Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

1/1/24, 11:47 PM OPR Army Forge

Thousand Sons Street Patrol • 300pts


Change Champion [1] - 115pts Change Brother [1] - 65pts

Quality 3+ Defense 3+ Tough 3 Quality 3+ Defense 3+

Hero, Tough(3), Stealth Stealth

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

CCW - A2 - - CCW - A1 - -

Champion Plasma Pistol 12" A2 4 - Heavy Machinegun 30" A3 1 -

Upgrade SPE

Warlock Caster(2)

4x Change Brother [1] - 30pts

Quality 3+ Defense 3+

Stealth

Weapon RNG ATK AP SPE

CCW - A1 - -

Heavy Rifle 24" A1 1 -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Defense: Gets +X to Defense rolls.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more Hero: May take morale tests on behalf of friendly units within 12”, as long as it
than one hit per model. Must split all hits evenly among enemy models within isn’t Stunned.
3” of a single model (target picks how). Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Caster: Gets X spell tokens at the beginning of each round, but can’t hold more Stealth: Enemies get -1 to hit rolls when shooting at units where all models
than 6 tokens at once. At any point before attacking, spend as many tokens as have this rule from over 12" away.
the spell’s value to try casting one or more spells (only one try per spell). Roll Tough: This model only rolls to see what happens from wounds once it has
one die, on 4+ resolve the effect on a target in line of sight. This model and taken at least X wounds, and is only Knocked Out on rolls of 5+X or more.
other casters within 18” in line of sight may spend any number of tokens at the When Stunned and hit by shooting or charged, this model takes 1 wound
same time before rolling, to give the caster +1/-1 to the roll per token. instead of being Knocked Out, unless it already has X or more wounds.
Deadly: Assign each wound to one model, and multiply it by X. Hits from
Deadly must be resolved first, and these wounds don't carry over to other
models if the target is killed.

Change Disciples Army Spells


Breath of Change (1): Target 4 friendly units within 12" get +1" next time they Advance, or +2" next time they Rush/Charge.
Blaze (1): Target enemy unit within 6" takes 1 hit with AP(2).
Steal Power (2): Target 4 enemy units within 12" get -1 to hit rolls next time they shoot.
Inferno (2): Target enemy unit within 12” takes 1 hit with Blast(3).
Loyalty (3): Target 4 friendly units within 18" get Regeneration next time they take wounds.
Bolt of Change (3): Target enemy unit within 6" takes 1 hit with AP(4) and Deadly(3).

https://army-forge.onepagerules.com/view?listId=1704177757159&upgradesOpen=true&edit=true 1/1

You might also like