Heldrake

(Unit)
Type: model
Category: Flyer
Categories: Flyer, Vehicle, Faction: Chaos, Fly, Faction: Khorne, Faction: Heretic Astartes, Faction: Butcher Astartes, Faction: World Eaters, Daemon, Daemon Engine, Aircraft
EntryId: 7935-7aa6-2360-63d5
Hidden: false
Costs: 165 pts9 PL
Options (3)
Rules (3)
The Blood Tithe
See p45 of Codex: World Eaters
Daemon Engine
- This model has a 5+ invulnerable save.
- In your Command phase, this model regains 1 lost wound.
Relentless Rage
At the start of the Fight phase, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, until the end of the phase add 1 to the Strength and Attacks characteristic of models in this unit.

Profiles:

Unit MWSBSSTWALdSave
Heldrake 1 (7+ wounds remaining)

20-60"

3+

3+

7

7

12

5

8

3+

Heldrake 2 (4-6 wounds remaining)

20-40"

4+

4+

7

7

N/A

5

8

3+

Heldrake 3 (1-3 wounds remaining)

20-30"

5+

5+

7

7

N/A

5

8

3+

Abilities
Airborne Predator:

Each time you declare a charge with this model, you can only select AIRCRAFT units as the target(s) of that charge. This model can only be chosen as the target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this unit if they can FLY.

Hunter in the Skies:

Each time this model makes an attack against a unit that can FLY, add 1 to that attack's hit roll.

Hover Jet (Heldrake):

In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne Predator, Hard to Hit and Supersonic abilities.

Explodes (Heldrake):

When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Supersonic:

Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.

Hard to Hit:

Each time a ranged attack is made against this model, subtract 1 from that attack's hit roll.

Used By (1)