| Abilities |
|---|
| Containment Breach:
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 2D6" suffers D6 mortal wounds unless it is a Psyker, in which case it suffers 2D3 mortal wounds instead. |
| Steel Behemoth:
This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it (but only its hellflamers and lascannons can target units that are within 1” of it – its other ranged weapons must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. |
| In the Belly of the Beast:
At the end of any Movement phase in which one or more units disembarks from a Hellforged Mastadon, roll a D6. On the roll of a 1, one model from a disembarking unit, chosen by the controlling player, is slain. The number of models removed due to the effects of this rule are counted as slain models for the Mastadon's Machina Malefica ability at the end of the turn. |
| Void Shields:
A Hellforged Mastodon is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from their hulls in layers and designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case, roll one dice for each mortal wound that has been inflicted on the Hellforged Mastodon, with the mortal wound being ignored if the save roll is passed. |
| Machina Malifica:
At the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means. |
| Smoke Launchers:
Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
| Daemonic Machine Spirit:
This model does not suffer the penalty to hit rolls for moving and shooting. |
| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Hellforged Mastodon | * | * | * | 9 | 9 | 30 | 8 | 9 | 2+ |
| Wound Track, Titan | Remaining W | M | WS | BS | Void Shield |
|---|---|---|---|---|---|
| Hellforged Mastodon1 | 16-30+ | 10" | 5+ | 3+ | 5+ |
| Hellforged Mastodon2 | 8-15 | 7" | 4+ | 4+ | 6+ |
| Hellforged Mastodon3 | 1-7 | 4" | 3+ | 5+ | 7+ |
| Transport |
|---|
| Hellforged Mastodon:
This model can transport 40 |