Alexander Klimke alias Klimpie - TS (Warhammer 40,000 9th Edition) [98 PL, 12CP, 13 Cabal Points, 1,999pts]
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Battalion Detachment 0CP (Chaos - Thousand Sons) [98 PL, 12CP, 13 Cabal Points, 1,999pts]
Rules: Brotherhood of Sorcerers
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Configuration
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Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Categories: Configuration
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Cults of the Legion
Selections: Cult of Magic
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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HQ
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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
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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 Charge Range Details Ref Dark Blessing 6 6" 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 6 18" Witchfire: If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers 3 mortal wounds. Smite 5 18" 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 7 18" 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 Cast Deny Powers Known Other Ref Ahriman 3 3 Smite and three powers from the Discipline of Change and/or Discipline of Vengeance. - Unit M WS BS S T W A Ld Save Ref Ahriman (Disc of Tzeentch) 12" 2+ 2+ 4 4 6 5 9 3+ Weapon Range Type S AP D Abilities Ref Black Staff of Ahriman Melee Melee +3 -1 3 - Disc blades Melee Melee 4 0 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - -
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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 Charge Range Details Ref Astral Blast 6 12" 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 7 18" 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 5 12" 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 5 18" 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 Cast Deny Powers Known Other Ref Exalted Sorcerer 2 1 Smite and two powers from the Discipline of Change and/or Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Exalted Sorcerer 6" 2+ 2+ 4 4 5 5 9 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 - -
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 Charge Range Details Ref Astral Blast 6 12" 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 6 18" 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 5 18" 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 Cast Deny Powers Known Other Ref Infernal Master 1 1 Smite and one from the Discipline of Change or the Discipline of Vengeance. Unit M WS BS S T W A Ld Save Ref Infernal Master 6" 3+ 3+ 4 4 4 4 9 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Frag grenades 6" Grenade D6 3 0 1 Blast. Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Krak grenades 6" Grenade 1 6 -1 D3 -
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Troops
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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
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Aspiring Sorcerer
Selections: Force stave, Inferno Bolt Pistol, Smite
Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol
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4x Rubric Marine w/ inferno boltgun
Selections: 4x Inferno boltgun
Weapon: Inferno boltgun
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Rubric Marine w/ soulreaper cannon
Selections: Soulreaper cannon
Weapon: Soulreaper cannon
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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 Charge Range Details Ref Astral Blast 6 12" 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 5 18" 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 Cast Deny Powers Known Other Ref Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change or the Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Aspiring Sorcerer 6" 3+ 3+ 4 4 2 3 8 3+ Rubric Marine 6" 3+ 3+ 4 4 2 2 7 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Inferno boltgun 24" Rapid Fire 1 4 -2 1 - Soulreaper cannon 24" Heavy 5 6 -3 1 - Warpflamer 12" Assault D6 4 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target. -
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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
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Aspiring Sorcerer
Selections: Force stave, Inferno Bolt Pistol, Smite
Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol
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4x Rubric Marine w/ inferno boltgun
Selections: 4x Inferno boltgun
Weapon: Inferno boltgun
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Rubric Marine w/ soulreaper cannon
Selections: Soulreaper cannon
Weapon: Soulreaper cannon
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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 Charge Range Details Ref Astral Blast 6 12" 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 5 18" 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 Cast Deny Powers Known Other Ref Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change or the Discipline of Vengeance - Unit M WS BS S T W A Ld Save Ref Aspiring Sorcerer 6" 3+ 3+ 4 4 2 3 8 3+ Rubric Marine 6" 3+ 3+ 4 4 2 2 7 3+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Inferno Bolt Pistol 12" Pistol 1 4 -2 1 - Inferno boltgun 24" Rapid Fire 1 4 -2 1 - Soulreaper cannon 24" Heavy 5 6 -3 1 - Warpflamer 12" Assault D6 4 -2 1 Each time an attack is made with this weapon, that attack automatically hits the target. -
