04/02/2023
warhammer 40k Thousand Sons Tournament Army.
Battalion Detachment [121 PL, 12CP, 23 Cabal Points, 1,992 point total ( 2 Sorcerer on foot are non force organization slot)
HQ
2 exalted sorcerer on disc
2 sorcerer on foot
1 Ahriman
Troop
40 Rubic Marines
Elite
10 Scarab Occult Terminator
55 model total
+ 10 Tzangors as a bonus 70 points
Units
Rubric Marines [12 PL, 2 Cabal Points, 218pts]
Selections: Icon of Flame [1 Cabal Points]
Aspiring Sorcerer
Aspiring Sorcerer [1 Cabal Points, 21pts]
move 6", ws 3+,bs 3+, str 4, t4, w 2, a 3, ld 8, sv 3+
7x Rubric Marine w/ inferno boltgun [147pts
Rubric Marine w/ soulreaper cannon [26pts]
Rubric Marine w/ warpflamer [24pts]
Rubric Marine
move 6", ws 3+, bs 3+, str 4, t 4, w 2, a 2 , ld 7. Sv 3+
Weapons
4× Warpflamer with 12" range, assault d6 shots, auto hits, and -2 ap, 1 damage.
4× Soul reaper cannon, 24" range, heavy 5, 6 str, -3 ap, 1 damage.
28× Bolt gun rapid fire 1, 4 str, -2 ap, 1 damage.
4× Force staff melee, +3 str, -1 ap, d3 damage.
4× Warpflame pistol 12" range, pistol d6, 3 str, -2 ap, 1 damage, auto hits.
Aspiring Sorcerer cast 1, deny 1, Smite and two powers from the Discipline of Change and/or Discipline of Vengeance
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master
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.
Arcane Automata Each time a Morale test is taken for this unit, it is automatically passed.
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.
Scarab Occult Terminator 10
Scarab Occult Sorcerer
Scarab Occult Sorcerer [1 Cabal Points, 40pts]
move 5", ws 3+, bs 3+, str 4, t 4, w 3, a 3, ld 9, sv 2+
Scarab Occult Terminator
Scarab Occult Terminators [20 PL, 1 Cabal Points, 255pts]
move 5" ws 3+, bs 3+, str 4, t 4, w 3, a 3, ld 8, sv 2+
Weapons
2× Hellfire missile rack , heavy 2 , 36" range, 8 str, -2 ap, d3 damage
6× Combi bolter rapid fire 2, 24" range, 4 str, -2 ap, 1 damage
2× Soulreaper Cannon Heavy 5, 24" range, str6, -3 ap,1 damage
8× Khopesh melee, +1 str, -3 ap, 2 damage
Scarab Occult Sorcerer cast 1, deny 1,Smite and one power from the Discipline of Change or Discipline of Vengeance
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.
Rules: Cabbalistic Rituals, Malicious Volleys, Sorcerous Master, Teleport Strike
Ahriman 1
Ahriman (Disc of Tzeentch)
Ahriman [9 PL, 3 Cabal Points, 180pts]
move 12", ws 2+, bs 2+, str 4, t 4, w 6, a 5 ld 9, sv 3+
Weapons
1× Black staff of ahriman melee, +3 str, -1 ap, damage 3
1× Bolt Pistol, Pistol 1, 12" range, str 4, ap -2, 1 damage
1× Disc blades melee, 4 str, 0 ap, 1 damage, each time this model fights make 1 additional attack with this weapon.
Krak grenades Gr***de 1, 6" range, 6 str, ap -1, D3 damage
Frag grenades 6" range, Gr***de d6, str 3, ap 0, 1 damage, Blast.
Ahriman cast 3, deny 3,Smite, and three powers from the Discipline of Change and/or Discipline of Vengeance.
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) While a friendly 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.
Arch-Sorcerer of Tzeentch, Each time a Psychic test is taken for this model, you can re-roll that test.
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.
