| 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 may fire its weapons if enemy units are within 1" of it. 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. |
| 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 Typhon | * | * | * | 8 | 9 | 22 | 7 | 9 | 2+ |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Hellforged Typhon | - | M | WS | BS |
| Hellforged Typhon1 | 17-22+ | 10" | 5+ | 2+ |
| Hellforged Typhon2 | 6-16 | 5" | 4+ | 3+ |
| Hellforged Typhon3 | 1-5 | 3" | 3+ | 4+ |