Analysis → Thousand Sons → Chaos Rhino
Chaos Rhino
Warhammer 40,000 11th edition · Thousand Sons · measured datasheet analysis
Tier — transport
C naked at 5/20 in its codex. Needs its combo or its board.
| Measured, per 100 points spent on this unit | Value |
|---|---|
| Damage into light infantry Wounds the default guns and fists are expected to deal, in one full turn, to cheap 1-wound bodies — our reference horde and infantry targets. | 1.7 |
| Damage into elites Same measure against tough multi-wound infantry with good saves — think heavy armoured veterans and terminator-grade bodies. | 0.5 |
| Damage into vehicles Same measure against tanks and monsters — high toughness, many wounds. The anti-tank column of the codex. | 0.3 |
| Staying power Points of enemy shooting (averaged over 6 reference gun profiles) needed to put 100 points of this unit in the case. Higher = tougher per point. | 670.1 |
| Objective control Printed OC across the unit, per 100 points — raw ability to out-number an objective. Ties deny, so more total OC is how you take ground. | 2.2 |
| Nerve Chance (%) the unit passes a battle-shock test. Below half strength, a failed test zeroes its OC — a big squad with weak nerve can hold nothing at the worst moment. | 72% |
| Kill points conceded Victory points the enemy’s kill-based secondary missions can bank when this unit dies (big squads, big models and characters all pay extra). | 6.7 |
At 1 model for 90 points, default loadout. Modelled: 0% of this sheet's printed abilities carry a typed verdict.
- Ranged
- Melee
Computed at 1 model for 90 points, default loadout, against gallery v1.0.0.
Numbers re-derive from the published datasheet model (gallery v1.0.0, corpus snapshot 2026-05-09 23:42:21). Unit names are used nominatively; all characteristics shown are our own derived measurements.