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The Flame of Tzeentch

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0% found this document useful (0 votes)
19 views11 pages

The Flame of Tzeentch

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chaos - Thousand Sons - The Flame of Tzeentch - (2055 pts, 12 Cabal Points)

Army Roster (Chaos - Thousand Sons) (2055 pts, 12 Cabal Points)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Choice Cult of Magic

Rituals reference Cabal Rituals: 1. Weaver of Fates (Psychic), 2. Temporal Surge (Psychic), 3. Echoes from the Warp
(Psychic), 4. Doombolt (Psychic), 5. Twist of Fate (Psychic)

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Tzeentch Daemons are visible, Titans are
visible, Legends are visible, Chaos Knights are visible

Epic Hero (605 pts, 7 Cabal Points)


Ahriman (1) Rules: Leader, Kindred Sorcery, Cabal of Sorcerers 3, Psychic, Pistol, Precision
(140 pts, 3 Cabal Points) Unit: Ahriman
Abilities: Rubric Lord, Arch-Sorcerer of Tzeentch (Psychic), Invulnerable Save[1], Leader[1]
Melee Weapons: Black Staff of Ahriman
Ranged Weapons: Inferno bolt pistol, Psychic Stalk

Magnus the Red (1) Rules: Cabal of Sorcerers 4, Kindred Sorcery, Deep Strike, Deadly Demise D6, Devastating Wounds, Psychic,
(465 pts, 4 Cabal Points) Blast
Unit: Magnus the Red
Abilities: Damaged: 1-6 wounds remaining, Invulnerable Save[1], Unearthly Power, Lord of the Planet of the
Sorcerers (Aura)
Crimson King: Impossible Form (Psychic), Treason of Tzeentch (Psychic), Time Flux (Aura, Psychic)
Melee Weapons: Blade of Magnus - strike, Blade of Magnus - sweep
Ranged Weapons: Gaze of Magnus, Tzeentch's Firestorm

Character (180 pts, 2 Cabal Points)


Thousand Sons Daemon Prince with Rules: Deadly Demise D3, Kindred Sorcery, Cabal of Sorcerers 2, Psychic
wings (1) Abilities: Invulnerable Save[1], Aetherstride (Psychic), Sorcerous Fire (Psychic)
(180 pts, 2 Cabal Points) Unit: Thousand Sons Daemon Prince
Melee Weapons: Hellforged weapons - strike, Hellforged weapons - sweep
Ranged Weapons: Infernal cannon

Battleline (220 pts, 2 Cabal Points)


Rubric Marines (5) • 2x Rubric Marine w/ inferno boltgun
(110 pts, 1 Cabal Points) • Rubric Marine w/ soulreaper cannon
• Rubric Marine w/ warpflamer
• Aspiring Sorcerer: Inferno bolt pistol

Rules: Kindred Sorcery, Cabal of Sorcerers 1*, Psychic, Anti-, Devastating Wounds, Pistol, Ignores Cover,
Torrent
Abilities: Bringers of Change, Invulnerable Save[2]
Unit: Rubric Marine (x2) (x2)
Melee Weapons: Force weapon (x2) (x2), Close combat weapon (x5) (x15)
Ranged Weapons: Warpsmite (x2) (x2), Inferno bolt pistol (x2) (x2), Inferno boltgun (x2) (x2), Soulreaper
cannon, Warpflamer (x2) (x2)

Rubric Marines (5) • 2x Rubric Marine w/ inferno boltgun


(110 pts, 1 Cabal Points) • 2x Rubric Marine w/ warpflamer
• Aspiring Sorcerer: Inferno bolt pistol

Rules: Kindred Sorcery, Cabal of Sorcerers 1*, Psychic, Anti-, Devastating Wounds, Pistol, Ignores Cover,
Torrent
Abilities: Bringers of Change, Invulnerable Save[2]
Unit: Rubric Marine (x2) (x2)
Melee Weapons: Force weapon (x2) (x2), Close combat weapon (x5) (x10)
Ranged Weapons: Warpsmite (x2) (x2), Inferno bolt pistol (x2) (x2), Inferno boltgun (x2) (x2), Warpflamer (x2)
(x2)

