The Flame of Tzeentch
The Flame of Tzeentch
Configuration
Battle Size Strike Force (2000 Point limit)
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
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
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)
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)
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
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.
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.
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.
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.
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
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.
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]
Leader[1]
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.
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.
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]
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]
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]
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]
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.
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.
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.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
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.
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.
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]
Pistol
Precision, Psychic
Blast, Psychic
Pistol
Devastating Wounds
Warpsmite 18" 3 3+ 4 -3 1
Rapid Fire 2
Blast
Rapid Fire 3
Blast
Warp vortex - beam 24" 1 3+ 18 -4 D6+6
Devastating Wounds
Blast
Twin-linked
Blast
Multi-melta 18" 2 3+ 9 -4 D6
Melta 2
Blast
Psychic
Psychic
Psychic
Crimson King
Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from that attack’s Damage characteristic.
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.
While a friendly THOUSAND SONS unit is within 6" of this PSYKER, add 2" to the Move characteristic of models in that unit.
Transport
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models (excluding CULTIST, TZAANGOR and TERMINATOR models).