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Thousand Sons Cultists [5 PL, 70pts]
Categories: Troops, Infantry, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Thousand Sons Cultists
Unit: Thousand Sons Cultist
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Cultist Champion
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
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13x Cultist w/ autogun
Selections: 13x Autogun
Weapon: Autogun
Unit M WS BS S T W A Ld Save Ref Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+ Thousand Sons Cultist 6" 4+ 4+ 3 3 1 1 5 6+ Weapon Range Type S AP D Abilities Ref Autogun 24" Rapid Fire 1 3 0 1 - -
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Elites
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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
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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
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7x Terminator
Selections: 7x Inferno combi-bolter, 7x Prosperine khopesh
Weapon: Inferno combi-bolter, Prosperine khopesh
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Terminator w/ Heavy Weapon
Selections: Prosperine khopesh, Soulreaper cannon
Weapon: Prosperine khopesh, Soulreaper cannon
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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 Charge Range Details Ref Astral Blast 6 12" 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 5 18" 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 Cast Deny Powers Known Other Ref Scarab Occult Sorcerer 1 1 Smite and one power from the Discipline of Change or Discipline of Vengeance. - Unit M WS BS S T W A Ld Save Ref Scarab Occult Sorcerer 5" 3+ 3+ 4 4 3 3 9 2+ Scarab Occult Terminator 5" 3+ 3+ 4 4 3 3 8 2+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 - Hellfyre missile rack 36" Heavy 2 8 -2 D3 - Inferno combi-bolter 24" Rapid Fire 2 4 -2 1 - Prosperine khopesh Melee Melee +1 -3 2 - Soulreaper cannon 24" Heavy 5 6 -3 1 - -
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Fast Attack
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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
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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 M WS BS S T W A Ld Save Ref Chaos Spawn 7" 4+ - 5 5 4 2D3 9 5+ Weapon Range Type S AP D Abilities Ref Hideous mutations Melee Melee User -2 2 - -
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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
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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 M WS BS S T W A Ld Save Ref Chaos Spawn 7" 4+ - 5 5 4 2D3 9 5+ Weapon Range Type S AP D Abilities Ref Hideous mutations Melee Melee User -2 2 - -
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Heavy Support
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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
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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 M WS BS S T W A Ld Save Ref Chaos Predator 1 (6+ wounds remaining) 12" 6+ 3+ 6 7 11 3 8 3+ Chaos Predator 2 (3-5 wounds remaining) 6" 6+ 4+ 6 7 N/A D3 8 3+ Chaos Predator 3 (1-2 wounds remaining) 3" 6+ 5+ 6 7 N/A 1 8 3+ Weapon Range Type S AP D Abilities Ref Havoc launcher 48" Heavy D6 5 0 1 Blast. Heavy bolter 36" Heavy 3 5 -1 2 - 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 1 4 -2 1 - Inferno combi-melta - meltagun 12" Assault 1 8 -4 D6 Each 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 2D3 7 -1 3 - -
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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
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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 M WS BS S T W A Ld Save Ref Chaos Predator 1 (6+ wounds remaining) 12" 6+ 3+ 6 7 11 3 8 3+ Chaos Predator 2 (3-5 wounds remaining) 6" 6+ 4+ 6 7 N/A D3 8 3+ Chaos Predator 3 (1-2 wounds remaining) 3" 6+ 5+ 6 7 N/A 1 8 3+ Weapon Range Type S AP D Abilities Ref Havoc launcher 48" Heavy D6 5 0 1 Blast. Heavy bolter 36" Heavy 3 5 -1 2 - 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 1 4 -2 1 - Inferno combi-melta - meltagun 12" Assault 1 8 -4 D6 Each 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 2D3 7 -1 3 - -
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Dedicated Transport
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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
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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 M WS BS S T W A Ld Save Ref Chaos Terrax-Pattern Termite 1 (8+ wounds remaining) 8" 4+ 3+ 7 8 14 3 8 3+ Chaos Terrax-Pattern Termite 2 (4-7 wounds remaining) 5" 4+ 4+ 7 8 N/A D3 8 3+ Chaos Terrax-Pattern Termite 3 (1-3 wounds remaining) 3" 4+ 5+ 7 8 N/A 1 8 3+ Weapon Range Type S AP D Abilities Ref Termite drill Melee Melee x2 -4 D3+3 Each 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 5 8 -4 D6 Each 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 4 5 0 2 Each 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. -
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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.
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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.
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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.
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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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