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

New Roster (Warhammer 40,000 10th Edition) (8cabal Points, 1,165pts)

dddeeerrrr

Uploaded by

Sastakai
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
0% found this document useful (0 votes)
38 views11 pages

New Roster (Warhammer 40,000 10th Edition) (8cabal Points, 1,165pts)

dddeeerrrr

Uploaded by

Sastakai
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
You are on page 1/ 11

New Roster (Warhammer 40,000 10th Edition) [8Cabal Points, 1,165pts]

Army Roster (Chaos - Thousand Sons) [1,165pts, 8Cabal Points]

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

Character [475pts, 8Cabal Points]

Exalted Sorcerer [100pts, 2Cabal Points]


Selections: Astral Blast, Force weapon, Inferno bolt pistol
Categories: FACTION: THOUSAND SONS, INFANTRY, CHARACTER, GRENADES, PSYKER, CHAOS, TZEENTCH,
EXALTED SORCERER
Rules: Blast, Cabal of Sorcerers 2, Devastating Wounds, Kindred Sorcery, Leader, Pistol,
Psychic
Abilities: Arcane Shield (Psychic), Invulnerable Save, Leader, Rebind Rubricae (Psychic),
Melee Weapons: Force weapon, Ranged Weapons: Astral Blast, Inferno bolt pistol, Unit:
Exalted Sorcerer

Abilities Description Ref


Arcane
While this model is leading a unit, models in that unit have a 4+
Shield
invulnerable save.
(Psychic)
Invulnerable
This model has a 4+ invulnerable save.
Save
This model can be attached to the following unit:
Leader
- RUBRIC MARINES
In your Command phase, if this model is leading a unit, you can roll one
Rebind
D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1
Rubricae
destroyed Bodyguard model to that unit; on a 6, you can return up to 2
(Psychic)
destroyed Bodyguard models to that unit.

Melee Weapons Range A WS S AP D Keywords Ref


Force weapon Melee 5 2+ 6 -1 D3 Psychic

Ranged Weapons Range A BS S AP D Keywords Ref


Astral Blast 18" D6 2+ 6 -2 D3 Blast, Devastating Wounds, Psychic
Inferno bolt pistol 12" 1 2+ 4 -1 1 Pistol

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

Abilities Description Ref


Glimpse of Once per turn, you can change the result of one Hit roll, one Wound roll,
Eternity one Damage roll or one saving throw made for this model to an
(Psychic) unmodified 6.
Invulnerable
This model has a 5+ invulnerable save.
Save
This model can be attached to the following unit:
Leader
- RUBRIC MARINES
Malefic
While this model is leading a unit, weapons equipped by models in that
Maelstrom
unit have the [SUSTAINED HITS 1] ability.
(Psychic)

Melee Weapons Range A WS S AP D Keywords Ref


Force weapon Melee 4 3+ 6 -1 D3 Psychic

Ranged Weapons Range A BS S AP D Keywords Ref


Inferno bolt pistol 12" 1 2+ 4 -1 1 Pistol
➤ Screamer Invocation - focused Hazardous,
18" 2D6 N/A 6 -2 1
witchfire Psychic, Torrent
➤ Screamer Invocation - witchfire 18" 2D3 N/A 6 -2 1 Psychic, Torrent

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

Abilities Description Ref


Glamour of
While a friendly THOUSAND SONS unit is within 6" of this model, models
Tzeentch
in that unit have the Stealth ability.
(Psychic)
Invulnerable
This model has a 4+ invulnerable save.
Save
Once per battle, at the start of any phase, you can select one friendly
The Weave
RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit within 6"
of Fate
of this model. Until the end of the phase, weapons equipped by models in
(Psychic)
that unit have the [PRECISION] ability.

Melee Weapons Range A WS S AP D Keywords Ref


➤ Hellforged weapons - strike Melee 6 2+ 8 -2 3 Psychic
➤ Hellforged weapons - sweep Melee 14 2+ 6 0 1 Psychic

Ranged Weapons Range A BS S AP D Keywords Ref


Infernal cannon 24" 6 2+ 5 -1 2 -

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

Abilities Description Ref


Empyric
While this model is leading a unit, weapons equipped by models in that
Guidance
unit have the [LETHAL HITS] ability.
(Psychic)
Invulnerable
This model has a 4+ invulnerable save.
Save
This model can be attached to the following unit:
Leader
- SCARAB OCCULT TERMINATORS
In your Shooting phase, you can select one enemy unit within 18" of and
Marked by
visible to this model. Until the end of the turn, each time a friendly
Fate
THOUSAND SONS model makes an attack that targets that unit, re-roll a
(Psychic)
Hit roll of 1.

Melee Weapons Range A WS S AP D Keywords Ref


Force weapon Melee 5 3+ 6 -1 D3 Psychic

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

Abilities Description Ref


Invulnerable
Models in this unit have a 6+ invulnerable save.
Save
Pawns of Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain
Fate 1CP. When this unit is destroyed, roll one D6: on a 2+, you gain 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Brutal assault weapon Melee 2 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Cultist firearm 24" 1 4+ 3 0 1 -

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

Abilities Description Ref


Invulnerable
Models in this unit have a 6+ invulnerable save.
Save
Pawns of Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain
Fate 1CP. When this unit is destroyed, roll one D6: on a 2+, you gain 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Brutal assault weapon Melee 2 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Cultist firearm 24" 1 4+ 3 0 1 -

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

Abilities Description Ref


Invulnerable
Models in this unit have a 6+ invulnerable save.
Save
Once per turn, when an enemy unit ends a Normal, Advance or Fall Back
Malign move within 9" of this unit, if this unit is not within Engagement Range of
Trickery any enemy units, it can make a Normal move of up to D6" as if it were
your Movement phase.

Melee Weapons Range A WS S AP D Keywords Ref


Divining spear Melee 3 4+ 5 -2 1 Lance, Precision

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

Abilities Description Ref


Damaged:
While this model has 1-8 wounds remaining, subtract 4 from this model’s
1-8
Objective Control characteristic and each time this model makes an attack,
wounds
subtract 1 from the Hit roll.
remaining
Each time a ranged attack is allocated to a model from your army, if that
Rolling
model is not fully visible to every model in the attacking unit because of this
Fortress
Fellblade model, that model has the Benefit of Cover against that attack.

Melee Weapons Range A WS S AP D Keywords Ref


Armoured tracks Melee 6 4+ 8 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Demolisher cannon 24" D6+3 3+ 14 -3 D6 Blast
Quad lascannon 48" 4 3+ 12 -3 D6+1 -
Sustained Hits
Twin heavy bolter 36" 3 3+ 5 -1 2
1, Twin-linked
➤ Fellblade accelerator cannon
72" 2 3+ 14 -3 6 -
- AP shells
➤ Fellblade accelerator cannon
72" 2D6 3+ 8 -1 3 Blast
- HE shells

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)

Created with BattleScribe

You might also like