Infantry (245 pts, 1 Cabal Points)


Scarab Occult Terminators (5) • 3x Scarab Occult Terminator
(190 pts, 1 Cabal Points) • Scarab Occult Terminator w/ heavy warpflamer
• Scarab Occult Sorcerer: Inferno combi-bolter

Rules: Deep Strike, Kindred Sorcery, Cabal of Sorcerers 1*, Psychic, Anti-, Devastating Wounds, Pistol, Rapid
Fire, Ignores Cover, Torrent
Unit: Scarab Occult Terminators
Abilities: Implacable Guardians, Invulnerable Save[3]
Melee Weapons: Force weapon, Prosperine khopesh (x2) (x4)
Ranged Weapons: Warpsmite, Inferno combi-bolter (x3) (x6), Heavy warpflamer
Thousand Sons Cultists (10) • 6x Cultist
(55 pts) • Cultist w/ flamer
• Cultist w/ grenade launcher
• Cultist w/ heavy stubber
• Thousand Sons Cultist Champion

Rules: Kindred Sorcery, Scouts 6", Ignores Cover, Torrent, Blast, Rapid Fire
Abilities: Pawns of Fate, Invulnerable Save[4]
Unit: Thousand Sons Cultist
Melee Weapons: Brutal assault weapon (x5) (x25)
Ranged Weapons: Cultist firearm (x2) (x4), Flamer, Grenade launcher - frag, Grenade launcher - krak,
Heavy stubber

Beast (65 pts)


Thousand Sons Chaos Spawn (2) • 2x Chaos Spawn
(65 pts)
Rules: Feel No Pain 5+, Kindred Sorcery
Unit: Thousand Sons Chaos Spawn
Abilities: Regenerating Monstrosities, Invulnerable Save[2]
Melee Weapons: Hideous Mutations

Monster (160 pts)


Mutalith Vortex Beast (1) Rules: Deadly Demise D6, Feel No Pain 5+, Devastating Wounds, Ignores Cover, Torrent, Blast
(160 pts) Unit: Mutalith Vortex Beast
Abilities: Invulnerable Save[5], Mutating Vortex (Aura), Immaterial Flare (Aura), Damaged: 1-4 wounds
remaining
Melee Weapons: Betentacled maw, Mutalith claws
Ranged Weapons: Warp vortex - blast, Warp vortex - beam, Warp vortex - torrent

Vehicle (320 pts)


Thousand Sons Defiler (1) Defiler scourge, Twin lascannon
(190 pts)
Rules: Deadly Demise D3, Kindred Sorcery, Blast, Twin-linked, Extra Attacks
Unit: Thousand Sons Defiler
Abilities: Scuttling Walker, Invulnerable Save[5], Damaged: 1-5 wounds remaining
Ranged Weapons: Defiler cannon, Twin lascannon
Melee Weapons: Defiler claws, Defiler scourge

Thousand Sons Helbrute (1) Multi-melta, Missile launcher


(130 pts)
Rules: Kindred Sorcery, Deadly Demise 1, Blast, Melta
Unit: Thousand Sons Helbrute
Abilities: Arcane Knowledge Amidst Babbling Insanity (Aura), Helbrute fists, Invulnerable Save[5]
Melee Weapons: Close combat weapon
Ranged Weapons: Missile launcher - frag, Missile launcher - krak, Multi-melta

Dedicated Transport (75 pts)


Thousand Sons Rhino (1) Inferno combi-weapon, Havoc launcher
(75 pts)
Rules: Deadly Demise D3, Kindred Sorcery, Firing Deck 2, Blast, Rapid Fire, Anti-, Devastating Wounds
Unit: Thousand Sons Rhino
Abilities: Self-repair
Transport: Thousand Sons Rhino
Melee Weapons: Armoured tracks
Ranged Weapons: Havoc launcher, Inferno combi-bolter (x3) (x3), Inferno combi-weapon

