Thousand Sons Urban Disruptor Unit
Thousand Sons Urban Disruptor Unit
Thousand Sons Urban Disruptor Unit
Quality 3+ Defense 3+
Stealth
CCW - A1 - -
Upgrade SPE
Quality 3+ Defense 3+
Stealth
CCW - A1 - -
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Deadly: Assign each wound to one model, and multiply it by X. Hits from
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more Deadly must be resolved first, and these wounds don't carry over to other
than one hit per model. Must split all hits evenly among enemy models within models if the target is killed.
3” of a single model (target picks how). Defense: Gets +X to Defense rolls.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
than 6 tokens at once. At any point before attacking, spend as many tokens as Stealth: Enemies get -1 to hit rolls when shooting at units where all models
the spell’s value to try casting one or more spells (only one try per spell). Roll have this rule from over 12" away.
one die, on 4+ resolve the effect on a target in line of sight. This model and
other casters within 18” in line of sight may spend any number of tokens at the
same time before rolling, to give the caster +1/-1 to the roll per token.
https://army-forge.onepagerules.com/view?listId=1704162139024 1/1