Changehost of Deceit
Detachment Rules
Infernal Pacts
SCINTILLATING LEGIONS units from your army have the following the ability:
Daemonic Illusions (Aura): While a friendly THOUSAND SONS PSYKER unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.
THOUSAND SONS units from your army have the following ability:
Mortal Sorcery (Aura): While a friendly SCINTILLATING LEGIONS PSYKER unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability.
The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigils carried by his mortal servants wear away at the fragile skein of reality.
Stratagems
Sulphurous Veil
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Deceptive Glamour
When: Start of the Fight phase.
Target: One THOUSAND SONS unit from your army.
Effect: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible SCINTILLATING LEGIONS targets for those attacks.
Ethereal Phantasm
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: One SCINTILLATING LEGIONS unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.
Effect: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly THOUSAND SONS units.
Fractal Disjunction
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One SCINTILLATING LEGIONS unit from your army (excluding MONSTERS) that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Chronosorcerous Bleed
When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.
Target: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as a target of that charge.
Effect: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).
Glimmershift Portal
When: End of your opponent’s Fight phase.
Target: Up to two SCINTILLATING LEGIONS units from your army (excluding MONSTERS), or one SCINTILLATING LEGIONS MONSTER unit from your army, if all of those units are more than 3" horizontally away from all enemy units.
Effect: Remove those units from the battlefield and place them into Strategic Reserves.
Enhancements
Nethershriek Mind-Eater — 10 pts
THOUSAND SONS or LORD OF CHANGE model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds.
Diabolic Savant — 20 pts
THOUSAND SONS INFANTRY model only. While the bearer is within 6" of one or more friendly SCINTILLATING LEGIONS units, each time the bearer Channels the Warp, add 1 to the Psychic test result.
Duplicitous Malediction — 15 pts
THOUSAND SONS or LORD OF CHANGE model only. After both players have deployed their armies, select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Tome of True Names — 20 pts
THOUSAND SONS INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save.
Grand Coven
Detachment Rules
Kindred Sorcery
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.
Imbued Manifestation
Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army.
Psychic Maelstrom
Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll.
Wrath of the Immaterium
Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability.
For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words of malign incantation roll out like the peal of some cursed bell amidst the Empyrean to signal the onset of the next fateful tide of ritual power.
Stratagems
Psychic Dominion
When: Any phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, all attacks made against your unit with Psychic weapons have the [HAZARDOUS] ability and all models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
Destined by Fate
When: Any phase, just after a saving throw is failed for a THOUSAND SONS PSYKER model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once.
Target: That PSYKER model.
Effect: Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.
Egotistical Power
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army.
Effect: Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability (see Kindred Sorcery). Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.
Desecration of Worlds
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Arcane Focus
When: Your Shooting phase, just after you take a Psychic test for a THOUSAND SONS model from your army that Channelled the Warp (before resolving that Ritual).
Target: That THOUSAND SONS model.
Effect: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
Devastating Sorcery
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.
Enhancements
Lord of Forbidden Lore — 20 pts
THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
Incandaeum — 15 pts
EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army has already attempted to manifest that Ritual this phase.
Umbralefic Crystal — 20 pts
THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
Eldritch Vortex of E’Taph — 35 pts
THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.
Hexwarp Thrallband
Detachment Rules
Flow of Magic
Certain areas of the battlefield are within your army’s Flow of Magic, as follows:
- Your deployment zone is always within your army’s Flow of Magic.
- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic.
- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic.
Each time a THOUSAND SONS model from your army makes a Psychic Attack, re‑roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.
With each site seized by the thrallband’s warriors, the flow of arcane energies increases, and the veil between reality and the Warp erodes. The resultant influxes of Warp energy are potent enough to invoke the flesh‑change and must be channelled carefully by the thrallband’s Sorcerers. With masterful skill, they wield these mutagenic energies, expertly syphoning excess magic to empower themselves and the warriors at their command while maintaining control of their ever‑expanding ritual.
Stratagems
Warding Hex
When: Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. 
Wrath of the Doomed
When: Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Strands of Time
When: Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back.
Target: That THOUSAND SONS PSYKER unit.
Effect: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Through The Veil
When: Start of the Reinforcements step of your Movement phase.
Target: One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is in Strategic Reserves.
Effect: If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models.
Restrictions: If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.
Scouring Warpflame
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.
Kaleidoscopic Tempest
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.
Enhancements
Arcane Might — 20 pts
THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead.
Empowered Manifestation — 20 pts
THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re‑roll the result.
Empyric Onslaught — 25 pts
THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer.
Noctilith Mantle — 15 pts
THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals.
Rubricae Phalanx
Detachment Rules
All is Dust
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.
When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.
Stratagems
Ardent Automata
When: Your Movement phase, just after a RUBRICAE unit from your army Falls Back.
Target: That RUBRICAE unit.
Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Inexorable Advance
When: Your Movement phase.
Target: One RUBRICAE unit from your army.
Effect: Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
Infernal Fusillade
When: Your Shooting phase.
Target: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi‑bolters and inferno combi‑weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5.
