Chaos - Thousand Sons Kill Team
Chaos - Thousand Sons Kill Team
, PSYKER, LEADER, RUBRIC MARINE, ASPIRING SORCERERTZAANGOR (FIGHTER) Tzaangors are mutated fusions of avian beasts and eRe LEM Re Re a ek Ue SE eat ee ee savage blows from ritual blades and tearing flesh with Ta Ede NAME A Bs/Ws 0 sh © Autopistol 4 4&4 2/3 Rng @ . & Chainsword 4 44 A/S . : > Tzaangor blades 4 ee) Relentless ABILITIES UNIQUE ACTIONS Favoured by Change: This operative has a 5+ invulnerable save THOUSAND SONS®, CHAOS, TZAANGOR, FIGHTERTR eh ay On MR ee Mee Le eee Tzaangor hope to use such a prize to gain even more De rea ee an ee deity’s gaze and mutative blessings. NAME A BSWS oD * Dagger 4 4+ 3/4 ABILITIES Favoured by Change: This operative has a 5+ invulnerable save Icon Bearer: When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier. carry sinuous icons and banners they believe draw their ! Herd Banner (1AP): Until the end of the Turning Point, while this operative is within ll of a friendly TZAANGOR operative, that operative is invigorated by chaos. While an operativeis invigorated by chaos, improve its invulnerable save by 1. Vie THOUSAND SONS®, CHAOS, TZAANGOR, ICON BEARERUc often, a member of a Tzaangor flock will carry a i, peg mawed instrument, the piercing blasts of be OE abel MR TL BC 4 AT shill cries echo Ra ena siege ee a vie to be first into the fray to Ulla a aaa) reg MAE x Dagger 4+ 3/4 a ABILITIES UNIQUE AETIONS Beit. favoured by Change: This operative has a 5+ invulnerable save. Brayhorn (1AP): Until the end of the Turning Point, each time a friendly TZAANGOR operative performs a Normal Move or Charge action, it can move an additional A THOUSAND SONS®, CHAOS, TZAANGOR, HORN BEARER © ; gdTWISTBRAY aes FT a a Ce Be ae] aa a bearing the most extreme a 1. Raised by Tzeentch above the pred = beast aA eal Ps formulating complex ploys to Risa re OB f ANE A BS/WS OD Autopistol 4 a XChainsword 4 ea 3+ 4/5 4 3 4/5 Tzaangor blades ABILITIES favoured by Change: This operative has a 5+ invulnerable si ave THOUS) AND SONS®, CHAOS, LEADER, TZAANGOR, TWISTBRAYSTRATEGIC PLOYS If your faction is THOUSAND SONSS, you can use the following Strategic Ploys during @ game. MALICIOUS VOLLEYS tel Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative 's activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon Is selected for each of those shooting attacks. A bolt weapon ig a ranged weapon that includes ‘bolt’ in its name, e.g infemo boltgun. Eyota Une URAC TAUEA) 1cP Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative (excluding an ASPIRING SORCERER operative) is activated while Visible to and within ll of a ready friendly ARCANA ASTARTES ASPIRING SORCERER operative, add 1 to its APL. PTO MSLAW Nc ine i Until the end of the Turning Point, each time a friendly TZAANGOR operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, if you retain two or more successful hits, you can retain one failed hit as a successful normal hit. TACTICAL Pigys Ry If your faction is THOU: Is, following Tactical Ploys dg Yo 4 game, Mu Can Ue Use this Tactical Ploy when activated, During that acti a friendly vation, th, ZAANG() lat oper MR Up acion tet fs Con yal Me jg sly a mission action or the Pick minimum of OAP) Use this Tactical Plo h y after rollin psychic power with a friendly agprr 010 that isnot within Engagemege sr NG So ce, the result of that D6 as a 6, ent Range of c Enemy oy Metal ata, STS FUSILLADE Use this Tactical Ploy after makin a friendly ARCANA ASTARTE: ASPIRING SORCERER operati lose any wounds. Repeat that 9 a shootin, 19 at S operative (ec ‘with an ve) in which th shooting atta itnrQUIPMENT auSAND SONS® operatives in your kill team can be e Teen ce te Kil Team Core Book). Any equipment se equipped with no more than one of each item, ALL-SEEING EYE* C2EPI ‘operative gains the following ability for the battle: altseeing Eye: Once per battle, you can do one of the following: + If this operative is ready, you can activate it after activating a friendly operative. + You can activate a ready friendly operative after activating this operative. RUNIC WARD* C3EP] The operative gains the following ability for the battle Runic Ward: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. IF you do so, you can retain one of your failed saves as a successful normal save, or one of your successful normal saves as a successful critical save, GARGOYLE BAYONET [C2EP] The operative is equipped with the following melee weapon for the battle: fame ow oo Gargoyle Bayonet 3 3+ 4/4 MYTHIC SCROLL* C2EP] ASPIRING SORCERER operative only. The operative gains the following ability for the battle: Mythic Scroll: Once per battle, during this operative's activation, it can perform a free Manifest Psychic Power action. TREASURE TRINKET* C3eEPI TZAANGOR operative only. Add 1CP to your pool for the battle *uipped with equipment fr marked with a * can be sel ‘om this lis, as specified in the mission lected a maximum of once, and each operative: GILDED HORNS [1EP] TZAANGOR operative only. The operative gains the following ability for the battle; Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as. a critical hit. ENSORCELLED ROUNDS [C2EP] TZAANGOR operative only, Select one autopistol the operative is equipped with. Add 1 to that weapon's Damage characteristics for the battle