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Thousand SonsForgefiend
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Forgefiend

NAME M WS BS S T W A Ld Sv
Forgefiend * 4+ * 6 7 12 * 8 3+
A Forgefiend is a single model equipped with two hades autocannons and Daemon jaws.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
8"
4+
4
4-6
6"
5+
3
1-3
4"
6+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
20
Hades autocannon
36"
Heavy 4
8
-1
2
-
8
Daemon jaws
Melee
Melee
User
-1
2
-
WARGEAR OPTIONS
 • This model may replace both hades autocannons with ectoplasma cannons.
 • This model may replace its Daemon jaws with an ectoplasma cannon.
ABILITIES
Daemonic: This model has a 5+ invulnerable save.

Infernal Regeneration: At the start of your turn, this model regains 1 lost wound.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
VEHICLE, DAEMON, DAEMON ENGINE, FORGEFIEND
Does not include wargear
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.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
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.
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.
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.
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.

The CHAOS keyword is used in following Thousand Sons datasheets:

The DAEMON keyword is used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

The DAEMON ENGINE keyword is used in following Thousand Sons datasheets:

Flyers
Heavy Support
• Defiler

This datasheet has Heavy Support Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets:

The THOUSAND SONS keyword is used in following Thousand Sons datasheets:

The TZEENTCH keyword is used in following Thousand Sons datasheets:

The VEHICLE keyword is used in following Thousand Sons datasheets:

Dedicated Transport
Elites
Flyers
Heavy Support
• Defiler
© Vyacheslav Maltsev 2013-2019