Chaos Thunderhawk

Model NameMTSvWLdOC
Chaos Thunderhawk
120 x 92mm flying base
20+"122+ 306+0
Keywords:
Thousand Sons, , Thunderhawk, Vehicle, Titanic, Fly, Transport, Chaos, Aircraft
Ranged WeaponsRangeABSSAPD
Turbo-laser destructor
blast
96"D3+1320-4D6+6
Thunderhawk heavy cannon
blast
48"D6+6310-23
Hellstrike missile battery
anti-fly 4+
72"438-23
Twin heavy bolter
sustained hits 1, twin-linked
36"335-12
Lascannon
48"1312-3D6+1
Melee WeaponsRangeABSSAPD
Armoured hull
Melee64801

Abilities

Aerial Assault:Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.

Wargear Options

This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery

Wargear Abilities

Thunderhawk Cluster Bombs:Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.

Unit Composition

1 Chaos Thunderhawk
This model is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs.

Costs

1 model - 840pts

Leader

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2CP DECEPTIVE GLAMOUR
Detachment: Changehost of Deceit
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.
1CP SULPHUROUS VEIL
Detachment: Changehost of Deceit
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.
1CP ARCANE FOCUS
Detachment: Grand Coven
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).
1CP PSYCHIC DOMINION
Detachment: Grand Coven
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, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
1CP WRATH OF THE DOOMED
Detachment: Hexwarp Thrallband
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.
1CP CYBERSPIRIT MACHINATIONS
Detachment: Warpforged Cabal
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.
1CP MALEVOLENT ANIMUS
Detachment: Warpforged Cabal
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).
1CP ENSORCELLED INFUSION
Detachment: Warpforged Cabal
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.
1CP WARPFLAME GARGOYLES
Detachment: Warpforged Cabal
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.
1CP HEX-MARKED ARMOUR
Detachment: Warpforged Cabal
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.