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Thousand SonsChaos Rhino
4

Chaos Rhino

NAME M WS BS S T W A Ld Sv
Chaos Rhino * 6+ * 6 7 10 * 8 3+
A Chaos Rhino is a single model equipped with a combi-bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
6
Havoc launcher
48"
Heavy D6
5
0
1
-
WARGEAR OPTIONS
 • This model may take a havoc launcher and/or a combi-bolter, combi-flamer or combi-melta.
 ◦ This model may take a havoc launcher and/or one item from the Combi-weapons list.
ABILITIES
Hateful Assault

Self-repair: Roll a D6 at the start of your turn; on a 6, this model regains 1 lost wound.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
This model can transport 10 THOUSAND SONS INFANTRY models. It cannot transport TERMINATORS.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
VEHICLE, TRANSPORT, CHAOS RHINO

Optional Wargear

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.

This datasheet has Dedicated Transport Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

Does not include wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Combi-weapons
 • Combi-bolter
2
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The THOUSAND SONS and INFANTRY keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
Elites

The TERMINATOR keyword is used in following Thousand Sons datasheets:

HQ
Elites
Army List
© Vyacheslav Maltsev 2013-2019