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The document outlines a detailed army roster for a Chaos - Thousand Sons faction in a tabletop game, specifying a Strike Force battle size with a 2000 point limit. It includes various units, their roles, point costs, and abilities, featuring characters like Ahriman and Magnus the Red, along with infantry and transport options. Additionally, it provides specific weapon details and special rules for each unit, emphasizing the strategic elements of the army composition.
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Available Formats
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0% found this document useful (0 votes)
23 views16 pages

srcdoc

The document outlines a detailed army roster for a Chaos - Thousand Sons faction in a tabletop game, specifying a Strike Force battle size with a 2000 point limit. It includes various units, their roles, point costs, and abilities, featuring characters like Ahriman and Magnus the Red, along with infantry and transport options. Additionally, it provides specific weapon details and special rules for each unit, emphasizing the strategic elements of the army composition.
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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Los mios [19Cabal Points / 2030pts]


Army Roster [2030pts19Cabal Points] (Chaos - Thousand Sons)
• Battle Size: Strike Force (2000 Point limit)
• Detachment Choice: Cult of Magic
• Rituals reference
• Show/Hide Options: Chaos Knights are visible, Legends are visible, Titans are visible, Tzeentch
Daemons are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
NAME ROLE PTS OPTIONS
Ahriman on Disc of Tzeentch Epic Hero 150
Magnus the Red Epic Hero 465
Exalted Sorcerer Character 110 Inferno bolt pistol
Exalted Sorcerer on Disc of
Character 135 Umbralefic Crystal, Warpflame pistol
Tzeentch
Infernal Master Character 130 Arcane Vortex
Lord of Forbidden Lore, Warpflame
Thousand Sons Sorcerer Character 140
pistol
1x Aspiring Sorcerer: Warpflame pistol
1x Rubric Marine w/ soulreaper cannon
(5) Rubric Marines Battleline 110
3x Rubric Marine w/ warpflamer: Icon
of Flame
1x Aspiring Sorcerer: Warpflame pistol
1x Rubric Marine w/ soulreaper cannon
(5) Rubric Marines Battleline 110
3x Rubric Marine w/ warpflamer: Icon
of Flame
1x Aspiring Sorcerer: Warpflame pistol
1x Rubric Marine w/ soulreaper cannon
(5) Rubric Marines Battleline 110
3x Rubric Marine w/ warpflamer: Icon
of Flame
1x Aspiring Sorcerer: Warpflame pistol
1x Rubric Marine w/ soulreaper cannon
(5) Rubric Marines Battleline 110
3x Rubric Marine w/ warpflamer: Icon
of Flame
1x Aspiring Sorcerer: Warpflame pistol
1x Rubric Marine w/ soulreaper cannon
(5) Rubric Marines Battleline 110
3x Rubric Marine w/ warpflamer: Icon
of Flame
6x Cultist
1x Cultist w/ flamer
(10) Thousand Sons Cultists Infantry 55
1x Cultist w/ grenade launcher
1x Cultist w/ heavy stubber

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6x Cultist
1x Cultist w/ flamer
(10) Thousand Sons Cultists Infantry 55
1x Cultist w/ grenade launcher
1x Cultist w/ heavy stubber
Mutalith Vortex Beast Monster 165
Dedicated
Thousand Sons Rhino 75 Havoc launcher, Inferno combi-weapon
Transport

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150 PTS 3 CABAL POINTS AHRIMAN ON DISC OF TZEENTCH


Models Options
1x Ahriman on Disc of Tzeentch Black Staff of Ahriman, Inferno bolt pistol, Psychic Stalk
Unit M T SV W LD OC
Ahriman 10" 4 3+ 6 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Inferno bolt pistol 12" 1 2+ 4 -1 1 Pistol
Psychic Stalk 18" 1 2+ 6 -1 D6 Precision, Psychic
Melee Weapons Range A WS S AP D Keywords
Black Staff of Ahriman Melee 5 2+ 7 -1 3 Psychic
Abilities Description
While this model is leading a unit, each time a model in that unit makes an attack, add
Rubric Lord
1 to the Wound roll.
Arch-Sorcerer of Once per battle, you can select this model to use a Ritual for 0 Cabal points (see Cabal
Tzeentch (Psychic) of Sorcerers). If you do, all the other rules for using Rituals still apply.
Invulnerable Save This model has a 4+ invulnerable save.
This model can be attached to the following unit:
Leader
•RUBRIC MARINES
Rules Leader, Cabal of Sorcerers 3, Kindred Sorcery, Psychic, Pistol, Precision

Categories Ahriman on Disc of Tzeentch, Chaos, Character, Epic Hero, Faction: Thousand Sons, Fly, Infantry, Psyker,
Tzeentch

