| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Chaos Rhino | * | 6+ | * | 6 | 7 | 10 | * | 8 | 3+ |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Chaos Rhino | - | M | BS | A |
| Chaos Rhino1 | 6-10+ | 12" | 3+ | 3 |
| Chaos Rhino2 | 3-5 | 6" | 4+ | D3 |
| Chaos Rhino3 | 1-2 | 3" | 5+ | 1 |
| Transport |
|---|
| Chaos Rhino:
This model can transport 10 FALLEN INFANTRY models. It cannot, however, transport TERMINATORS , CULT OF DESTRUCTION or JUMP PACK models. |
| Abilities |
|---|
| Self-repair:
Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound. |
| Explodes (D6"):
When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds. |