Tsons Ittf (HTML)
Tsons Ittf (HTML)
Tsons Ittf (HTML)
Configuration
Battle Size
Selections: 2. Strike Force (2000 Point limit)
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)
Use this Ritual at the start of any phase. Once during that phase, when a saving throw
1. Weaver of
2 is failed for a friendly THOUSAND SONS model whose unit is within 18" of this Psyker,
Fates (Psychic)
you can re-roll that saving throw.
Use this Ritual at the start of your Shooting phase. Select one friendly THOUSAND
2. Temporal SONS unit within 18" of this PSYKER; unless that unit is within Engagement range of
5
Surge (Psychic) one or more enemy units, it can make a Normal move. If it does, that unit is not eligible
to declare a charge this turn.
3. Echoes from Use this Ritual at the start of any phase. Once this phase, you can select this
the Warp 6 PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already used that
(Psychic) Stratagem this phase.
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of
4. Doombolt and visible to this PSYKER and roll one D6: on a 1, that enemy unit suffers D3 mortal
7
(Psychic) wounds; on a 2-5, it suffers D3+3 mortal wounds; on a 6, it suffers D3+6 mortal
wounds.
Use this Ritual at the start of any phase. Select one enemy unit within 18" of and
5. Twist of Fate
9 visible to this PSYKER; until the end of the phase, armour saving throws cannot be
(Psychic)
made for models in that unit.
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
Arch-Sorcerer of Once per battle, you can select this model to use a Ritual for 0 Cabal points (see
Tzeentch (Psychic) Cabal of Sorcerers). If you do, all the other rules for using Rituals still apply.
While this model is leading a unit, each time a model in that unit makes an attack,
Rubric Lord
add 1 to the Wound roll.
Unit M T SV W LD OC Ref
Ahriman 10" 4 3+ 6 6+ 1
Magnus the Red [440pts, 4Cabal Points]
Selections: Blade of Magnus, Gaze of Magnus, Tzeentch's Firestorm, Warlord
Categories: Faction: Thousand Sons, Monster, Psyker, Fly, Character, Epic Hero, Daemon, Chaos, Tzeentch,
Primarch, Magnus the Red, Warlord
Rules: Blast, Cabal of Sorcerers 4, Deadly Demise D6, Deep Strike, Devastating Wounds, Kindred Sorcery, Psychic
Abilities: Damaged: 1-6 wounds remaining, Invulnerable Save, Lord of the Planet of the Sorcerers (Aura), Unearthly
Power, Crimson King: Impossible Form (Psychic), Time Flux (Aura, Psychic), Treason of Tzeentch (Psychic), Melee
Weapons: ➤ Blade of Magnus - strike, ➤ Blade of Magnus - sweep, Ranged Weapons: Gaze of Magnus, Tzeentch's
Firestorm, Unit: Magnus the Red
Damaged: 1-6 wounds While this model has 1-6 wounds remaining, each time this model makes an attack,
remaining subtract 1 from the Hit roll.
While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time
Lord of the Planet of the
a model in that unit makes a Psychic Attack, add 1 to the Hit roll and add 1 to the
Sorcerers (Aura)
Wound roll.
At the start of the battle round, select one of the abilities in the Crimson King
Unearthly Power
section. Until the start of the next battle round, this model has that ability.
Impossible Form Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1
(Psychic) from that attack’s Damage characteristic.
Time Flux (Aura, While a friendly THOUSAND SONS unit is within 6" of this PSYKER, add 2" to the Move
Psychic) characteristic of models in that unit.
Treason of At the start of your opponent’s Shooting phase, you can select one enemy unit within 24" of
Tzeentch and visible to this PSYKER. Until the end of the phase, ranged weapons equipped by models
(Psychic) in that unit have the [HAZARDOUS] ability.
