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Chaos Space MarinesChaos Hellwright
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Chaos Hellwright

NAME M WS BS S T W A Ld Sv
Chaos Hellwright 6" 3+ 2+ 5 5 5 3 9 2+
A Chaos Hellwright is a single model. It is equipped with an infernal axe, mechatendrils, a voidcutter, a flamer, a soulburner pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Infernal axe
Melee
Melee
+1
-3
2
-
0
Mechatendrils
Melee
Melee
User
0
1
Each time the bearer fights, it can make 2 additional attacks with this weapon.
0
Voidcutter
8"
Assault 1
8
-4
3
Add 1 to wound rolls made for this weapon if the target is a VEHICLE.
0
Soulburner pistol
12"
Pistol 2
-
0
1
Successful hit rolls with this weapon inflict mortal wounds. If any hit roll made in a given phase with this weapon results in a score of a ‘1’, then the firing unit suffers one mortal wound at the end of the phase.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
ABILITIES
Death to the False Emperor

Infernal Augmetics: This model heals one wound at the start of each of your turns.

Gift of the Hellforge: Any HELLFORGED models within 6" of the Hellwright adds +1 to their Attacks and Leadership characteristics.

Master of Mechanisms: At the end of your Movement phase, a Hellwright can repair a single <LEGION>/DAEMON ENGINE/QUESTOR TRAITORIS or DARK MECHANICUS VEHICLE (other than models that can FLY) within 1". That model regains D3 lost wounds. A Hellwright can instead curse a single enemy VEHICLE within 18". Roll a D6; on a roll of 2+, that VEHICLE suffers a mortal wound. A VEHICLE cannot be repaired or cursed by more than one model with Master of Mechanisms in the same turn.
FACTION KEYWORDS
CHAOS, <MARK OF CHAOS>, HERETIC ASTARTES, <LEGION> OR DARK MECHANICUS
KEYWORDS
CHARACTER, INFANTRY, WARPSMITH, CHAOS HELLWRIGHT
Does not include wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

The DAEMON ENGINE and VEHICLE keywords are used in following Chaos Space Marines datasheets:

Heavy Support
• Defiler
Flyers
Lords of War
Fast Attack
Elites

The DARK MECHANICUS and VEHICLE keywords are used in following Questor Traitoris datasheets:

Lords of War
Army List

The <LEGION> OR DARK MECHANICUS keyword is used in following Chaos Space Marines datasheets:

HQ

The WARPSMITH keyword is used in following Chaos Space Marines datasheets:

HQ
© Vyacheslav Maltsev 2013-2019