New Roster (Warhammer 40,000 10th Edition) (8cabal Points, 1,165pts)
New Roster (Warhammer 40,000 10th Edition) (8cabal Points, 1,165pts)
Configuration
Battle Size
Categories: CONFIGURATION
Detachment Choice
Selections: Cult of Magic
Categories: CONFIGURATION
Rituals reference
Categories: CONFIGURATION
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)
Cabal
Cost Effect Ref
Rituals
1. Use this Ritual at the start of any phase. Once during that phase,
Weaver when a saving throw is failed for a friendly THOUSAND SONS model
2
of Fates whose unit is within 18" of this Psyker, you can re-roll that saving
(Psychic) throw.
Use this Ritual at the start of your Shooting phase. Select one friendly
2. THOUSAND SONS unit within 18" of this PSYKER; unless that unit is
Temporal within Engagement range of one or more enemy units, it can make a
Surge 5
Normal move. If it does, that unit is not eligible to declare a charge this
(Psychic) turn. The same unit cannot be selected for this Ritual more than once
per phase.
3.
Echoes Use this Ritual at the start of any phase. Once this phase, you can
from the 6 select this PSYKER’s unit as the target of a Stratagem for 0CP, even
Warp if you have already used that Stratagem this phase.
(Psychic)
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
4.
Lone Operative ability that are not part of an Attached unit and are not
Doombolt 7
within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit
(Psychic)
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
5. Twist unit within 18" of and visible to this PSYKER; until the end of the
of Fate 9 phase, each time a THOUSAND SONS model from your army makes
(Psychic) a ranged attack that targets that unit, improve the Armour Penetration
characteristic of that attack by 2.
Show/Hide Options
Selections: Chaos Knights are visible, Legends are visible, Titans are visible, Tzeentch
Daemons are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
Categories: CONFIGURATION
Unit M T SV W LD OC Ref
Exalted Sorcerer 6" 4 3+ 5 6+ 1
Infernal Master [90pts, 2Cabal Points]
Selections: Force weapon, Inferno bolt pistol, Screamer Invocation
Categories: FACTION: THOUSAND SONS, INFANTRY, CHARACTER, GRENADES, PSYKER, CHAOS, TZEENTCH,
INFERNAL MASTER
Rules: Cabal of Sorcerers 2, Hazardous, Kindred Sorcery, Leader, Pistol, Psychic, Torrent
Abilities: Glimpse of Eternity (Psychic), Invulnerable Save, Leader, Malefic Maelstrom
(Psychic), Melee Weapons: Force weapon, Ranged Weapons: Inferno bolt pistol, ➤ Screamer
Invocation - focused witchfire, ➤ Screamer Invocation - witchfire, Unit: Infernal Master
Unit M T SV W LD OC Ref
Infernal Master 6" 4 3+ 4 6+ 1
Thousand Sons Daemon Prince [170pts, 2Cabal Points]
Selections: Hellforged weapons, Infernal cannon
Categories: FACTION: THOUSAND SONS, MONSTER, CHARACTER, DAEMON, PSYKER, CHAOS, TZEENTCH,
DAEMON PRINCE
Rules: Cabal of Sorcerers 2, Deadly Demise D3, Kindred Sorcery, Psychic
Abilities: Glamour of Tzeentch (Psychic), Invulnerable Save, The Weave of Fate (Psychic),
Melee Weapons: ➤ Hellforged weapons - strike, ➤ Hellforged weapons - sweep, Ranged
Weapons: Infernal cannon, Unit: Thousand Sons Daemon Prince
Unit M T SV W LD OC Ref
Thousand Sons Daemon Prince 7" 10 2+ 10 6+ 3
Thousand Sons Sorcerer in Terminator Armour [115pts, 2Cabal Points]
Selections: Coruscating Flames, Force weapon, Inferno combi-bolter
Categories: FACTION: THOUSAND SONS, INFANTRY, CHARACTER, PSYKER, TERMINATOR, CHAOS, TZEENTCH,
SORCERER
Rules: Anti-, Cabal of Sorcerers 2, Deep Strike, Devastating Wounds, Kindred Sorcery, Leader,
Psychic, Rapid Fire
Abilities: Empyric Guidance (Psychic), Invulnerable Save, Leader, Marked by Fate (Psychic),
Melee Weapons: Force weapon, Ranged Weapons: Coruscating Flames, Inferno combi-
bolter, Unit: Thousand Sons Sorcerer in Terminator Armour
Ranged
Range A BS S AP D Keywords Ref
Weapons
Coruscating Anti-MONSTER 4+, Anti-VEHICLE 4+,
18" 3 3+ 4 -3 2
Flames Devastating Wounds, Psychic
Inferno combi-
24" 2 3+ 4 -1 1 Rapid Fire 2
bolter
Unit M T SV W LD OC Ref
Thousand Sons Sorcerer in Terminator Armour 5" 5 2+ 5 6+ 1
Infantry [110pts]
Thousand Sons Cultists [55pts]
Categories: FACTION: THOUSAND SONS, INFANTRY, CHAOS, TZEENTCH, CULTISTS
Rules: Kindred Sorcery, Scouts 6"
Abilities: Invulnerable Save, Pawns of Fate, Unit: Thousand Sons Cultist
9x Cultist
