VOXROSTER
CodexFactionsThousand SonsScarab Occult Terminators

Scarab Occult Terminators

Scarab Occult Terminators
M5"
T5
SV2+
W3
LD7+
OC1
Scarab Occult Sorcerer
M5"
T5
SV2+
W4
LD6+
OC1

Composition & Wargear

Scarab Occult Sorcerer
Equipped Force weapon, Malefic Curse, Prosperine khopesh
4-9× Scarab Occult Terminator
Equipped Prosperine khopesh, Inferno combi-bolter
Up to 2 Heavy weapons take: heavy warpflamer (max 2) / Soulreaper cannon (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Malefic Curse 24"33+ 4-31
Inferno combi-bolter 24"23+ 4-21
Hellfyre missile rack 36"23+ 10-23
Heavy warpflamer 12"D6N/A 5-21
Soulreaper cannon 24"63+ 6-21

Melee Weapons

WeaponRangeAWSSAPD
Force weapon Melee43+ 6-1D3
Prosperine khopesh Melee33+ 5-22

Abilities

Rites of Coalescence Datasheet

While this unit contains one or more Psyker models, each time an attack targets this unit, subtract 1 from the Wound roll.

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Mortal Sorcery (Aura) Ability

While a friendly Scintillating Legions Psyker unit from your army is within 6" of and visible to this unit, that Scintillating Legions unit has the Cabal of Sorcerers ability.

Cabal of Sorcerers Core

If your army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test by following the sequence below:

  1. Roll 2D6
  2. Optionally, roll one additional D6 (Channel the Warp). Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds.
  3. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.
Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.