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Thousand SonsMutalith Vortex Beast
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Mutalith Vortex Beast

NAME M WS BS S T W A Ld Sv
Mutalith Vortex Beast * 4+ 4+ 7 7 14 * 7 4+
A Mutalith Vortex Beast is a single model which attacks with enormous claws and a betentacled maw.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
A
Vortex Power
8-14+
8"
4
2+
4-7
6"
3
3+
1-3
4"
2
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Betentacled maw
Melee
Melee
User
-1
1
Make 3 hit rolls for each attack made with this weapon, instead of 1.
0
Enormous claws
Melee
Melee
User
-2
2
-
ABILITIES
Hateful Assault

Aura of Dark Glory: This model has a 5+ invulnerable save.

Mutant Regeneration: At the beginning of each of your turns, this model regains 1 lost wound.

Unstable Energies: If this model has 7 or fewer wounds remaining at the start of your Shooting phase, the ranges of its Mutalith Vortex Powers are doubled; however, it will suffer a mortal wound if you roll a 1 when the model attempts to use a power.

Warp Implosion: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 those nearby are damaged by searing warpfire as the vortex collapses in on itself and each unit within 6" suffers D6 mortal wounds.

Warp Vortex: At the start of each of your Shooting phases, you may have this model attempt to use a single Mutalith Vortex Power of your choice from the table below. Alternatively, you may randomly determine the power by rolling a D6 and consulting the table below; if you do so, you may attempt a second randomly determined power immediately after resolving the first power. Each time this model attempts to use one of its powers, roll a D6 to see if it is successful. If the result is equal to or greater than the Vortex Power characteristic shown in its damage table resolve the power’s effects, otherwise the attempt to use the power fails and nothing happens.

D6MUTALITH VORTEX POWER
1Warp Flare: Each enemy unit within 9" of the Mutalith Vortex Beast immediately suffers a mortal wound
2Chaotic Infusion: Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; add 1 to that unit’s Strength characteristic until the end of the turn. 
3Temporal Flux: Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; you can re-roll failed charge rolls for the unit this turn. If the unit is already within 1" of an enemy unit, they fight first in the Fight phase as if they had charged this turn. 
4Ephemeral Touch: Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; improve the AP of all melee weapons wielded by that unit by 1 until the end of turn (for example, a weapon with an AP of 0 would have an AP of -1 instead). 
5Maelstrom of Madness: Pick an enemy unit within 9". Reduce its Leadership characteristic by 1 until the end of the turn. This is cumulative with other uses of this power (to a maximum of -3). 
6Beam of Unreality: Roll 3 dice; for each roll of 4+, the closest enemy unit within 18" of the Mutalith Vortex Beast and visible to it immediately suffers a mortal wound
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
MONSTER, MUTALITH VORTEX BEAST
Does not include wargear
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
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.
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.
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 MONSTER keyword is used in following Thousand Sons datasheets:

HQ
Heavy Support
Lords of War
Army List
© Vyacheslav Maltsev 2013-2019