Selections: 9x Brutal assault weapon, 9x Cultist firearm
Melee Weapons: Brutal assault weapon, Ranged Weapons: Cultist firearm
Thousand Sons Cultist Champion
Selections: Brutal assault weapon, Cultist firearm
Melee Weapons: Brutal assault weapon, Ranged Weapons: Cultist firearm
Unit M T SV W LD OC Ref
Thousand Sons Cultist 6" 3 6+ 1 7+ 1
Thousand Sons Cultists [55pts]
Categories: FACTION: THOUSAND SONS, INFANTRY, CHAOS, TZEENTCH, CULTISTS
Rules: Kindred Sorcery, Scouts 6"
Abilities: Invulnerable Save, Pawns of Fate, Unit: Thousand Sons Cultist
9x Cultist
Selections: 9x Brutal assault weapon, 9x Cultist firearm
Melee Weapons: Brutal assault weapon, Ranged Weapons: Cultist firearm
Thousand Sons Cultist Champion
Selections: Brutal assault weapon, Cultist firearm
Melee Weapons: Brutal assault weapon, Ranged Weapons: Cultist firearm
Unit M T SV W LD OC Ref
Thousand Sons Cultist 6" 3 6+ 1 7+ 1
Mounted [45pts]
Tzaangor Enlightened [45pts]
Categories: FACTION: THOUSAND SONS, MOUNTED, FLY, CHAOS, TZEENTCH, TZAANGOR ENLIGHTENED
Rules: Kindred Sorcery
Abilities: Invulnerable Save, Malign Trickery, Unit: Tzaangor Enlightened
3x Divining spear Enlightened
Selections: 3x Divining spear
Rules: Lance, Precision
Melee Weapons: Divining spear
Unit M T SV W LD OC Ref
Tzaangor Enlightened 10" 4 5+ 2 7+ 2
Vehicle [535pts]
Fellblade [Legends] [535pts]
Selections: Armoured tracks, Demolisher cannon, Fellblade accelerator cannon, Twin heavy
bolter
Categories: VEHICLE, TITANIC, SMOKE, FELLBLADE, FACTION: THOUSAND SONS, CHAOS, TZEENTCH
Rules: Blast, Deadly Demise D6+2, Sustained Hits, Twin-linked
Abilities: Damaged: 1-8 wounds remaining, Rolling Fortress, Melee Weapons: Armoured
tracks, Ranged Weapons: Demolisher cannon, Twin heavy bolter, ➤ Fellblade accelerator
cannon - AP shells, ➤ Fellblade accelerator cannon - HE shells, Unit: Fellblade
Two quad lascannons
Selections: 2x Quad lascannon
Ranged Weapons: Quad lascannon
Unit M T SV W LD OC Ref
Fellblade 9" 13 2+ 24 6+ 8
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. (10th Edition Core Rules p28)
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). (10th Edition Core Rules p26)
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. ()
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"). (10th Edition Core Rules
p23)
Deadly Demise D6+2: 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"). (10th Edition Core Rules
p23)
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. (10th Edition Core Rules p39)
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 (10th Edition Core Rules p28)
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a
unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit
has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just
used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a
Hazardous weapon is destroyed (selected by the controlling player), unless that model is a Character,
Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character
model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is
another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.
(10th Edition Core Rules p28)
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. ()
Lance: Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made
with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll. (10th
Edition Core Rules p25)
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 sucessfully 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. (10th Edition Core Rules p39)
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. (10th Edition Core Rules p25)
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. (10th Edition Core Rules p26)
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. (10th Edition Core Rules
p38)
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’. (10th Edition Core Rules p25)
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" as if it
were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle
embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT
model). 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. (10th Edition Core Rules p39)
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’ (10th Edition Core Rules p28)
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. (10th Edition Core Rules p25)
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. (10th Edition Core Rules
p25)