Helbrute Boarding Patrol (HTML)

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Helbrute boarding patrol (Warhammer 40,000 10th Edition) [485pts]

Boarding Action (Chaos - Chaos Space Marines) [485pts]


Rules: Psychic

Configuration

Battle Size
Selections: 4. Boarding Patrol (500 Point Limit)
Categories: Configuration

Detachment Choice
Selections: Veterans of the Long War

Categories: Configuration
Abilities: Focus of Hatred

Abilities Description Ref

At the start of your Command phase, select one unit from your opponent's army to be your focus of hatred.
Focus of
Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army
Hatred
(excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll.

Show/Hide Options
Selections: Chaos Knights are visible, Khorne Daemons are visible, Legends are visible, Nurgle Daemons are visible, Slaanesh
Daemons are visible, Titans are visible, Tzeentch Daemons are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
Categories: Configuration

Character [140pts]
Dark Apostle [75pts]
Selections: Warlord
Categories: Character, Faction: Heretic Astartes, Infantry, Grenades, Chaos, Warlord

Rules: Dark Pacts, Leader


Abilities: Dark Zealotry, Demagogue, Invulnerable Save, Leader, Malign Sacrifice

Dark Apostle
Selections: Accursed crozius, Bolt pistol
Categories: Dark Apostle, Character

Rules: Pistol
Melee Weapons: Accursed crozius, Ranged Weapons: Bolt pistol, Unit: Dark Apostle

2x Dark Disciple
Selections: 2x Close combat weapon
Melee Weapons: Close combat weapon, Unit: Dark Disciple

Abilities Description Ref

While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit
Dark Zealotry
makes a melee attack, add 1 to the Wound roll.

Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is
Demagogue
Battle-shocked and within 9" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked.

Invulnerable
Models in this unit have a 4+ invulnerable save.
Save

This model can be attached to the following units:


■ ACCURSED CULTISTS
Leader ■ CHOSEN
■ CULTIST MOB
■ LEGIONARIES

At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one
Malign of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that
Sacrifice enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple
model is then destroyed.

Melee Weapons Range A WS S AP D Keywords Ref

Accursed crozius Melee 5 2+ 6 -1 2 -

Close combat weapon Melee 1 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Bolt pistol 12" 1 3+ 4 0 1 Pistol

Unit M T SV W LD OC Ref

Dark Apostle 6" 4 3+ 4 5+ 1

Dark Disciple 6" 4 6+ 1 7+ 1


Dark Commune [65pts]
Categories: Character, Damned
Rules: Dark Pacts, Leader

Abilities: Dark Ritual, Faithful Flock, Leader

2x Blessed Blades
Selections: 2x Commune blade
Categories: Infantry, Grenades, Chaos, Dark Commune
Melee Weapons: Commune blade, Unit: Blessed Blade

Cult Demagogue
Selections: Autopistol, Commune stave

Categories: Infantry, Character, Grenades, Chaos, Dark Commune


Rules: Devastating Wounds, Pistol
Melee Weapons: Commune stave, Ranged Weapons: Autopistol, Unit: Cult Demagogue

Iconarch
Selections: Autopistol, Chaos icon, Close combat weapon

Categories: Infantry, Grenades, Chaos, Dark Commune


Rules: Pistol
Abilities: Chaos icon, Melee Weapons: Close combat weapon, Ranged Weapons: Autopistol, Unit: Iconarch

Mindwitch
Selections: Close combat weapon, Warp Curse

Categories: Infantry, Psyker, Grenades, Chaos, Dark Commune


Rules: Hazardous, Psychic, Sustained Hits
Melee Weapons: Close combat weapon, Ranged Weapons: ➤ Warp Curse - focused witchfire, ➤ Warp Curse - witchfire, Unit:
Mindwitch

Abilities Description Ref

Chaos
Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
icon

Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this
Dark
ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and
Ritual
each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.

Faithful While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+
Flock invulnerable save.

This model can be attached to the following units:


Leader ■ ACCURSED CULTISTS
■ CULTIST MOB

Melee Weapons Range A WS S AP D Keywords Ref

Close combat weapon Melee 1 4+ 3 0 1 -

Commune blade Melee 2 4+ 4 -2 1 -

Commune stave Melee 2 4+ 3 0 D3 Devastating Wounds

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

➤ Warp Curse - focused witchfire 18" 3 3+ 5 -1 2 Hazardous, Psychic, Sustained Hits 2

➤ Warp Curse - witchfire 18" 3 3+ 4 -1 2 Psychic

Unit M T SV W LD OC Ref

Blessed Blade 6" 3 6+ 1 7+ 1

Cult Demagogue 6" 3 6+ 4 6+ 1

Iconarch 6" 3 6+ 1 7+ 1

Mindwitch 6" 3 6+ 1 7+ 1

Infantry [215pts]
Accursed Cultists [90pts]
Categories: Faction: Heretic Astartes, Infantry, Chaos, Accursed Cultists, Damned
Rules: Dark Pacts, Feel No Pain 6+, Scouts 6"