Revenge of the Rubricae
When: Your opponent’s Shooting phase, just after a THOUSAND SONS PSYKER model from your army is destroyed.
Target: One RUBRICAE unit from your army that was within 6" of that PSYKER model when it was destroyed.
Effect: After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).
Implacable Guardians
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One RUBRIC MARINES PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.
Unwavering Phalanx
When: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
Target: One RUBRIC MARINES unit from your army within Engagement Range of that enemy unit.
Effect: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
Enhancements
Risen Rubricae — 30 pts
THOUSAND SONS model only. At the start of the Declare Battle Formations step, select either two RUBRICAE BATTLELINE units from your army or one other RUBRICAE unit from your army; models in the selected units have the Infiltrators ability.
Arcane Thralls (Aura) — 5 pts
THOUSAND SONS model only. While a friendly RUBRICAE unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit.
Lord of the Rubricae — 15 pts
THOUSAND SONS model only. While the bearer is leading a unit, each time a RUBRICAE model in that unit makes an attack, add 1 to the Hit roll.
Stave Abominus — 20 pts
THOUSAND SONS INFANTRY model only. The bearer’s melee weapons have the [SUSTAINED HITS D3] and [DEVASTATING WOUNDS] abilities.
Warpforged Cabal
Detachment Rules
Warpfire Infusion
Each time a THOUSAND SONS VEHICLE unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
- If that VEHICLE unit is within 6" of one or more friendly THOUSAND SONS PSYKER models, you can re-roll one Hit roll, one Wound roll and one Damage roll.
- Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll.
Each time a THOUSAND SONS VEHICLE model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6.
To the Sorcerers of Warpforged Cabals, logic cores and data-wafers, plasma cells and advanced augurs are merely matter, as subservient to their will as flesh and spirit is to others. They infuse dangerous eldritch protocols into the war engines under their command, pouring raw Warp magic into shell casings or capturing malevolent sprites within targeting cogitators, magnifying their vehicles’ power. Such battle tanks and combat walkers seem to throb with barely contained sorcery, and their greater danger is apparent to those with empyric senses.
Stratagems
Hex-Marked Armour
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One THOUSAND SONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Mutate Landscape
When: Your Command phase.
Target: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.
Effect: That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
Cyberspirit Machinations
When: Your Movement phase, just after a THOUSAND SONS VEHICLE unit from your army Falls Back.
Target: That VEHICLE unit, and one friendly THOUSAND SONS PSYKER unit within 6" of that VEHICLE unit.
Effect: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Malevolent Animus
When: Your Command phase
Target: One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.
Effect: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).
Ensorcelled Infusion
When: Your Shooting phase.
Target: One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.
Effect: Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.
Warpflame Gargoyles
When: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
Target: One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.
Effect: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.
Enhancements
Warp Syphon — 5 pts
THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6.
Perplexing Cloak — 20 pts
THOUSAND SONS INFANTRY model only. While the bearer is within 3" of one or more friendly THOUSAND SONS VEHICLE units, the bearer has the Lone Operative ability
Biomechanical Mutation — 15 pts
THOUSAND SONS model only. In your Command phase, you can select one friendly THOUSAND SONS VEHICLE model within 6" of this model. That model regains up to D3 lost wounds.
Warp-Cursed Runemaster — 10 pts
THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
Warpmeld Pact
Detachment Rules
Warpmeld Sacrifice
Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.
Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.
The flesh and bone of Tzeentch’s malleable servants flow like molten wax when his mutative power is invoked in ritual pleas. Some, such as the devoted Tzaangors, willingly make such requests, while more mindless abominations have their pact made for them by their callous masters. No boon is without its price, however. Some suffer changes so rapid that they burst apart, are absorbed by heaving mounds that were once allies or reduced to mewling piles of bubbling flesh.
Stratagems
Gift of Change
When: Any phase.
Target: One THOUSAND SONS CHARACTER model from your army (excluding MONSTERS) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
Effect: At the end of the phase, add one TZEENTCH CHAOS SPAWN unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units.
Restrictions: You can only use this Stratagem once per battle round.
Warped Vicissitude
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.
Deranged Ferocity
When: Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fi ght.
Target: That TZEENTCH MUTANT unit.
Effect: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
Blessed Transmutations
When: Your Command phase.
Target: One THOUSAND SONS PSYKER model from your army, and one friendly TZAANGORS unit that is below its Starting Strength and within 12" of that PSYKER model.
Effect: Return up to D3+1 destroyed models (excluding CHARACTERS) to your TZAANGORS unit.
Touched by Tzeentch
When: Start of your Movement phase.
Target: One TZEENTCH MUTANT unit from your army.
Effect: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
Twisted Mirage
When: Reinforcements step of your Movement phase.
Target: One TZEENTCH MUTANT unit from your army that is arriving from Strategic Reserves this phase.
Effect: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.
Enhancements
Warpmeld Dagger — 10 pts
TZAANGOR SHAMAN model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.
Diamond of Distortion — 20 pts
TZAANGOR SHAMAN model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Bray Lord — 15 pts
SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a TZAANGORS unit.
Flowing Flesh — 10 pts
TZAANGOR SHAMAN model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.