Unit | M | WS | BS | S | T | W | A | Ld | Save |
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Chaos Rhino 1 (6+ wounds remaining) | 12" | 6+ | 3+ | 6 | 7 | 10 | 3 | 8 | 3+ |
Chaos Rhino 2 (3-5 wounds remaining) | 6" | 6+ | 4+ | 6 | 7 | N/A | D3 | 8 | 3+ |
Chaos Rhino 3 (1-2 wounds remaining) | 3" | 6+ | 5+ | 6 | 7 | N/A | 1 | 8 | 3+ |
Transport |
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Chaos Rhino: This model has a transport capacity of 10 FALLEN INFANTRY models. It cannot transport JUMP PACK models. |
Abilities |
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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. |