Scarab Occult Terminators

Model NameMTSvWLdOC
Scarab Occult Terminator
40mm
5"52+
4++
37+1
Scarab Occult Sorcerer
40mm
5"52+
4++
46+1
Ranged WeaponsRangeABSSAPD
Heavy warpflamer
ignores cover, torrent
12"D6N/A5-21
Hellfyre missile rack
36"23+10-23
Inferno combi-bolter
rapid fire 2
24"23+4-21
Malefic Curse
anti-infantry 4+, devastating wounds, psychic
24"33+4-31
Soulreaper cannon
devastating wounds
24"63+6-21
Melee WeaponsRangeAWSSAPD
Force weapon
psychic
Melee43+6-1D3
Prosperine khopesh
Melee33+5-22
Keywords:
, Thousand Sons, Infantry, Tzeentch, Psyker, Scarab Occult, Rubricae, Chaos, Terminator

Abilities

Rites of Coalescence:While this unit contains one or more PSYKER models, each time an attack targets this unit, subtract 1 from the Wound roll.
Core:
Deep Strike
Faction:
Cabal of Sorcerers
Cabal of Sorcerers

Wargear Options

The Scarab Occult Sorcerer’s inferno combi-bolter can be replaced with 1 Prosperine khopesh.
For every 5 models in this unit, 1 Scarab Occult Terminator’s inferno combi-bolter can be replaced with one of the following:
  • 1 heavy warpflamer
  • 1 soulreaper cannon
For every 5 models in this unit, 1 Scarab Occult Terminator can be equipped with 1 hellfyre missile rack.

Wargear Abilities

Unit Composition

1 Scarab Occult Sorcerer
4-9 Scarab Occult Terminators
The Scarab Occult Sorcerer is equipped with: inferno combi-bolter; Malefic Curse; force weapon.

Every Scarab Occult Terminator is equipped with: inferno combi-bolter; Prosperine khopesh.

Costs

5 models - 180pts
10 models - 360pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.