Baron Sathonyx

(Entry)
Type: unit
EntryId: 9619-8374-9fae-3d2a
Hidden: false
Costs: 105 Points
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Abilities
The Lord Hellion:

Hellions are Troops choices in any army that includes Baron Sathonyx.

Master of the Skies:

Sathonyx and any unit of Hellions he joins may re-roll failed Dangerous terrain tests. Also, when using their Hit and Run rule, they can re-roll both the Initiative test and the dice to determine how far they move.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Night Vision:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

Power from Pain:

Whenever a Dark Eldar unit with this rule destroys a non-vehicle enemy unit, it immediately gains a 'pain token'. Place a marker with that unit; a coin or other trophy will do. Each pain token confers a special rule to the entire unit, as shown in the list below. For example, a unit with one pain token has the Feel No Pain rule, one with two pain tokens has Feel No Pain and Furious Charge, etc. It might happen that several of your units are involved in a combat against one or more enemy units, which are destroyed because of the assault's results. In this case, you receive one pain token per enemy unit destroyed, and then randomly assign them amongst your units in that combat. Note that pain tokens can be gained by other means - some units even begin the game with one!

1 - Feel No Pain

2 - Furious Charge

3 or more - Fearless

If a Dark Eldar unit is joined by one or more characters with pain tokens, all the pain tokens for the unit and characters that have joined it are pooled. If an Independent Character leaves a unit with one or more pain tokens, you must divide them as equally as possible. The owning player decides who gets any remaining tokens.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.

Wargear
Custom Skyboard:

Sathonyx's custom Skyboard counts as a normal Skyboard. In addition, it adds +2 Strength to his attacks in any turn in which he assaults.

Bones of the Seer:

An army that includes Sathonyx adds one to the dice roll when determining which side chooses deployment zone.

Twilight Shroud:

The Twilight Shroud confers the Stealth rule to Sathonyx and his unit.

Shadow Field:

A shadow field provides a 2+ Invulnerable save, but if the save is ever failed, the field is destroyed altogether. Roll separate dice, one by one, to save each wound inflicted upon the bearer to see whether the shadow field shorts out.

Phantasm Grenade Launcher:

A model with a Phantasm Grenade Launcher counts as having both Assault and Defensive Grenades, as does any squad he joins.

Unit WSBSSTWIALdSv
Baron Sathonyx

6

6

3

3

2

6

3

9

5+

Melee Weapons
Hellglaive:

A Hellglaive is a two-handed weapon that grants both an additional attack and +1 Strength.

Weapons RangeStr.APTypeNotes
Splinter Pistol

12"

X

5

Pistol, Poisoned (4+)

Modifiers:

set hidden false in f9e0-9be9-a007-5d68.self.entries.forces.recursive.Hellions
set hidden true in f9e0-9be9-a007-5d68.self.entries.forces.recursive.Hellions
Used By (1)
Dark Eldar(Catalogue)