Chaos Thunderhawk Assault Gunship

(Unit)
Type: model
Category: Lord of War
Categories: Faction: Chaos, Eyrine Cults, Fly, Faction: Heretic Astartes, Vehicle, Titanic, Transport, Aircraft, Lord of War, Faction: Tzeentch, Faction: Thousand Sons
LinkId: 8ffb-7bb3-f360-c21a
Hidden: false
Costs: 42 PL1330 pts
Options (5)
Heavy bolter options:
Rules (2)
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.
Malicious Volleys
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons 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 typ whose profile includes the word ‘bolt’ (e.g. boltgun, Inferno boltgun, inferno combi-bolter, etc.).

Profiles:

Abilities
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 6" suffers 2D6 mortal wounds.

Daemonic Machine Spirit:

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

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.

Colossal Flyer:

When targeting this unit with shooting attacks and psychic powers, always measure to the model's hull where it would be at a 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.

Void-hardened Hull:

The Chaos Thunderhawk Gunship has a 5+ invulnerable save.

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.

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.

Unit MWSBSSTWALdSave
Chaos Thunderhawk Gunship

*

6+

*

10

9

30

*

9

3+

Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3
Chaos Thunderhawk Gunship

-

M

BS

A

Chaos Thunderhawk Gunship1

24-30+

20-50"

2+

6

Chaos Thunderhawk Gunship2

15-23

20-40"

3+

4

Chaos Thunderhawk Gunship3

8-14

20-30"

4+

3

Chaos Thunderhawk Gunship4

1-7

20"

5+

3

Transport
Chaos Thunderhawk Gunship:

The Chaos Thunderhawk Gunship can transport 30 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 thee other models).

Used By (3)