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Thousand SonsScarab Occult Terminators
11

Scarab Occult Terminators

NAME M WS BS S T W A Ld Sv
Scarab Occult Terminator 4" 3+ 3+ 4 4 2 2 8 2+
Scarab Occult Sorcerer 5" 3+ 3+ 4 4 2 2 9 2+
This unit contains 1 Scarab Occult Sorcerer and 4 Scarab Occult Terminators. It can include up to 5 additional Scarab Occult Terminators (Power Rating +11).
 • Each Scarab Occult Terminator is armed with an inferno combi-bolter and a power sword.
 • The Scarab Occult Sorcerer is armed with an inferno combi-bolter and a force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Heavy warpflamer
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
15
Hellfyre missile rack
24"
Heavy 2
8
-2
D3
-
3
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
10
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
8
Force stave
Melee
Melee
+2
-1
D3
-
4
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • The Scarab Occult Sorcerer may replace his inferno combi-bolter with a power sword.
 • One Scarab Occult Terminator may replace his inferno combi-bolter with a heavy warpflamer or a soulreaper cannon. If the unit contains ten models, a second Scarab Occult Terminator may also do this.
 • One Scarab Occult Terminator may take a hellfyre missile rack. If the unit contains ten models, a second Scarab Occult Terminator may also do this.
ABILITIES
Death to the False Emperor, Bolter Discipline, Hateful Assault

All is Dust: Add 1 to saving throws for Scarab Occult Terminators if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a heavy weapon does not apply to Scarab Occult Terminators.

Terminator Armour: All models in this unit have a 5+ invulnerable save.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the unit 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.
PSYKER
A Scarab Occult Sorcerer can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. He knows the Smite psychic power and one psychic power from the Discipline of Change. When a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, or D3 mortal wounds instead of D6 if the Psychic test is more than 10.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
INFANTRY, TERMINATOR, PSYKER, SCARAB OCCULT TERMINATORS

This datasheet has Elites Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

Does not include wargear
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Inferno combi-bolter used in following datasheets:

HQ
Elites
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Soulreaper cannon used in following datasheets:

Troops
Elites

Force stave used in following datasheets:

HQ
Troops
Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you make a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
Hateful Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The INFANTRY keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
• Flamers

The TERMINATOR keyword is used in following Thousand Sons datasheets:

HQ
Elites

The PSYKER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
Lords of War
Army List
© Vyacheslav Maltsev 2013-2019