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New Roster (Warhammer 40,000 10th Edition) [9Cabal Points, 1,395pts]

Army Roster (Chaos - Thousand Sons) [1,395pts, 9Cabal Points]


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)

Cabal Rituals Cost Effect Ref


1. Weaver of Use this Ritual at the start of any phase. Once during that phase, when a saving throw is
Fates (Psychic) 2 failed for a friendly THOUSAND SONS model whose unit is within 18" of this Psyker, you can
re-roll that saving throw.
Use this Ritual at the start of your Shooting phase. Select one friendly THOUSAND SONS
2. Temporal unit within 18" of this PSYKER; unless that unit is within Engagement range of one or more
Surge (Psychic) 5 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 PSYKER’s unit
the Warp 6 as the target of a Stratagem for 0CP, even if you have already used that Stratagem this
(Psychic) phase.
4. Doombolt Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and
(Psychic) 7 visible to this PSYKER and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds;
on a 2-5, it suffers D3+3 mortal wounds; on a 6, it suffers D3+6 mortal wounds.
5. Twist of Fate 9 Use this Ritual at the start of any phase. Select one enemy unit within 18" of and visible to
this PSYKER; until the end of the phase, armour saving throws cannot be made for models
(Psychic) in that unit.

Show/Hide Options
Selections: Chaos Knights are visible, Titans are visible, Tzeentch Daemons are visible, Unaligned Forces are visible, Unaligned
Fortifications are visible
Categories: Configuration
Character [380pts, 6Cabal Points]
Exalted Sorcerer [120pts, 2Cabal Points]
Selections: Astral Blast, Force weapon, Inferno bolt pistol, Umbralefic Crystal [20pts]
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), Umbralefic Crystal, Melee Weapons:
Force weapon, Ranged Weapons: Astral Blast, Inferno bolt pistol, Unit: Exalted Sorcerer

Abilities Description Ref


Arcane Shield While this model is leading a unit, models in that unit have a 4+ invulnerable save.
(Psychic)
Invulnerable This model has a 4+ invulnerable save.
Save
Leader This model can be attached to the following unit:
- RUBRIC MARINES
Rebind In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers
Rubricae D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you
(Psychic) can return up to 2 destroyed Bodyguard models to that unit.
THOUSAND SONS model only. Once per battle, in your Command phase, you can remove the
Umbralefic bearer’s unit from the battlefield. If you do, in the Reinforcements step of your next Movement
Crystal phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away
from all enemy models.
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
Exalted Sorcerer [120pts, 2Cabal Points]
Selections: Astral Blast, Athenaen Scrolls [20pts], 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), Athenaen Scrolls, Invulnerable Save, Leader, Rebind Rubricae (Psychic), Melee Weapons: Force
weapon, Ranged Weapons: Astral Blast, Inferno bolt pistol, Unit: Exalted Sorcerer

Abilities Description Ref


Arcane Shield While this model is leading a unit, models in that unit have a 4+ invulnerable save.
(Psychic)
Athenaen ScrollsTHOUSAND SONS PSYKER model only. In your Command phase, if the bearer is on the battlefield
and is not Battle-shocked, it generates you 1 additional Cabal point this phase.
Invulnerable This model has a 4+ invulnerable save.
Save
Leader This model can be attached to the following unit:
- RUBRIC MARINES
Rebind Rubricae Insuffers
your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit
D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on
(Psychic) a 6, you can return up to 2 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
Thousand Sons Sorcerer in Terminator Armour [140pts, 2Cabal Points]
Selections: Coruscating Flames, Force weapon, Inferno combi-bolter, Lord of Forbidden Lore [25pts], Warlord
Categories: Faction: Thousand Sons, Infantry, Character, Psyker, Terminator, Chaos, Tzeentch, Sorcerer, Warlord
Rules: Anti-, Cabal of Sorcerers 2, Deep Strike, Devastating Wounds, Kindred Sorcery, Leader, Psychic, Rapid Fire
Abilities: Empyric Guidance (Psychic), Invulnerable Save, Leader, Lord of Forbidden Lore, 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 Guidance While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL
(Psychic) HITS] ability.
Invulnerable Save This model has a 4+ invulnerable save.
Leader This model can be attached to the following unit:
- SCARAB OCCULT TERMINATORS
Lord of Forbidden THOUSAND SONS PSYKER model only. The bearer can be selected to use a Ritual even if another
Lore PSYKER from your army has already been selected to use that Ritual this phase.
Marked by Fate In your Shooting phase, you can select one enemy unit within 18" of and visible to this model.
(Psychic) Until the end of the turn, each time a friendly THOUSAND SONS model makes an attack that
targets that unit, re-roll a Hit roll of 1.
Melee Weapons Range A WS S AP D Keywords Ref
Force weapon Melee 5 3+ 6 -1 D3 Psychic
Ranged Weapons Range A BS S AP D Keywords Ref
Coruscating Flames 18" 3 3+ 4 -3 2 Anti-MONSTER 4+, Anti-VEHICLE 4+, 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
Battleline [420pts, 2Cabal Points]
Rubric Marines [210pts, 1Cabal Points]
Selections: Icon of Flame
Categories: Faction: Thousand Sons, Infantry, Battleline, Chaos, Tzeentch, Rubric Marines
Rules: Kindred Sorcery
Abilities: Bringers of Change, Icon of Flame, Invulnerable Save, Unit: Rubric Marine
Aspiring Sorcerer [1Cabal Points]
Selections: Force weapon, Inferno bolt pistol, Warpsmite
Categories: Psyker
Rules: Anti-, Cabal of Sorcerers 1*, Devastating Wounds, Pistol, Psychic
Melee Weapons: Force weapon, Ranged Weapons: Inferno bolt pistol, Warpsmite
8x Rubric Marine w/ inferno boltgun
Selections: 8x Close combat weapon, 8x Inferno boltgun
Melee Weapons: Close combat weapon, Ranged Weapons: Inferno boltgun
Rubric Marine w/ soulreaper cannon
Selections: Close combat weapon, Soulreaper cannon
Rules: Devastating Wounds
Melee Weapons: Close combat weapon, Ranged Weapons: Soulreaper cannon

