Thousand Sons – Mutalith Vortex Beast
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7

Mutalith Vortex Beast

NoNAME  M WS BS S T W! A Ld Sv Vortex Power
135
Mutalith Vortex Beast
1
135
Mutalith Vortex Beast
8" 4+ 4+ 7 7 8-14 4 7 4+ 2+
6" 4+ 4+ 7 7 4-7 3 7 4+ 3+
4" 4+ 4+ 7 7 1-3 2 7 4+ 4+
A Mutalith Vortex Beast is a single model which attacks with enormous claws and a betentacled maw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Betentacled maw
Betentacled maw
Melee
Melee
User
-1
1
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Enormous claws
Enormous claws
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Hateful Assault, Malicious Volleys
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

Datasheet-related Stratagems

1CP

BALEFUL VORTEX

Thousand Sons Stratagem

The baleful vortexes surrounding Mutalith Vortex Beasts serve as conduits to the aether, through which the most malefic energies of the warp can be unleashed.

Use this Stratagem after a Mutalith Vortex Beast from your army has resolved a Mutalith Vortex Power. Roll a D6 to randomly select a Mutalith Vortex Power. The Mutalith Vortex Beast immediately uses the power rolled, even if it has already used that power this phase. Furthermore, that power is automatically successful – no dice roll is necessary.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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 TERMINATOR keyword is used in following Thousand Sons datasheets:

The HELBRUTE keyword is used in following Thousand Sons datasheets:

Elites
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.).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The MONSTER keyword is used in following Thousand Sons datasheets:

Lords of War
© Vyacheslav Maltsev 2013-2021