No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Vortex Powers | Base |
130 Mutalith Vortex Beast (base: 120 x 92mm) |
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1 | 130 Mutalith Vortex Beast |
10" | 3+ | 4+ | 7 | 7 | 8-14 | 5 | 7 | 4+ | 2 | 120 x 92mm |
8" | 4+ | 4+ | 7 | 7 | 4-7 | 5 | 7 | 4+ | 1 | |||
6" | 5+ | 4+ | 7 | 7 | 1-3 | 5 | 7 | 4+ | 0 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Betentacled maw | ||||||
Betentacled maw | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 3 hit rolls instead of 1. | ||||||
Mutalith claws | ||||||
Mutalith claws | Melee | Melee | +1 | -2 | 3 | - |
ABILITIES | |
ABILITIES |
Aura of Dark Glory: This model has a 5+ invulnerable save. Mutant Regeneration: In your Command phase, this model regains up to D3 lost wounds. Warp Explosion: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds. Warp Vortex: In your Shooting phase, this model can use a number of Vortex Powers as specified in its characteristics table above. Each time this model does so, select one of the powers below that has not been used by a friendly model during this turn and resolve its effects: Immaterial Flare: Select one enemy unit within 18" of and visible to this model, then roll one D6 for each model in that unit: for each roll of 6, that unit suffers 1 mortal wound. Turbulent Discharge: Determine the closest enemy unit within 18" of and visible to this model, then roll one D6: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds.Maelstrom of Madness: Roll one D6 for each enemy unit within 9" of this model: on a 2+, that unit suffers 1 mortal wound. Beam of Unreality: Select one enemy unit with a Wounds characteristic of 10 or more within 24" of and visible to this model, then roll one D6, subtracting 1 from the result if that enemy unit has the AIRCRAFT keyword and adding 1 to the result if that enemy unit has the TITANIC keyword. On a 3-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers D6 mortal wounds. |
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, | |
KEYWORDS: MONSTER, MUTALITH VORTEX BEAST |
The churning and roiling energies that surround Mutalith Vortex Beasts are immense sources of power for those with the talent, skill and will to manipulate them.
The Sorcerer absorbs the chaotic energies flowing thickly around a Mutalith Vortex Beast, healing injuries he has sustained.
This datasheet has Heavy Support Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
The CHAOS keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
The HERETIC ASTARTES keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:
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The PSYKER and CHARACTER keywords are used in the following Thousand Sons datasheets:
The MUTALITH VORTEX BEAST keyword is used in the following Thousand Sons datasheets:
Favoured as they are by Tzeentch, the Thousand Sons are ever-wreathed in the coiling energies of the empyrean. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge, to enhance their already potent magicks or to ravage their foes with warpfire and mutation.
Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.
Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.
Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.
Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.
Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.The MONSTER keyword is used in the following Thousand Sons datasheets: