Alexander Klimke alias Klimpie - TS (Warhammer 40,000 9th Edition) [98 PL, 12CP, 13 Cabal Points, 1,999pts]

  • Battalion Detachment 0CP (Chaos - Thousand Sons) [98 PL, 12CP, 13 Cabal Points, 1,999pts]

    Rules: Brotherhood of Sorcerers

    • Configuration

      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

        Categories: Configuration

      • Cults of the Legion

        Selections: Cult of Magic

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

    • HQ

      • Ahriman [9 PL, 3 Cabal Points, 180pts]

        Selections: 13. Dark Blessing, 13. Doombolt, 22. Weaver of Fates, 5. Otherworldly Prescience, Black Staff of Ahriman, Frag & Krak grenades, Inferno Bolt Pistol, Smite, Warlord

        Categories: Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Character, HQ, Psyker, Ahriman, Faction: Chaos, Faction: Arcana Astartes, Exalted Sorcerer, Fly, Cavalry, Warlord

        Rules: Cabbalistic Rituals, Malicious Volleys

        Abilities: Arch-Sorcerer of Tzeentch, Lord of the Thousand Sons (Aura) - Ahriman, Otherworldly Prescience, Sigil of Corruption, Psychic Power: Dark Blessing, Doombolt, Smite, Weaver of Fates, Psyker: Ahriman, Unit: Ahriman (Disc of Tzeentch), Weapon: Black Staff of Ahriman, Frag grenades, Inferno Bolt Pistol, Krak grenades

        • Disc of Tzeentch

          Selections: Disc blades

          Abilities: Disc of Tzeentch, Weapon: Disc blades


        Abilities Description Ref
        Arch-Sorcerer of Tzeentch Each time a Psychic test is taken for this model, you can re-roll that test.
        Disc of Tzeentch The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
        Lord of the Thousand Sons (Aura) - Ahriman While a friendly THOUSAND SONS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
        Otherworldly Prescience Once per battle, before making a saving throw for this WARLORD, empyric entities can grant him visions of fate. If they do, until the end of the turn, this WARLORD has a 3+ invulnerable save.
        Sigil of Corruption This model has a 4+ invulnerable save.
        Psychic Power Warp ChargeRangeDetails Ref
        Dark Blessing 66"Witchfire: If manifested, select one enemy model within 6" of and visible to this PSYKER and roll one D6: if the result is greater than the target's Toughness characteristic, its unit suffers D3+3 mortal wounds.
        Doombolt 618"Witchfire: If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers 3 mortal wounds.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Weaver of Fates 718"Blessing: If manifested, select one THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save.
        Psyker CastDenyPowers KnownOther Ref
        Ahriman 33Smite and three powers from the Discipline of Change and/or Discipline of Vengeance.-
        Unit MWSBSSTWALdSave Ref
        Ahriman (Disc of Tzeentch) 12"2+2+446593+
        Weapon RangeTypeSAPDAbilities Ref
        Black Staff of Ahriman MeleeMelee+3-13-
        Disc blades MeleeMelee401Each time the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades 6"Grenade D6301Blast.
        Inferno Bolt Pistol 12"Pistol 14-21-
        Krak grenades 6"Grenade 16-1D3-
      • Exalted Sorcerer [6 PL, 3 Cabal Points, 100pts]

        Selections: 21. Presage, 32. Pyric Flux, Conniving Plate, Force stave, Frag & Krak grenades, Inferno Bolt Pistol, Smite

        Categories: HQ, Character, Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Infantry, Exalted Sorcerer, Psyker, Faction: Chaos, Faction: Arcana Astartes, Cult of Magic, Cult of Magic Warlord

        Rules: Cabbalistic Rituals

        Abilities: Conniving Plate, Lord of the Thousand Sons (Aura), Sigil of Corruption, Psychic Power: Astral Blast, Presage, Pyric Flux, Smite, Psyker: Exalted Sorcerer, Unit: Exalted Sorcerer, Weapon: Force stave, Frag grenades, Inferno Bolt Pistol, Krak grenades


        Abilities Description Ref
        Conniving Plate - The bearer has a Save characteristic of 2+.
        - In the Fight phase, each time an enemy model within Engagement Range of the bearer selects targets for its attacks, it can only allocate up to half of its close combat attacks against the bearer (rounding up).
        Lord of the Thousand Sons (Aura) While a friendly <GREAT CULT> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
        Sigil of Corruption This model has a 4+ invulnerable save.
        Psychic Power Warp ChargeRangeDetails Ref
        Astral Blast 612"Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.
        Presage 718"Blessing: If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.
        Pyric Flux 512"Blessing: If manifested, select one friendly ARCANA ASTARTES unit within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers (and any relics that replace one of these weapons) that models in that unit are equipped with.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Exalted Sorcerer 21Smite and two powers from the Discipline of Change and/or Discipline of Vengeance-
        Unit MWSBSSTWALdSave Ref
        Exalted Sorcerer 6"2+2+445593+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
        Frag grenades 6"Grenade D6301Blast.
        Inferno Bolt Pistol 12"Pistol 14-21-
        Krak grenades 6"Grenade 16-1D3-
      • Infernal Master [5 PL, 2 Cabal Points, 90pts]

        Selections: 12. Glamour of Tzeentch, 2. Fires of the Abyss, 6. Malefic Maelstrom, Force stave, Frag & Krak grenades, Inferno Bolt Pistol, Smite

        Categories: HQ, Faction: Chaos, Faction: Tzeentch, Faction: Heretic Astartes, Faction: Arcana Astartes, Faction: Thousand Sons, Character, Infantry, Psyker, Infernal Master, Cult of Magic, Cult of Magic Warlord

        Rules: Cabbalistic Rituals

        Abilities: Infernal Master, Infernal Pacts: Fires of the Abyss, Malefic Maelstrom, Psychic Power: Astral Blast, Glamour of Tzeentch, Smite, Psyker: Infernal Master, Unit: Infernal Master, Weapon: Force stave, Frag grenades, Inferno Bolt Pistol, Krak grenades


        Abilities Description Ref
        Infernal Master This model knows two pacts from Infernal Pacts. In your Command phase, if this model is on the battlefield, it can attempt to make one pact it knows that has not already been attempted by a friendly model that battle round. Roll one D6, on a 3+, the pact is successful.
        Infernal Pacts Ability Ref
        Fires of the Abyss If this pact is successful, the closest enemy unit within 15" of and visible to this INFERNAL MASTER suffers D3 mortal wounds.
        Malefic Maelstrom If this pact is successful, select one friendly THOUSAND SONS unit within 24" of and visible to this INFERNAL MASTER. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
        Psychic Power Warp ChargeRangeDetails Ref
        Astral Blast 612"Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.
        Glamour of Tzeentch 618"Blessing: If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Infernal Master 11Smite and one from the Discipline of Change or the Discipline of Vengeance.
        Unit MWSBSSTWALdSave Ref
        Infernal Master 6"3+3+444493+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
        Frag grenades 6"Grenade D6301Blast.
        Inferno Bolt Pistol 12"Pistol 14-21-
        Krak grenades 6"Grenade 16-1D3-
    • Troops

      • Rubric Marines [12 PL, 2 Cabal Points, 254pts]

        Selections: Icon of Flame

        Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Magic

        Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master

        Abilities: All is Dust, Arcane Automata, Icon of Flame, Psychic Power: Astral Blast, Unit: Rubric Marine

        • Aspiring Sorcerer

          Selections: Force stave, Inferno Bolt Pistol, Smite

          Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

        • 4x Rubric Marine w/ inferno boltgun

          Selections: 4x Inferno boltgun

          Weapon: Inferno boltgun

        • Rubric Marine w/ soulreaper cannon

          Selections: Soulreaper cannon

          Weapon: Soulreaper cannon

        • 4x Rubric Marine w/ warpflamer

          Selections: 4x Warpflamer

          Weapon: Warpflamer


        Abilities Description Ref
        All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
        Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed.
        Icon of Flame At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point.
        Psychic Power Warp ChargeRangeDetails Ref
        Astral Blast 612"Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Aspiring Sorcerer 11Smite and one power from the Discipline of Change or the Discipline of Vengeance-
        Unit MWSBSSTWALdSave Ref
        Aspiring Sorcerer 6"3+3+442383+
        Rubric Marine 6"3+3+442273+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
        Inferno Bolt Pistol 12"Pistol 14-21-
        Inferno boltgun 24"Rapid Fire 14-21-
        Soulreaper cannon 24"Heavy 56-31-
        Warpflamer 12"Assault D64-21Each time an attack is made with this weapon, that attack automatically hits the target.
      • Rubric Marines [12 PL, 2 Cabal Points, 254pts]

        Selections: Icon of Flame

        Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Magic

        Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master

        Abilities: All is Dust, Arcane Automata, Icon of Flame, Psychic Power: Astral Blast, Unit: Rubric Marine

        • Aspiring Sorcerer

          Selections: Force stave, Inferno Bolt Pistol, Smite

          Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

        • 4x Rubric Marine w/ inferno boltgun

          Selections: 4x Inferno boltgun

          Weapon: Inferno boltgun

        • Rubric Marine w/ soulreaper cannon

          Selections: Soulreaper cannon

          Weapon: Soulreaper cannon

        • 4x Rubric Marine w/ warpflamer

          Selections: 4x Warpflamer

          Weapon: Warpflamer


        Abilities Description Ref
        All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
        Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed.
        Icon of Flame At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point.
        Psychic Power Warp ChargeRangeDetails Ref
        Astral Blast 612"Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Aspiring Sorcerer 11Smite and one power from the Discipline of Change or the Discipline of Vengeance-
        Unit MWSBSSTWALdSave Ref
        Aspiring Sorcerer 6"3+3+442383+
        Rubric Marine 6"3+3+442273+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
        Inferno Bolt Pistol 12"Pistol 14-21-
        Inferno boltgun 24"Rapid Fire 14-21-
        Soulreaper cannon 24"Heavy 56-31-
        Warpflamer 12"Assault D64-21Each time an attack is made with this weapon, that attack automatically hits the target.
      • Thousand Sons Cultists [5 PL, 70pts]

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

        Unit: Thousand Sons Cultist

        • Cultist Champion

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun

        • 13x Cultist w/ autogun

          Selections: 13x Autogun

          Weapon: Autogun


        Unit MWSBSSTWALdSave Ref
        Cultist Champion 6"4+4+331266+
        Thousand Sons Cultist 6"4+4+331156+
        Weapon RangeTypeSAPDAbilities Ref
        Autogun 24"Rapid Fire 1301-
    • Elites

      • Scarab Occult Terminators [21 PL, 1 Cabal Points, 445pts]

        Selections: 2x Hellfyre missile rack

        Categories: Elites, Infantry, Faction: Heretic Astartes, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Scarab Occult Terminators, Faction: Chaos, Faction: Arcana Astartes, Core, Cult of Magic

        Rules: Malicious Volleys

        Abilities: All is Dust, Arcane Automata, Teleport Strike, Terminator Armour, Psychic Power: Astral Blast, Unit: Scarab Occult Terminator, Weapon: Hellfyre missile rack

        • Scarab Occult Sorcerer

          Selections: Force stave, Inferno combi-bolter, Rites of Coalescence, Smite

          Abilities: Rites of Coalescence, Psychic Power: Smite, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon: Force stave, Inferno combi-bolter

        • 7x Terminator

          Selections: 7x Inferno combi-bolter, 7x Prosperine khopesh

          Weapon: Inferno combi-bolter, Prosperine khopesh

        • Terminator w/ Heavy Weapon

          Selections: Prosperine khopesh, Soulreaper cannon

          Weapon: Prosperine khopesh, Soulreaper cannon

        • Terminator w/ Heavy Weapon

          Selections: Prosperine khopesh, Soulreaper cannon

          Weapon: Prosperine khopesh, Soulreaper cannon


        Abilities Description Ref
        All is Dust Each time an attack with a damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
        Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed.
        Rites of Coalescence In your Command phase, another model in this model's unit regains all lost wounds.
        Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        Terminator Armour This model has a 5+ invulnerable save.
        Psychic Power Warp ChargeRangeDetails Ref
        Astral Blast 612"Witchfire: If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Scarab Occult Sorcerer 11Smite and one power from the Discipline of Change or Discipline of Vengeance.-
        Unit MWSBSSTWALdSave Ref
        Scarab Occult Sorcerer 5"3+3+443392+
        Scarab Occult Terminator 5"3+3+443382+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
        Hellfyre missile rack 36"Heavy 28-2D3-
        Inferno combi-bolter 24"Rapid Fire 24-21-
        Prosperine khopesh MeleeMelee+1-32-
        Soulreaper cannon 24"Heavy 56-31-
    • Fast Attack

      • Chaos Spawn [1 PL, 23pts]

        Categories: Fast Attack, Beast, Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Chaos Spawn

        Abilities: Fearsome (Aura), Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage

        • Chaos Spawn

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        Abilities Description Ref
        Fearsome (Aura) While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
        Mutated Beyond Reason The first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below.
        Mutated Beyond Reason Effect Ref
        1 - Razor Claws Until the end of the phase, the Armour Penetration characteristic of hideous mutations models in this unit are equipped with is changed to -4.
        2 - Grasping Pseudopods Until the end of the phase, models in this unit have an Attacks characteristic of 3D3.
        3 - Toxic Haemorrhage Until the end of the phase, each time a model in this unit makes an attack, you can re-roll the wound roll.
        Unit MWSBSSTWALdSave Ref
        Chaos Spawn 7"4+-5542D395+
        Weapon RangeTypeSAPDAbilities Ref
        Hideous mutations MeleeMeleeUser-22-
      • Chaos Spawn [1 PL, 23pts]

        Categories: Fast Attack, Beast, Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Chaos Spawn

        Abilities: Fearsome (Aura), Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage

        • Chaos Spawn

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        Abilities Description Ref
        Fearsome (Aura) While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
        Mutated Beyond Reason The first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below.
        Mutated Beyond Reason Effect Ref
        1 - Razor Claws Until the end of the phase, the Armour Penetration characteristic of hideous mutations models in this unit are equipped with is changed to -4.
        2 - Grasping Pseudopods Until the end of the phase, models in this unit have an Attacks characteristic of 3D3.
        3 - Toxic Haemorrhage Until the end of the phase, each time a model in this unit makes an attack, you can re-roll the wound roll.
        Unit MWSBSSTWALdSave Ref
        Chaos Spawn 7"4+-5542D395+
        Weapon RangeTypeSAPDAbilities Ref
        Hideous mutations MeleeMeleeUser-22-
    • Heavy Support

      • Chaos Predator Destructor [8 PL, 185pts]

        Selections: Havoc launcher, Inferno combi-melta, Predator autocannon

        Categories: Heavy Support, Vehicle, Faction: Heretic Astartes, Faction: Tzeentch, Faction: Thousand Sons, Faction: Chaos, Chaos Predator Destructor, Faction: Arcana Astartes, Smokescreen, Cult of Magic

        Abilities: Explodes, Unit: Chaos Predator 1 (6+ wounds remaining), Chaos Predator 2 (3-5 wounds remaining), Chaos Predator 3 (1-2 wounds remaining), Weapon: Havoc launcher, Inferno combi-melta, Inferno combi-melta - Inferno boltgun, Inferno combi-melta - meltagun, Predator autocannon

        • Two heavy bolters

          Selections: 2x Heavy bolter

          Weapon: Heavy bolter


        Abilities Description Ref
        Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Unit MWSBSSTWALdSave Ref
        Chaos Predator 1 (6+ wounds remaining) 12"6+3+6711383+
        Chaos Predator 2 (3-5 wounds remaining) 6"6+4+67N/AD383+
        Chaos Predator 3 (1-2 wounds remaining) 3"6+5+67N/A183+
        Weapon RangeTypeSAPDAbilities Ref
        Havoc launcher 48"Heavy D6501Blast.
        Heavy bolter 36"Heavy 35-12-
        Inferno combi-melta -----Before selection targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack's hit roll.
        Inferno combi-melta - Inferno boltgun 24"Rapid Fire 14-21-
        Inferno combi-melta - meltagun 12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Predator autocannon 48"Heavy 2D37-13-
      • Chaos Predator Destructor [8 PL, 185pts]

        Selections: Havoc launcher, Inferno combi-melta, Predator autocannon

        Categories: Heavy Support, Vehicle, Faction: Heretic Astartes, Faction: Tzeentch, Faction: Thousand Sons, Faction: Chaos, Chaos Predator Destructor, Faction: Arcana Astartes, Smokescreen, Cult of Magic

        Abilities: Explodes, Unit: Chaos Predator 1 (6+ wounds remaining), Chaos Predator 2 (3-5 wounds remaining), Chaos Predator 3 (1-2 wounds remaining), Weapon: Havoc launcher, Inferno combi-melta, Inferno combi-melta - Inferno boltgun, Inferno combi-melta - meltagun, Predator autocannon

        • Two heavy bolters

          Selections: 2x Heavy bolter

          Weapon: Heavy bolter


        Abilities Description Ref
        Explodes When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Unit MWSBSSTWALdSave Ref
        Chaos Predator 1 (6+ wounds remaining) 12"6+3+6711383+
        Chaos Predator 2 (3-5 wounds remaining) 6"6+4+67N/AD383+
        Chaos Predator 3 (1-2 wounds remaining) 3"6+5+67N/A183+
        Weapon RangeTypeSAPDAbilities Ref
        Havoc launcher 48"Heavy D6501Blast.
        Heavy bolter 36"Heavy 35-12-
        Inferno combi-melta -----Before selection targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack's hit roll.
        Inferno combi-melta - Inferno boltgun 24"Rapid Fire 14-21-
        Inferno combi-melta - meltagun 12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Predator autocannon 48"Heavy 2D37-13-
    • Dedicated Transport

      • Chaos Terrax-Pattern Termite [10 PL, 190pts]

        Selections: Termite drill, Terrax melta cutter

        Categories: Transport, Vehicle, Dedicated Transport, Faction: Chaos, Faction: Heretic Astartes, Faction: Tzeentch, Faction: Thousand Sons, Faction: Arcana Astartes, Cult of Magic

        Rules: Malicious Volleys

        Abilities: Explodes, Subterranean Assault, Transport: Transport (Chaos Space Marines), Unit: Chaos Terrax-Pattern Termite 1 (8+ wounds remaining), Chaos Terrax-Pattern Termite 2 (4-7 wounds remaining), Chaos Terrax-Pattern Termite 3 (1-3 wounds remaining), Weapon: Termite drill, Terrax melta cutter

        • 2 Twin Terrax volkite chargers

          Selections: 2x Twin Terrax volkite Charger

          Weapon: Twin Terrax volkite charger


        Abilities Description Ref
        Explodes When this model is destroyed, roll one D6 before removing it from play and before any embarked modles disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Subterranean Assault During deployment, you can set up this model underground instead of placing it on the battlefield. if you do, then in the Reinforcements step of one of your Movement phases you can set this model up anywhere on the battlefield that is more than 9" away from any enemy models. Any embarked models can then disembark, but must be set up on the battlefield more than 9" away from any enemy models.
        Transport Capacity Ref
        Transport (Chaos Space Marines) This model has a transport capacity of 12 <LEGION> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or CULT OF DESTRUCTION models.
        Unit MWSBSSTWALdSave Ref
        Chaos Terrax-Pattern Termite 1 (8+ wounds remaining) 8"4+3+7814383+
        Chaos Terrax-Pattern Termite 2 (4-7 wounds remaining) 5"4+4+78N/AD383+
        Chaos Terrax-Pattern Termite 3 (1-3 wounds remaining) 3"4+5+78N/A183+
        Weapon RangeTypeSAPDAbilities Ref
        Termite drill MeleeMeleex2-4D3+3Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characterisitc of D3+6.
        Terrax melta cutter 12"Heavy 58-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage charateristic of D6+2.
        Twin Terrax volkite charger 20"Heavy 4502Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Force Rules

Brotherhood of Sorcerers: If your army is Battle-forged, THOUSAND SONS units in THOUSAND SONS Detachments gain the following abilities
- Add 1 to Psychic tests taken for this unit.
- If this unit is ARCANA ASTARTES or TZAANGOR, each model in this unit has a 5+ invulnerable save. ()

Selection Rules

Cabbalistic Rituals: If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, generate Cabal points for your army for each mode with this ability that is on the battlefield.

In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has that ability. ()

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire weapons make double the number of attacks if any of the following apply:
- The shooting model's unit is within half the weapon's range.
- The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
- The shooting model is a TERMINATOR.

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. ()

Sorcerous Master: Each time a psychic power is manifested by this unit, each time this unit would attempt to perform a psychic action, and each time this unit would Deny the Wtich, measure distances and draw line of sight from this unit's Aspiring Sorcerer or Scarab Occult Sorcerer model. If enemy units have any abilities that require measuring distance or drawing line of sight to PSYKER units, do so to this unit's Aspiring Sorcerer or Scarab Occult Sorcerer model. ()


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