Allied Units (185 pts)


Blue Horrors (10) • 10x Blue Horror
(125 pts)
Rules: Deep Strike, Infiltrators, Psychic
Abilities: Invulnerable Save[3], Split, Cackling Horrors (Aura), Exploding Horrors
Ranged Weapons: Coruscating Yellow flames, Coruscating Blue flames
Melee Weapons: Yellow claws, Blue claws
Unit: Blue Horror (x10) (x10)

Changecaster (1) Rules: Deep Strike, Leader, Devastating Wounds, Hazardous, Psychic
(60 pts) Unit: Changecaster
Abilities: Changecaster, Storm of Mutating Sorcery (Psychic), Leader[2], Invulnerable Save: Changecaster
Ranged Weapons: Arcane Fireball - witchfire, Arcane Fireball - focused witchfire
Melee Weapons: Herald combat weapon
Rules:

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Kindred Sorcery In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command
phase.
MALEVOLENT CHARGE
Psychic weapons equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability.
PSYCHIC MAELSTROM
Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability.
WRATH OF THE IMMATERIUM
Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability.

Cabal of Sorcerers 3 If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability
that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number
shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total
of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points
cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each
Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero.
Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have
already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Cabal of Sorcerers 4 If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability
that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number
shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total
of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points
cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each
Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero.
Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have
already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Cabal of Sorcerers 2 If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability
that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number
shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total
of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points
cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each
Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero.
Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have
already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

Cabal of Sorcerers 1* If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability
that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number
shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total
of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points
cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each
Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero.
Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army (excluding models that have
already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Firing Deck 2 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Cabal Rituals Cost

1. Weaver of Fates (Psychic) 2

Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly THOUSAND SONS model whose unit is within
18" of this Psyker, you can re-roll that saving throw.

2. Temporal Surge (Psychic) 5

Use this Ritual at the start of your Shooting phase. Select one friendly THOUSAND SONS unit within 18" of this PSYKER; unless that unit is within
Engagement range of one or more enemy units, it can make a Normal move. If it does, that unit is not eligible to declare a charge this turn. The same unit
cannot be selected for this Ritual more than once per phase.

3. Echoes from the Warp (Psychic) 6

Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already
used that Stratagem this phase.

4. Doombolt (Psychic) 7

Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER (excluding units with the Lone Operative
ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5,
that enemy unit suffers D3+3 mortal wounds; on a 6, that enemy unit suffers D3+6 mortal wounds.

5. Twist of Fate (Psychic) 9

Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER; until the end of the phase, each time a
THOUSAND SONS model from your army makes a ranged attack that targets that unit, improve the Armour Penetration characteristic of that attack by 2.
Unit M T SV W LD OC

Ahriman 6" 4 3+ 5 6+ 1

Magnus the Red 14" 11 2+ 16 5+ 6

Thousand Sons Daemon Prince 11" 9 2+ 10 6+ 3

Rubric Marine (x2) (x2) 5" 4 3+ 2 6+ 2

Scarab Occult Terminators 5+ 5 2+ 3 6+ 1

Thousand Sons Cultist 6" 3 6+ 1 7+ 1

Thousand Sons Chaos Spawn 8" 5 4+ 4 7 1

Mutalith Vortex Beast 10" 10 4+ 13 6+ 4

Thousand Sons Defiler 8" 10 3+ 14 6+ 5

Thousand Sons Helbrute 6" 9 2+ 8 6+ 3

Thousand Sons Rhino 12" 9 3+ 10 6+ 2

Blue Horror (x10) (x10) 6" 3 7+ 1 8+ 1

Changecaster 6" 3 6+ 3 7+ 1
Abilities

Rubric Lord

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.

Arch-Sorcerer of Tzeentch (Psychic)

Once per battle, you can select this model to use a Ritual for 0 Cabal points (see Cabal of Sorcerers). If you do, all the other rules for using Rituals still apply.