Unit M T SV W LD OC Ref
At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy
units, you can remove it from the battlefield and then, in the Reinforcements step of your next
Aetherstride
Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away
(Psychic)
from all enemy models. If the battle ends and this model is not on the battlefield, it is
destroyed.
Invulnerable
This model has a 4+ invulnerable save.
Save
Lord of
THOUSAND SONS PSYKER model only. The bearer can be selected to use a Ritual even if
Forbidden
another PSYKER from your army has already been selected to use that Ritual this phase.
Lore
Sorcerous Fire Each time this model ends a Normal move, you can select one enemy unit it moved over this
(Psychic) phase and roll nine D6: for each 6, that unit suffers 1 mortal wound.
Unit M T SV W LD OC Ref
At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy
units, you can remove it from the battlefield and then, in the Reinforcements step of your next
Aetherstride
Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away
(Psychic)
from all enemy models. If the battle ends and this model is not on the battlefield, it is
destroyed.
Athenaen THOUSAND SONS PSYKER model only. In your Command phase, if the bearer is on the
Scrolls battlefield and is not Battle-shocked, it generates you 1 additional Cabal point this phase.
Invulnerable
This model has a 4+ invulnerable save.
Save
Sorcerous Fire Each time this model ends a Normal move, you can select one enemy unit it moved over this
(Psychic) phase and roll nine D6: for each 6, that unit suffers 1 mortal wound.
Unit M T SV W LD OC Ref
At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy
units, you can remove it from the battlefield and then, in the Reinforcements step of your next
Aetherstride
Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away
(Psychic)
from all enemy models. If the battle ends and this model is not on the battlefield, it is
destroyed.
Invulnerable
This model has a 4+ invulnerable save.
Save
Sorcerous Fire Each time this model ends a Normal move, you can select one enemy unit it moved over this
(Psychic) phase and roll nine D6: for each 6, that unit suffers 1 mortal wound.
Unit M T SV W LD OC Ref
Monster [330pts]
Mutalith Vortex Beast [165pts]
Selections: Betentacled maw, Mutalith claws, Warp vortex
Categories: Faction: Thousand Sons, Monster, Daemon, Chaos, Tzeentch, Mutalith Vortex Beast
Rules: Blast, Deadly Demise D6, Devastating Wounds, Feel No Pain 5+, Ignores Cover, Torrent
Abilities: Damaged: 1-4 wounds remaining, Immaterial Flare (Aura), Invulnerable Save, Mutating Vortex (Aura), Melee
Weapons: Betentacled maw, Mutalith claws, Ranged Weapons: ➤ Warp vortex - beam, ➤ Warp vortex - blast, ➤ Warp
vortex - torrent, Unit: Mutalith Vortex Beast
Damaged: 1-4
While this model has 1-4 wounds remaining, each time this model makes an attack,
wounds
subtract 1 from the Hit roll.
remaining
While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time that
Immaterial Flare
unit uses a Ritual that specifies a range, you can double that range while resolving that
(Aura)
Ritual.
At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model:
Mutating Vortex on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a
(Aura) 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must
then take a Battle-shock test.
Unit M T SV W LD OC Ref
Damaged: 1-4
While this model has 1-4 wounds remaining, each time this model makes an attack,
wounds
subtract 1 from the Hit roll.
remaining
While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time that
Immaterial Flare
unit uses a Ritual that specifies a range, you can double that range while resolving that
(Aura)
Ritual.
At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model:
Mutating Vortex on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a
(Aura) 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must
then take a Battle-shock test.
Unit M T SV W LD OC Ref
Selection Rules
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, then apply that Ritual’s effect using that Psyker. ()
Cabal of Sorcerers 3: 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, then apply that Ritual’s effect using that Psyker. ()
Cabal of Sorcerers 4: 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, 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: 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)
Feel No Pain 5+: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so
would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those
abilities each time that model
suffers damage and so would lose a wound. (10th Edition Core Rules p23)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25)
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. ()
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)
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)