New Roster (Warhammer 40,000 10th Edition) [2Cabal Points, 170pts]
Army Roster (Chaos - Thousand Sons) [170pts, 2Cabal 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 [170pts, 2Cabal Points]
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
Selection Rules
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)
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. ()
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)
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