VOXROSTER
CodexFactionsThousand SonsHelbrute

Helbrute

M8"
T9
SV2+
W8
LD6+
OC3

Composition & Wargear

Helbrute
Equipped Close combat weapon

Ranged Weapons

WeaponRangeABSSAPD
Inferno combi-bolter 24"23+ 4-21
Heavy flamer 12"D6N/A 5-21
Missile launcher - frag 48"D63+ 401
Missile launcher - krak 48"13+ 9-2D6
Multi-melta 18"23+ 9-4D6
Twin autocannon 48"23+ 9-13
Helbrute plasma cannon 36"D33+ 8-33
Twin inferno heavy bolter 36"33+ 5-22
Twin lascannon 48"13+ 12-3D6+1

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee53+ 601
Helbrute hammer Melee54+ 14-3D6+1
Power scourge Melee83+ 7-12

Abilities

Terrifying Assault Datasheet

In your Shooting phase and the Fight phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 if that unit is within 9" of one or more Thousand Sons Psyker units from your army.

Devoted to Destruction Datasheet

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

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Mortal Sorcery (Aura) Ability

While a friendly Scintillating Legions Psyker unit from your army is within 6" of and visible to this unit, that Scintillating Legions unit has the Cabal of Sorcerers ability.

Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.