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465 PTS 4 CABAL POINTS MAGNUS THE RED


Models Options
1x Magnus the Red Blade of Magnus, Gaze of Magnus, Tzeentch's Firestorm, Warlord
Unit M T SV W LD OC
Magnus the Red 14" 11 2+ 16 5+ 6
Ranged Weapons Range A BS S AP D Keywords
Gaze of Magnus 24" 3D3 2+ 9 -2 3 Devastating Wounds, Psychic
Tzeentch's Firestorm 24" D6+3 2+ 5 -1 2 Blast, Psychic
Melee Weapons Range A WS S AP D Keywords
➤ Blade of Magnus - strike Melee 7 2+ 16 -3 3 Devastating Wounds, Psychic
➤ Blade of Magnus - sweep Melee 14 2+ 8 -1 1 Psychic
Abilities Description
Damaged: 1-6 wounds While this model has 1-6 wounds remaining, each time this model makes an attack,
remaining subtract 1 from the Hit roll.
Invulnerable Save This model has a 4+ invulnerable save.
At the start of the battle round, select one of the abilities in the Crimson King section.
Unearthly Power
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
Lord of the Planet of the
model in that unit makes a Psychic Attack, add 1 to the Hit roll and add 1 to the
Sorcerers (Aura)
Wound roll.
Crimson King Effect
Impossible Form Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1
(Psychic) from that attack’s Damage characteristic.
At the start of your opponent’s Shooting phase, you can select one enemy unit within 24" of
Treason of
and visible to this PSYKER. Until the end of the phase, ranged weapons equipped by models
Tzeentch (Psychic)
in that unit have the [HAZARDOUS] ability.
Time Flux (Aura, While a friendly THOUSAND SONS unit is within 6" of this PSYKER, add 2" to the Move
Psychic) characteristic of models in that unit.
Rules Cabal of Sorcerers 4, Kindred Sorcery, Deep Strike, Deadly Demise D6, Devastating Wounds, Psychic, Blast

Categories Chaos, Character, Daemon, Epic Hero, Faction: Thousand Sons, Fly, Magnus the Red, Monster, Primarch,
Psyker, Tzeentch, Warlord

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110 PTS 2 CABAL POINTS EXALTED SORCERER


Models Options
1x Exalted Sorcerer Astral Blast, Force weapon, Inferno bolt pistol
Unit M T SV W LD OC
Exalted Sorcerer 6" 4 3+ 5 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Astral Blast 18" D6 2+ 6 -2 D3 Blast, Devastating Wounds, Psychic
Inferno bolt pistol 12" 1 2+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Force weapon Melee 5 2+ 6 -1 D3 Psychic
Abilities Description
Arcane Shield
While this model is leading a unit, models in that unit have a 4+ invulnerable save.
(Psychic)
Invulnerable
This model has a 4+ invulnerable save.
Save
In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit
Rebind Rubricae
suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that
(Psychic)
unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit.
This model can be attached to the following unit:
Leader
•RUBRIC MARINES
Rules Kindred Sorcery, Cabal of Sorcerers 2, Leader, Blast, Devastating Wounds, Psychic, Pistol

Categories Chaos, Character, Exalted Sorcerer, Faction: Thousand Sons, Grenades, Infantry, Psyker, Tzeentch

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135 PTS 2 CABAL POINTS EXALTED SORCERER ON DISC OF TZEENTCH


Models Options
1x Exalted Sorcerer on Disc of Tzeentch Arcane Fire, Force weapon, Umbralefic Crystal, Warpflame pistol
Unit M T SV W LD OC
Exalted Sorcerer on Disc of Tzeentch 12" 4 3+ 6 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Arcane Fire 18" D6 N/A 6 -2 D3 Ignores Cover, Psychic, Torrent
Warpflame pistol 12" D6 N/A 3 -1 1 Ignores Cover, Pistol, Torrent
Melee Weapons Range A WS S AP D Keywords
Force weapon Melee 5 2+ 6 -1 D3 Psychic
Abilities Description
Arcane Shield
While this model is leading a unit, models in that unit have a 4+ invulnerable save.
(Psychic)
Invulnerable
This model has a 4+ invulnerable save.
Save
In your Shooting phase, after this model has shot, select one enemy unit (excluding
Binding
MONSTERS and VEHICLES) hit by one or more of those attacks made with its Arcane Fire; until
Tendrils
the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from
(Psychic)
its Move characteristic and subtract 2 from Charge rolls made for it.
This model can be attached to the following unit:
Leader
•RUBRIC MARINES
THOUSAND SONS model only. Once per battle, in your Command phase, you can remove the
Umbralefic bearer’s unit from the battlefield. If you do, in the Reinforcements step of your next Movement
Crystal phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away
from all enemy models.
Rules Kindred Sorcery, Cabal of Sorcerers 2, Leader, Torrent, Ignores Cover, Psychic, Pistol