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Leader[1]

This model can be attached to the following unit:


- RUBRIC MARINES

Damaged: 1-6 wounds remaining

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Unearthly Power

At the start of the battle round, select one of the abilities in the Crimson King section. Until the start of the next battle round, this model has that ability.

Lord of the Planet of the Sorcerers (Aura)

While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time a model in that unit makes a Psychic Attack, add 1 to the Hit roll and
add 1 to the Wound roll.

Aetherstride (Psychic)

At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy units, you can remove it from the battlefield and then, in the
Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the
battle ends and this model is not on the battlefield, it is destroyed.

Sorcerous Fire (Psychic)

Each time this model ends a Normal move, you can select one enemy unit it moved over this phase and roll nine D6: for each 6, that unit suffers 1 mortal
wound.

Bringers of Change

Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker you do not
control, you can re-roll the Wound roll instead.

Invulnerable Save[2]

Models in this unit have a 5+ invulnerable save.

Implacable Guardians

While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the Strength characteristic of that attack is greater than
this unit’s Toughness characteristic, subtract 1 from the
Wound roll.

Invulnerable Save[3]

Models in this unit have a 4+ invulnerable save.

Pawns of Fate

Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain 1CP. When this unit is destroyed, roll one D6: on a 2+, you gain 1CP.

Invulnerable Save[4]

Models in this unit have a 6+ invulnerable save.

Regenerating Monstrosities

At the start of each player’s Command phase, one model in this unit regains up to D3 lost wounds.

Invulnerable Save[5]

This model has a 5+ invulnerable save.


Mutating Vortex (Aura)

At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit
suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must then take a Battle-shock test.

Immaterial Flare (Aura)

While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time that unit uses a Ritual that specifies a range, you can double that range
while resolving that Ritual.

Damaged: 1-4 wounds remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Scuttling Walker

Each time this model makes a Normal, Advance or Fall Back move, it can be moved over friendly MONSTER and VEHICLE models as if they were not there.
This model can move over terrain features that are 4" or less in height as if they were not there.

Damaged: 1-5 wounds remaining

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Arcane Knowledge Amidst Babbling Insanity (Aura)

Each time a friendly THOUSAND SONS PSYKER model within 9" of this model is selected to use a Ritual, you gain 1 Cabal point.

Helbrute fists

If this model is equipped with two Helbrute fists, those weapons have the [TWIN-LINKED] ability.

Self-repair

At the start of your Command phase, this model regains 1 lost wound.

Split

Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for
that model. On a 4+, add one BRIMSTONE HORROR model to this unit.

Cackling Horrors (Aura)

While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that
enemy unit by 1.

Exploding Horrors

Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models
in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound.

Changecaster

While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

Storm of Mutating Sorcery (Psychic)

In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test.

Leader[2]

This model can be attached to the following units:


% PINK HORRORS
% BLUE HORRORS

Invulnerable Save: Changecaster

This model has a 4+ invulnerable save.