Abilities Description Ref


Bringers of Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that
Change attack is within range of an objective marker you do not control, you can re-roll the Wound roll
instead.
Icon of Flame Each time a model in the bearer’s unit makes a ranged attack, if a Critical Wound is scored, improve
the Armour Penetration characteristic of that attack by 1.
Invulnerable Models in this unit have a 5+ invulnerable save.
Save
Melee Weapons Range A WS S AP D Keywords Ref
Close combat weapon Melee 2 3+ 4 0 1 -
Force weapon Melee 3 3+ 6 -1 D3 Psychic
Ranged Weapons Range A BS S AP D Keywords Ref
Inferno bolt pistol 12" 1 3+ 4 -1 1 Pistol
Inferno boltgun 24" 2 3+ 4 -1 1 -
Soulreaper cannon 24" 6 3+ 6 -1 1 Devastating Wounds
Warpsmite 18" 2 3+ 4 -3 1 Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic
Unit M T SV W LD OC Ref
Rubric Marine 5" 4 3+ 2 6+ 2
Rubric Marines [210pts, 1Cabal Points]
Selections: Icon of Flame
Categories: Faction: Thousand Sons, Infantry, Battleline, Chaos, Tzeentch, Rubric Marines
Rules: Kindred Sorcery
Abilities: Bringers of Change, Icon of Flame, Invulnerable Save, Unit: Rubric Marine
Aspiring Sorcerer [1Cabal Points]
Selections: Force weapon, Inferno bolt pistol, Warpsmite
Categories: Psyker
Rules: Anti-, Cabal of Sorcerers 1*, Devastating Wounds, Pistol, Psychic
Melee Weapons: Force weapon, Ranged Weapons: Inferno bolt pistol, Warpsmite
8x Rubric Marine w/ inferno boltgun
Selections: 8x Close combat weapon, 8x Inferno boltgun
Melee Weapons: Close combat weapon, Ranged Weapons: Inferno boltgun
Rubric Marine w/ soulreaper cannon
Selections: Close combat weapon, Soulreaper cannon
Rules: Devastating Wounds
Melee Weapons: Close combat weapon, Ranged Weapons: Soulreaper cannon

Abilities Description Ref


Bringers of Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that
Change attack is within range of an objective marker you do not control, you can re-roll the Wound roll
instead.
Icon of Flame Each time a model in the bearer’s unit makes a ranged attack, if a Critical Wound is scored, improve
the Armour Penetration characteristic of that attack by 1.
Invulnerable Models in this unit have a 5+ invulnerable save.
Save
Melee Weapons Range A WS S AP D Keywords Ref
Close combat weapon Melee 2 3+ 4 0 1 -
Force weapon Melee 3 3+ 6 -1 D3 Psychic
Ranged Weapons Range A BS S AP D Keywords Ref
Inferno bolt pistol 12" 1 3+ 4 -1 1 Pistol
Inferno boltgun 24" 2 3+ 4 -1 1 -
Soulreaper cannon 24" 6 3+ 6 -1 1 Devastating Wounds
Warpsmite 18" 2 3+ 4 -3 1 Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic
Unit M T SV W LD OC Ref
Rubric Marine 5" 4 3+ 2 6+ 2

Infantry [275pts, 1Cabal Points]


