Hellmaw

(Entry)
Type:

model

Categories:

⟨Hgt:5⟩

EntryId:

8584-e444-46f0-5484

Hidden:

false

Costs: 360 pts

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Hellmaw (Global)

6

6

7

Fearless, Supernal, Gateway, Terror, Solitary

Defensive HPDefResArmAegRules
Hellmaw (Defensive)

6

3

6

2

Aegis (5+)

Offensive AttOffStrAPAgiRulesTags
Hellmaw

5

3

5

2

1

Magical Attacks

Daemon

Size HeightTypeBaseRarity
Hellmaw (Size)

5

Daemon

100×150

Rare

Rule
Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Supernal:

When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers a number of Health Point losses equal to the amount by which the combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be joined by Attachable Models with Supernal.

Gateway:

During Pre-game Selections, mark a point on the Battlefield with a Gateway Marker: it must be within 24" of your Deployment Zone, outside the opponent’s Deployment Zone, and more than 1" from any Impassable Terrain.
There can never be more than 4 friendly Gateway Markers on the Battlefield.
If a Gateway Marker is removed, all units within 3" of the marker then suffer 3D3 hits with Toxic Attacks.
Remove all friendly Gateway Markers if there are no friendly Hellmaws or friendly models with a Veilgate Orb on the Battlefield, at the end of any phase.

At the start of each friendly Magic Phase, if this model was allowed to move during the preceding Movement Phase (ie. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.), you can apply one of the following effects:
  • Mark a single point on the Battlefield within 24" of the model with a Gateway Marker, and more than 1" from Impassable Terrain.
Before doing so, you may remove from the Battlefield a friendly Gateway Marker that was not placed during this Player Turn.
  • Target a single friendly unit within 9" of the model, not containing any model of Height 5, and that was allowed to move in the preceding Movement Phase (i.e. it is not shaken, did not Ambush, Fail Charge, is Unengaged etc.). Remove the unit from the Battlefield and immediately place it back on the Battlefield, in the same formation, with Ambush (friendly Gateway Marker, that was not placed during this Player Turn).

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Attack Attribute
Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

Modifiers:

increment max(roster) 1
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Hellmaw (recursive)
Used By (1)

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