Melee Weapons Range A WS S AP D Keywords

Black Staff of Ahriman Melee 5 2+ 7 -1 3 Psychic

Blade of Magnus - strike Melee 7 2+ 16 -3 3 Devastating Wounds, Psychic

Blade of Magnus - sweep Melee 14 2+ 8 -1 1 Psychic

Hellforged weapons - strike Melee 6 2+ 8 -2 3 Psychic

Hellforged weapons - sweep Melee 14 2+ 6 0 1 Psychic

Force weapon (x2) (x2) Melee 3 3+ 6 -1 D3 Psychic

Close combat weapon (x5) (x5) Melee 2 3+ 4 0 1 -

Force weapon Melee 4 3+ 6 -1 D3 Psychic

Prosperine khopesh (x2) (x2) Melee 3 3+ 5 -2 2 -

Brutal assault weapon (x5) (x5) Melee 2 4+ 3 0 1 -

Hideous Mutations Melee D6+2 4+ 5 -1 2 -

Betentacled maw Melee 15 3+ 7 0 1 -

Mutalith claws Melee 5 3+ 9 -2 4 -

Defiler claws Melee 5 3+ 16 -3 D6+1 -

Defiler scourge Melee 3 3+ 12 -1 2 Extra Attacks

Close combat weapon Melee 5 3+ 6 0 1 -

Armoured tracks Melee 3 4+ 6 0 1 -

Yellow claws Melee 2 5+ 2 0 1 -

Blue claws Melee 1 5+ 3 0 1 -

Herald combat weapon Melee 3 4+ 4 -1 1 Psychic


Ranged Weapons Range A BS S AP D

Inferno bolt pistol 12" 1 2+ 4 -1 1

Pistol

Psychic Stalk 18" 1 2+ 6 -1 D6

Precision, Psychic

Gaze of Magnus 24" 3D3 2+ 9 -2 3

Devastating Wounds, Psychic

Tzeentch's Firestorm 24" D6+3 2+ 5 -1 2

Blast, Psychic

Infernal cannon 24" 6 2+ 5 -1 2

Warpsmite (x2) (x2) 18" 2 3+ 4 -3 1

Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic

Inferno bolt pistol (x2) (x2) 12" 1 3+ 4 -1 1

Pistol

Inferno boltgun (x2) (x2) 24" 2 3+ 4 -1 1

Soulreaper cannon 24" 6 3+ 6 -1 1

Devastating Wounds

Warpflamer (x2) (x2) 12" D6 N/A 4 -1 1

Ignores Cover, Torrent

Warpsmite 18" 3 3+ 4 -3 1

Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic

Inferno combi-bolter (x3) (x3) 24" 2 3+ 4 -1 1

Rapid Fire 2

Heavy warpflamer 12" D6 N/A 5 -2 1

Ignores Cover, Torrent

Cultist firearm (x2) (x2) 24" 1 4+ 3 0 1

Flamer 12" D6 N/A 4 0 1

Ignores Cover, Torrent

Grenade launcher - frag 24" D3 4+ 4 0 1

Blast

Grenade launcher - krak 24" 1 4+ 9 -2 D3

Heavy stubber 36" 3 4+ 4 0 1

Rapid Fire 3

Warp vortex - blast 24" D6+3 3+ 9 -2 2

Blast
Warp vortex - beam 24" 1 3+ 18 -4 D6+6

Devastating Wounds

Warp vortex - torrent 12" 2D6 N/A 6 -1 1

Ignores Cover, Torrent

Defiler cannon 48" D6+3 3+ 10 -1 3

Blast

Twin lascannon 48" 1 3+ 12 -3 D6+1

Twin-linked

Missile launcher - frag 48" D6 3+ 4 0 1

Blast

Missile launcher - krak 48" 1 3+ 9 -2 D6

Multi-melta 18" 2 3+ 9 -4 D6

Melta 2

Havoc launcher 48" D6 3+ 5 0 1

Blast

Inferno combi-weapon 24" 1 4+ 4 -1 1

Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1

Coruscating Yellow flames 18" 2 5+ 2 -1 1

Psychic

Coruscating Blue flames 18" 2 4+ 3 -1 1

Psychic

Arcane Fireball - witchfire 18" 3 3+ 5 -1 D3

Psychic

Arcane Fireball - focused witchfire 18" 3 3+ 6 -2 D3

Devastating Wounds, Hazardous, Psychic

Crimson King

Impossible Form (Psychic)

Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from that attack’s Damage characteristic.

Treason of Tzeentch (Psychic)

At the start of your opponent’s Shooting phase, you can select one enemy unit within 24" of and visible to this PSYKER. Until the end of the phase, ranged
weapons equipped by models in that unit have the [HAZARDOUS] ability.

Time Flux (Aura, Psychic)

While a friendly THOUSAND SONS unit is within 6" of this PSYKER, add 2" to the Move characteristic of models in that unit.

Transport

Thousand Sons Rhino

This model has a transport capacity of 12 THOUSAND SONS INFANTRY models (excluding CULTIST, TZAANGOR and TERMINATOR models).

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