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unit
Chaos Rhino

Thousand Sons

Keywords: Vehicle • Transport • Dedicated Transport • Smoke • Chaos • Tzeentch • Rhino

Deadly Demise D3
Firing Deck 2
Unit Profiles
ModelMTSvWLdOCInvuln
Chaos Rhino12"93+106+2
Deadly Demise D3
Firing Deck 2
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Armoured tracksMelee34+601
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Havoc launcher
Blast
48"D63+501
Inferno combi-bolter
Rapid Fire 2
24"23+4-21
Inferno combi-weapon
Anti-infantry 4+Devastating WoundsRapid Fire 1
24"14+4-21

Unit Composition

1 Chaos Rhino

This model is equipped with: inferno combi-bolter; armoured tracks.

Unit Abilities
Sorcerous Support

In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes a Psychic Attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.

Core Abilities
Deadly Demise D3

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Firing Deck 2

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

Stratagems by Detachment

Sulphurous Veil
1 CP
battle Tactic

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
2 CP
strategic Ploy

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.


Chronosorcerous Bleed
1 CP
strategic Ploy

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).


Psychic Dominion
1 CP
epic Deed

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.


Egotistical Power
1 CP
strategic Ploy

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
1 CP
epic Deed

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
1 CP
epic Deed

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
2 CP
battle Tactic

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.


Warding Hex
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


Scouring Warpflame
1 CP
strategic Ploy

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
1 CP
battle Tactic

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.


Infernal Fusillade
2 CP
wargear

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.


Hex-Marked Armour
1 CP
battle Tactic

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
1 CP
epic Deed

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
1 CP
strategic Ploy

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
1 CP
epic Deed

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
1 CP
battle Tactic

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
1 CP
wargear

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.


Gift of Change
1 CP
epic Deed

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.


Deranged Ferocity
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.