Helbrute

Model NameMTSvWLdOC
Helbrute
60mm
9"92+ 86+3
Ranged WeaponsRangeABSSAPD
Combi-bolter
rapid fire 4
24"24+401
Heavy flamer
ignores cover, torrent
12"D6N/A5-11
Plasma cannon
blast, hazardous, rapid fire D3
36"D34+8-33
Missile launcher – frag
blast, rapid fire 3
48"D64+401
Missile launcher – krak
rapid fire 1
48"14+9-2D6
Multi-melta
melta 2, rapid fire 1
18"24+9-4D6
Twin autocannon
rapid fire 2, twin-linked
48"24+9-13
Twin heavy bolter
rapid fire 2, sustained hits 1, twin-linked
36"34+5-12
Twin lascannon
rapid fire 1, twin-linked
48"14+12-3D6+1
Melee WeaponsRangeAWSSAPD
Close combat weapon
Melee63+601
Helbrute fist
Melee63+12-23
Helbrute hammer
Melee64+14-3D6+1
Power scourge
Melee103+7-12
Keywords:
, World Eaters, Helbrute, Khorne, Chaos, Walker, Vehicle

Abilities

Devoted to Destruction:If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons.
Frenzy:In your opponent’s Shooting phase, and in the Fight phase, each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot or fight, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
Core:
Deadly Demise 1
Faction:
Blessings of Khorne
Blessings of Khorne

Wargear Options

This model’s multi-melta can be replaced with one of the following:
  • 1 plasma cannon
  • 1 twin autocannon
  • 1 twin heavy bolter
  • 1 twin lascannon
  • 1 Helbrute fist
This model’s missile launcher can be replaced with one of the following:
  • 1 Helbrute fist
  • 1 Helbrute hammer
  • 1 power scourge
For each Helbrute fist this model is equipped with, it can be equipped with one of the following:
  • 1 combi-bolter
  • 1 heavy flamer

Wargear Abilities

Unit Composition

1 Helbrute
This model is equipped with: missile launcher; multi-melta; close combat weapon.

Costs

1 model - 120pts

Leader

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).