Hellions are treated as Jump Packs. A model riding a skyboad benefits from +1 to its Armor Save, and a 5+ Invulnerable 'jink' save against shooting attacks if they moved in the previous turn. A model riding a skuboard may use the Deep Strike rule if allowed by the scenario being played. A skyboard rider may not use a webway portal, and characters may not use the Hellions' Hit and Run rule.
Hellions are armed with a unique weapon called a hellglaive. It incorporates a splinter rifle and a set of vicious cutting blades that are capable of slicing a man in half. The hellglaive can be used as a splinter rifle or a close combat weapon, and may be used as both in the same turn. If the user charges into close combat then the hellglaive also adds +1 to their Strength in the first round of combat. The hellglaive requires two hands to use, so can't be combined with any other weapon. Characters taking a hellglaive must also take a Hellion Skyboard.
Combat Drugs are taken at the start of any assault phase, and allow the character to choose any number of the options below. Roll 1D6 per option chosen. If a double is rolled on the dice then the model suffers 1 wound. If a triple is rolled then the model is killed outright. No saves of any kind are allowed against this wound. All effects last for one assault phase. a) May make 12" assault move and 3D6 pursuit/fall back move. b) +1 WS c) +1 S d) Always Strikes FIrst, regardless of cover or weapons e) Re-roll any misses in close combat f) +1 Attack
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Hellions utilise a Hit & Run fighting style. At the nd of a round of close combat the Hellions may choose to break off of it and at least some of its close combat oppoenents do not have to fall back. The unit falls back 3d6" in any direction and automatically regroups at the end of the move (regardless of enemy within 6" or being below half strength). Enemy models that were in close combat with them before the break-off may only consolidate.