2× Sorcerer, on foot
Sorcerer
Sorcerer [5 PL, 2 Cabal Points, 90pts]
Move 6", ws 3+ bs 3+, str 4, t 4, w 4, a 4. Ld 9, sv 3+
Weapons
2× Warpflame pistol 12" range, pistol d6, 3 str, -2 ap, 1 damage, auto hits.
2× Force sword melee, +1 str, -3 ap, d3 damage
Krak grenades Gr***de 6" range, 6 str, ap -1, D3 damage
Frag grenades 6" range, Gr***de D6, str 3, ap 0 , 1 damage, Blast.
Sorcerer cast 2, deny 1, Smite and two powers from the Discipline of Change and/or Discipline of Vengeance
2× Exalted Sorcerer, on Disc of Tzeentch
Exalted Sorcerer (Disc of Tzeentch)
Exalted Sorcerer [7 PL, 3 Cabal Points, 125pts]
move 12" ws 2+, bs 2+, str 4 t 4, w 5, a 5, ld 9, sv 3+
Weapons
2× Warpflame pistol 12" range, pistol d6, 3 str, -2 ap, 1 damage, auto hits.
2× Force staff melee, +3 str, -1 ap, d3 damage.
2× Disc blades melee, 4 str, 0 ap, 1 damage, each time this model fights make 1 additional attack with this weapon
Krak grenades Gr***de 6" range, 6 str, ap -1, D3 damage
Frag grenades 6" range, Gr***de D6, str 3, ap 0 , 1 damage, Blast.
Exalted Sorcerer cast 2, deny 1, Smite and two powers from the Discipline of Change and/or Discipline of vengeance
Disc of Tzeentch The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword 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) While a friendly 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.
Tzangor 10 ( bonus unit) not in list!!
Twistbray
move 6", ws 4+, bs 4+, str 4, t 4, a 2, ld 7, sv 6+
Tzaangors
Move 6", ws 4+,bs 4+, str 4, t 4, w 4, a 1, ld 6, sv 6+
Weapons
9× Auto pistol 12" range, pistol 1, 3 str, 0 ap, 2 damage
9× Chain swords melee str user, 0 ap, 1 damage, each time you fight make 1 additional attack with this weapon.
Brayhorn Add 1 to Advance and charge rolls made for the bearer's unit.
Herd banner Each time a Morale test is taken for the bearer's unit, you can re-roll that test
10 tzangor are buffed and sent into the enemy to pin their lines and act as cannon fodder!
Rules
Armour of Contempt: Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Pe*******on characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Pe*******on characteristic of an attack.
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 model with this ability that is on the battlefield. 13 generated per turn, 9 for units and 4 from Icon of Flame
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. Rapid fire for double shot at half range, so 1 at 24" and 2 at 12"
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 Witch, 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.
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. Ran as cult of duplicity for movement army power.
Rubic marines are the core with 40 models with 4 warpflamer, 28 bolters, 4 heavy soul reaper cannon. 1 aspiring sorcerer, 1 warpflamer, 1 soul reaper cannon, and 7 bolter per 10 man squad. Set in 4 squads.
2 sorcerer on disc provide aerial support while ahriman doles out mortal wounds with psychic powers.
2 lesser sorcerer support the core infantry, teleporting units around the board, and pumping stats, You can use every psychic power available in one turn. Buffing, moving, then dealing a massive amount of wounds before you sweep in for the clean up the remaining models while spamming Smite for mortal wounds galore!
This is a very tactical army and uses psychic powers to manipulate your units position on the board, buff your own units, and destroy with offensive psychic skills.
This army is one serious gaming experience, very carefully designed for maximum movement and deceptive game play. Once you buff and set your powers up, you can be in your enemy deployment zone on the first turn. Have fun with an army that refuses to get pinned to one location and can deal around 16-20 mortal wounds per psychic phase.
Tested with 8 wins out of 10 games! Very tricky with mass mortal wounds, backed up with powerful buffs and movement manipulation!