Scarab Occult Terminators [215pts, 1Cabal Points]
Categories: Faction: Thousand Sons, Infantry, Terminator, Chaos, Tzeentch, Scarab Occult Terminators
Rules: Deep Strike, Kindred Sorcery
Abilities: Implacable Guardians, Invulnerable Save, Unit: Scarab Occult Terminators
Scarab Occult Sorcerer [1Cabal Points]
Selections: Force weapon, Inferno combi-bolter, Warpsmite
Categories: Psyker
Rules: Anti-, Cabal of Sorcerers 1*, Devastating Wounds, Pistol, Psychic, Rapid Fire
Melee Weapons: Force weapon, Ranged Weapons: Inferno combi-bolter, Warpsmite
4x Scarab Occult Terminator
Selections: 4x Inferno combi-bolter, 4x Prosperine khopesh
Melee Weapons: Prosperine khopesh, Ranged Weapons: Inferno combi-bolter

Abilities Description Ref


While this unit contains one or more PSYKER models, each time an attack is made against this unit,
Implacable if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic,
Guardians subtract 1 from the
Wound roll.
Invulnerable Models in this unit have a 4+ invulnerable save.
Save
Melee Weapons Range A WS S AP D Keywords Ref
Force weapon Melee 4 3+ 6 -1 D3 Psychic
Prosperine khopesh Melee 3 3+ 5 -2 2 -
Ranged Weapons Range A BS S AP D Keywords Ref
Inferno combi-bolter 24" 2 3+ 4 -1 1 Rapid Fire 2
Warpsmite 18" 3 3+ 4 -3 1 Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic
Unit M T SV W LD OC Ref
Scarab Occult Terminators 5+ 5 2+ 3 6+ 1
Thousand Sons Cultists [60pts]
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 Fate Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain 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

Vehicle [320pts]
Thousand Sons Predator Annihilator [130pts]
Selections: Armoured tracks, Havoc launcher, Inferno combi-weapon, Predator twin lascannon
Categories: Faction: Thousand Sons, Vehicle, Smoke, Chaos, Tzeentch, Predator Annihilator
Rules: Anti-, Blast, Deadly Demise D3, Devastating Wounds, Kindred Sorcery, Rapid Fire, Twin-linked
Abilities: Annihilator, Damaged: 1-4 wounds remaining, Melee Weapons: Armoured tracks, Ranged Weapons: Havoc launcher,
Inferno combi-weapon, Predator twin lascannon, Unit: Thousand Sons Predator Annihilator

2 lascannons
Selections: 2x Lascannon
Ranged Weapons: Lascannon

Abilities Description Ref


Annihilator Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit,
re-roll a Damage roll of 1.
Damaged: 1-4 wounds While this model has 1-4 wounds remaining, each time this model makes an attack,
remaining subtract 1 from the Hit roll.
Melee Weapons Range A WS S AP D Keywords Ref
Armoured tracks Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Havoc launcher 48" D6 3+ 5 0 1 Blast
Inferno combi-weapon 24" 1 4+ 4 -1 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1
Lascannon 48" 1 3+ 12 -3 D6+1 -
Predator twin lascannon 48" 1 3+ 14 -3 D6+1 Twin-linked
Unit M T SV W LD OC Ref
Thousand Sons Predator Annihilator 10" 10 3+ 11 6+ 3
Thousand Sons Vindicator [190pts]
Selections: Armoured tracks, Demolisher cannon, Havoc launcher, Inferno combi-weapon
Categories: Faction: Thousand Sons, Vehicle, Smoke, Chaos, Tzeentch, Vindicator
Rules: Anti-, Blast, Deadly Demise D3, Devastating Wounds, Kindred Sorcery, Rapid Fire
Abilities: Damaged: 1-4 wounds remaining, Siege Shield, Melee Weapons: Armoured tracks, Ranged Weapons: Demolisher
cannon, Havoc launcher, Inferno combi-weapon, Unit: Thousand Sons Vindicator

Abilities Description Ref


Damaged: 1-4 While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from
wounds the Hit roll.
remaining
When making ranged attacks with its demolisher cannon, this model can target enemy units within
Siege Shield Engagement Range of it (provided no other friendly units are also within Engagement Range of
that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty
to its Hit rolls for being within Engagement Range of one or more enemy units.
Melee Weapons Range A WS S AP D Keywords Ref
Armoured tracks Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Demolisher cannon 24" D6+3 3+ 14 -3 D6 Blast
Havoc launcher 48" D6 3+ 5 0 1 Blast
Inferno combi-weapon 24" 1 4+ 4 -1 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1
Unit M T SV W LD OC Ref
Thousand Sons Vindicator 10" 11 2+ 11 6+ 3

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 1*: 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 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. ()
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)
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)
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)
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)
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)
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