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Thousand SonsMaulerfiend
9

Maulerfiend

NAME M WS BS S T W A Ld Sv
Maulerfiend * 4+ 4+ * 7 12 * 8 3+
A Maulerfiend is a single model equipped with Maulerfiend fists and two magma cutters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
S
A
7-12+
10"
6
4
4-6
8"
5
3
1-3
6"
4
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
16
Magma cutter
6"
Pistol 1
8
-4
3
-
12
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
0
Maulerfiend fists
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
 • This model may replace both magma cutters with lasher tendrils.
ABILITIES
Daemonic: This model has a 5+ invulnerable save.

Infernal Regeneration: At the beginning of each of your turns, this model heals one 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, MAULERFIEND
Does not include wargear
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.
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.
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.
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