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Thousand SonsChaos Thunderhawk Assault Gunship
42

Chaos Thunderhawk Assault Gunship

NAME M WS BS S T W A Ld Sv
Chaos Thunderhawk Assault Gunship * 6+ * 10 9 30 * 9 3+
A Chaos Thunderhawk Gunship is a single model. It is equipped with a Thunderhawk heavy cannon, four twin heavy bolters, two lascannon and a hellstrike battery.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
24-30+
20"-50"
2+
6
15-23
20"-40"
3+
4
8-14
20"-30"
4+
3
1-7
20"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
30
Reaper battery
36"
Heavy 6
7
-1
1
-
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
 • This model may replace its Thunderhawk heavy cannon with a turbo-laser destructor.
 • The model may replace its hellstrike battery with balefire missiles or Thunderhawk cluster bombs.
 • The model may replace any of its twin heavy bolters with a reaper battery.
ABILITIES
Hateful Assault, Malicious Volleys

Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Colossal Flyer: When targeting this unit with shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit can FLY, add 12" to the measured distance to determine the range when making shooting attacks against it. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.

Void-hardened Hull: The Chaos Thunderhawk Gunship has a 5+ invulnerable save.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6+ it crashes and explodes, and each unit within D6" suffers 2D6 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.

Daemonic Machine Spirit: Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.

Thunderhawk Cluster Bombs:
60
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
TRANSPORT
The Chaos Thunderhawk Gunship can transport 30 THOUSAND SONS INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models. It may also transport BIKER and CAVALRY models, these also take up the space of three other models).
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, EYRINE CULTS, THOUSAND SONS
KEYWORDS
AIRCRAFT, TITANIC, VEHICLE, TRANSPORT, FLY, CHAOS THUNDERHAWK ASSAULT GUNSHIP
Does not include wargear
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.

Reaper battery used in following datasheets:

Flyers
Lords of War
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.

Balefire missiles used in following datasheets:

Flyers
Lords of War
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Hateful Assault

The Heretic Astartes are corrupted traitors who burn with ten thousand years of hatred and malice.

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.

The INFANTRY keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
• Flamers

The TERMINATOR keyword is used in following Thousand Sons datasheets:

HQ
Elites

The HELBRUTE keyword is used in following Thousand Sons datasheets:

Elites
Heavy Support
Malicious Volleys

The Thousand Sons lay down a relentless hail of ensorcelled bolts as they advance.

Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, inferno boltgun, inferno combi-bolter, etc.).
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.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

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

HQ
• Ahriman
Troops
Elites

The CAVALRY keyword is used in following Thousand Sons datasheets:

HQ
Elites
Fast Attack
Army List
© Vyacheslav Maltsev 2013-2020