Categories Chaos, Character, Exalted Sorcerer, Faction: Thousand Sons, Fly, Infantry, Psyker, Tzeentch

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130 PTS 2 CABAL POINTS INFERNAL MASTER


Models Options
1x Infernal Master Force weapon, Inferno bolt pistol, Screamer Invocation, Arcane Vortex
Unit M T SV W LD OC
Infernal Master 6" 4 3+ 4 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Inferno bolt pistol 12" 1 2+ 4 -1 1 Pistol
➤ Screamer Invocation - witchfire 18" 2D3 N/A 6 -2 1 Psychic, Torrent
➤ Screamer Invocation - focused witchfire 18" 2D6 N/A 6 -2 1 Hazardous, Psychic, Torrent
Melee Weapons Range A WS S AP D Keywords
Force weapon Melee 4 3+ 6 -1 D3 Psychic
Abilities Description
Invulnerable Save This model has a 5+ invulnerable save.
Malefic Maelstrom While this model is leading a unit, weapons equipped by models in that unit have the
(Psychic) [SUSTAINED HITS 1] ability.
Glimpse of Eternity Once per turn, you can change the result of one Hit roll, one Wound roll, one Damage roll
(Psychic) or one saving throw made for this model to an unmodified 6.
This model can be attached to the following unit:
Leader
•RUBRIC MARINES
THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of
Arcane Vortex
Psychic weapons equipped by the bearer.
Rules Cabal of Sorcerers 2, Leader, Kindred Sorcery, Psychic, Pistol, Torrent, Hazardous

Categories Chaos, Character, Faction: Thousand Sons, Grenades, Infantry, Infernal Master, Psyker, Tzeentch

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140 PTS 1 CABAL POINTS THOUSAND SONS SORCERER


Models Options
1x Thousand Sons Sorcerer Fires of the Abyss, Force weapon, Lord of Forbidden Lore, Warpflame pistol
Unit M T SV W LD OC
Thousand Sons Sorcerer 6" 4 3+ 4 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Fires of the Abyss 12" 2D6 2+ 5 -1 1 Pistol, Psychic, Sustained Hits 3
Warpflame pistol 12" D6 N/A 3 -1 1 Ignores Cover, Pistol, Torrent
Melee Weapons Range A WS S AP D Keywords
Force weapon Melee 4 3+ 6 -1 D3 Psychic
Abilities Description
Invulnerable Save This model has a 5+ invulnerable save.
This model can be attached to the following unit:
Leader
•RUBRIC MARINES
Illusions of Tzeentch While this model is leading a unit, that unit can only be selected as the target of a ranged
(Psychic) attack if the attacking model is within 18".
Empyric Guidance While this model is leading a unit, weapons equipped by models in that unit have the
(Psychic) [LETHAL HITS] ability.
Lord of Forbidden THOUSAND SONS PSYKER model only. The bearer can be selected to use a Ritual even if
Lore another PSYKER from your army has already been selected to use that Ritual this phase.
Rules Kindred Sorcery, Cabal of Sorcerers 1, Leader, Pistol, Psychic, Sustained Hits, Torrent, Ignores Cover

Categories Chaos, Character, Faction: Thousand Sons, Grenades, Infantry, Psyker, Sorcerer, Tzeentch

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110 PTS 1 CABAL POINTS RUBRIC MARINES x5


Models Options
1x Aspiring Sorcerer Force weapon, Warpsmite, Warpflame pistol
1x Rubric Marine w/ soulreaper cannon Close combat weapon, Soulreaper cannon
2x Rubric Marine w/ warpflamer Close combat weapon, Warpflamer
1x Rubric Marine w/ warpflamer Close combat weapon, Warpflamer, Icon of Flame
Unit M T SV W LD OC
Rubric Marine 5" 4 3+ 2 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Warpsmite 18" 2 3+ 4 -3 1 Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic
Warpflame pistol 12" D6 N/A 3 -1 1 Ignores Cover, Pistol, Torrent
Soulreaper cannon 24" 6 3+ 6 -1 1 Devastating Wounds
Warpflamer (x3) 12" D6 N/A 4 -1 1 Ignores Cover, Torrent
Melee Weapons Range A WS S AP D Keywords
Force weapon Melee 3 3+ 6 -1 D3 Psychic
Close combat weapon (x4) Melee 2 3+ 4 0 1 -
Abilities Description
Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of
Bringers of
that attack is within range of an objective marker you do not control, you can re-roll the Wound
Change
roll instead.
Invulnerable
Models in this unit have a 5+ invulnerable save.
Save
Each time a model in the bearer’s unit makes a ranged attack, if a Critical Wound is scored,
Icon of Flame
improve the Armour Penetration characteristic of that attack by 1.
Rules Kindred Sorcery, Cabal of Sorcerers 1*, Psychic, Anti-, Devastating Wounds, Pistol, Torrent, Ignores Cover