Abilities: Howling Horde

5x Mutant
Selections: 5x Blasphemous appendages
Melee Weapons: Blasphemous appendages, Unit: Mutant

3x Torment
Selections: 3x Hideous mutations
Melee Weapons: Hideous mutations, Unit: Torment

Abilities Description Ref

Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those
attacks, this unit can make a Horde move. To do so, roll one D6; this unit can move a number of inches up to
Howling
the result, but this unit must finish that move as close as possible to the nearest enemy unit (excluding
Horde
AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This
unit cannot make a Horde move while it is Battle-shocked.

Melee Weapons Range A WS S AP D Keywords Ref

Blasphemous appendages Melee 2 4+ 4 0 1 -

Hideous mutations Melee D6+2 4+ 5 -1 2 -

Unit M T SV W LD OC Ref

Mutant 6" 4 6+ 1 7+ 1

Torment 6" 4 6+ 3 7+ 2

Possessed [125pts]
Categories: Faction: Heretic Astartes, Infantry, Chaos, Daemon, Possessed
Rules: Dark Pacts
Abilities: Invulnerable Save, Unholy Bloodshed, Unit: Possessed

5x Possessed
Selections: 5x Hideous mutations

Melee Weapons: Hideous mutations

Abilities Description Ref

Invulnerable
Models in this unit have a 5+ invulnerable save.
Save

Unholy Once per battle, when this unit makes a Dark Pact, until the end of the phase, weapons equipped by
Bloodshed models in this unit have the [DEVASTATING WOUNDS] ability.

Melee Weapons Range A WS S AP D Keywords Ref

Hideous mutations Melee 4 3+ 5 -1 2 -

Unit M T SV W LD OC Ref

Possessed 9" 6 3+ 3 6+ 1

Vehicle [130pts]
Helbrute [130pts]
Selections: Close combat weapon, Missile launcher
Categories: Faction: Heretic Astartes, Vehicle, Walker, Chaos, Helbrute

Rules: Blast, Dark Pacts, Deadly Demise 1


Abilities: Dark Ascension (Aura), Devoted to Destruction, Melee Weapons: Close combat weapon, Ranged Weapons: ➤ Missile
launcher - frag, ➤ Missile launcher - krak, Unit: Helbrute

Helbrute fist with heavy flamer


Selections: Heavy flamer, Helbrute fist
Categories: Devoted to Destruction

Rules: Ignores Cover, Torrent


Melee Weapons: Helbrute fist, Ranged Weapons: Heavy flamer

Abilities Description Ref

While a friendly HERETIC ASTARTES unit is within 6" of this model, each time that unit makes a Dark
Dark Ascension
Pact, until the end of the phase, its weapons gain both abilities conferred by that pact (instead of only
(Aura)
one).

Devoted to If this model is equipped with 2 melee weapons in addition to its close combat weapon, add 2 to the
Destruction Attacks characteristics of those 2 weapons.

Melee Weapons Range A WS S AP D Keywords Ref

Close combat weapon Melee 5 3+ 6 0 1 -

Helbrute fist Melee 5 3+ 12 -2 3 -

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy flamer 12" D6 N/A 5 -1 1 Ignores Cover, Torrent

➤ Missile launcher - frag 48" D6 3+ 4 0 1 Blast

➤ Missile launcher - krak 48" 1 3+ 9 -2 D6 -

Unit M T SV W LD OC Ref

Helbrute 6" 9 2+ 8 6+ 3

Force Rules
Psychic: Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic
weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack. (10th
Edition Core Rules p38)

Selection Rules
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how
many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target
(rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the
attacking model’s army (including its own unit). (10th Edition Core Rules p26)

Dark Pacts: If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it
does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds.
Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
■ [LETHAL HITS]
■ [SUSTAINED HITS 1] ()
Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from
play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of
mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable
saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved (10th
Edition Core Rules p28)

Feel No Pain 6+: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a
wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by 'x: that wound is
ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model
suffers damage and so would lose a wound. (10th Edition Core Rules p23)
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or
more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each
Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous
weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal
wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first,
even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase. (10th Edition Core Rules
p28)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a
weapon, the target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are
destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has
resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit,
even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model
in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in
that unit. (10th Edition Core Rules p39)

Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in
its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it
can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a
Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other
ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. (10th Edition Core
Rules p25)
Psychic: Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic
weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack. (10th
Edition Core Rules p38)
Scouts 6": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before
the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a
unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that
moves using this ability must end that move more than 9\" horizontally away from all enemy models. If both players have units that can do this, the
player who is taking the first turn moves their units first. (10th Edition Core Rules p39)

Sustained Hits: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a
weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack
automatically hits the target. (10th Edition Core Rules p25)

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