the Daughters of Khaine faction is entirely devoted to Khaine and as such they get their own Avatar of Khaine model. This can be taken either on foot or as part of a Cauldron of Blood, but unlike the 40k version, it's not the heart of a Craftworld or Temple but simply an iron statue, animated by magic. As such it requires continual prayers from Daughters of Khaine Priests to stay awake and moving, at least until you hit turn 3 in an all-Daughters army, at which point it wakes up permanently as part of their escalating table allegiance ability (there are a lot of bonuses to playing all Daughters of Khaine, the girls do not play well with others). Once he's awake however, he's an incredibly brutal close combat unit. Clocking in at 180 points (or included as part of the 300/330 for a Cauldron) he moves 9 inches a turn, has a short ranged shooting attack that can hit hard (6 shots, 3s to hit, 3s to wound, -1 rend, 1 damage, just don't ask how it hurts Magmadroths) and in close combat he's got 4, 3 to hit, 3 to wound, -3 rend, 3 Damage hits. Yes, flat 3 damage. Alone he can very easily wreck entire units or annihilate monsters (especially since the turn he wakes up automatically, he gets rerolls of 1 to hit) and on top of a Cauldron he can help the Cauldron eat squads. The only downside is he's basically only a beatstick, only having a small +1LD aura (which is active whether he's awake or not). Still, as the monster at the front of a brutal charge, he certainly does the job.
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