Categories Battleline, Chaos, Faction: Thousand Sons, Infantry, Psyker, Rubric Marines, Tzeentch

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55 PTS 0 CABAL POINTS THOUSAND SONS CULTISTS x2


Models Options
1x Thousand Sons Cultist Champion Brutal assault weapon, Cultist firearm
6x Cultist Brutal assault weapon, Cultist firearm
1x Cultist w/ flamer Brutal assault weapon, Flamer
1x Cultist w/ grenade launcher Brutal assault weapon, Grenade launcher
1x Cultist w/ heavy stubber Brutal assault weapon, Heavy stubber
Unit M T SV W LD OC
Thousand Sons Cultist 6" 3 6+ 1 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Cultist firearm (x7) 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
Melee Weapons Range A WS S AP D Keywords
Brutal assault weapon (x10) Melee 2 4+ 3 0 1 -
Abilities Description
Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain 1CP. When this unit
Pawns of Fate
is destroyed, roll one D6: on a 2+, you gain 1CP.
Invulnerable
Models in this unit have a 6+ invulnerable save.
Save
Rules Kindred Sorcery, Scouts 6", Ignores Cover, Torrent, Blast, Rapid Fire

Categories Chaos, Cultists, Faction: Thousand Sons, Infantry, Tzeentch

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165 PTS 0 CABAL POINTS MUTALITH VORTEX BEAST


Models Options
1x Mutalith Vortex Beast Betentacled maw, Mutalith claws, Warp vortex
Unit M T SV W LD OC
Mutalith Vortex Beast 10" 10 4+ 13 6+ 4
Ranged Weapons Range A BS S AP D Keywords
➤ 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
Melee Weapons Range A WS S AP D Keywords
Betentacled maw Melee 15 3+ 7 0 1 -
Mutalith claws Melee 5 3+ 9 -2 4 -
Abilities Description
Invulnerable Save This model has a 5+ invulnerable save.
At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this
Mutating Vortex model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal
(Aura) 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
Immaterial Flare
unit uses a Ritual that specifies a range, you can double that range while resolving that
(Aura)
Ritual.
Damaged: 1-4 While this model has 1-4 wounds remaining, each time this model makes an attack, subtract
wounds remaining 1 from the Hit roll.
Rules Deadly Demise D6, Feel No Pain 5+, Devastating Wounds, Ignores Cover, Torrent, Blast

Categories Chaos, Daemon, Faction: Thousand Sons, Monster, Mutalith Vortex Beast, Tzeentch

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75 PTS THOUSAND SONS RHINO


Models Options
1x Thousand Sons Rhino Armoured tracks, Havoc launcher, Inferno combi-bolter, Inferno combi-weapon
Unit M T SV W LD OC
Thousand Sons Rhino 12" 9 3+ 10 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Havoc launcher 48" D6 3+ 5 0 1 Blast
Inferno combi-bolter 24" 2 3+ 4 -1 1 Rapid Fire 2
Inferno combi-weapon 24" 1 4+ 4 -1 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1
Melee Weapons Range A WS S AP D Keywords
Armoured tracks Melee 3 4+ 6 0 1 -
Abilities Description
Self-repair At the start of your Command phase, this model regains 1 lost wound.
Transport Capacity
Thousand Sons This model has a transport capacity of 12 THOUSAND SONS INFANTRY models (excluding
Rhino CULTIST, TZAANGOR and TERMINATOR models).
Rules Deadly Demise D3, Kindred Sorcery, Firing Deck 2, Blast, Rapid Fire, Anti-, Devastating Wounds

Categories Chaos, Dedicated Transport, Faction: Thousand Sons, Rhino, Transport, Tzeentch, Vehicle

Selection Rules
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.

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).

Cabal of Sorcerers 1 / Cabal of Sorcerers 1* / Cabal of Sorcerers 2 / Cabal of Sorcerers


3 / 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.

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Deadly Demise D3 / 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").

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.

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.

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.

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.

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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.

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.

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.

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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.

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.

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.

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’.

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Firefox about:srcdoc

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.

Sustained Hits:
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is
made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as
denoted by ‘x’

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.

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