Analysis → Thousand Sons → Lord of Change
Lord of Change
Warhammer 40,000 11th edition · Thousand Sons · measured datasheet analysis
This sheet does not carry the faction's own keyword: a normal Thousand Sons list cannot include it. It only becomes legal when your detachment is Changehost of Deceit.
| 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. | 2.5 |
| Damage into elites Same measure against tough multi-wound infantry with good saves — think heavy armoured veterans and terminator-grade bodies. | 2.8 |
| Damage into vehicles Same measure against tanks and monsters — high toughness, many wounds. The anti-tank column of the codex. | 2.2 |
| 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. | 467 |
| 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. | 1.8 |
| 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). | 3.5 |
At 1 model for 285 points, default loadout. Modelled: 100% of this sheet's printed abilities carry a typed verdict.
- Ranged
- Melee
Computed at 1 model for 285 points, default loadout, against gallery v1.0.0.
Which guns? The options, priced
Same unit, same points — the option box changes what it kills and from where. Expected damage per 100 points: the default loadout against each printed option exercised in full. “At range” stands the target 24 inches out (short weapons contribute nothing); “up close” brings it inside short-weapon range, where rapid-fire and melta guns double down.
| Loadout | infantry, at range | elites, at range | vehicles, at range | infantry, up close | elites, up close | vehicles, up close |
|---|---|---|---|---|---|---|
| Default loadout | 0.9 | 0.9 | 0.7 | 3.5 | 3.6 | 2.9 |
| + Rod of sorcery | 0.9 | 0.9 | 0.7 | 4.9 | 4.6 | 3.5 |
| + Baleful sword | 1.6 | 1.6 | 1.3 | 4.1 | 4.4 | 3.4 |
- + Rod of sorcery: +40% into infantry up close, +21% into vehicles versus the default.
- + Baleful sword: +17% into infantry up close, +78% at range, +17% into vehicles versus the default.
Computed at 1 models for 285 points, each option taken to its printed maximum with everything else at default. Options the parser cannot price are listed in the model's audit, never guessed.
Detachments that pay this sheet
| Detachment | Rule | Measured effect |
|---|---|---|
| Hexwarp Thrallband | Flow of Magic | +17% output (always on wound rolls of 1; more inside the Flow) |
| Grand Coven | Kindred Sorcery | +27% output (each of 3 boons once per battle: +6" range, +1 to wound, or DEVASTATING WOUNDS on psychic weapons) |
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.