Legiones Astartes – Khenetai Occult Cabal
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ELITES

The Khenetai Occult were a mystical sect within the Thousand Sons Order of the Jackal who served as the guardians of the Prosperine Cults as well as their reliquaries and sanctums. Bound together by oath and ritually forged psychic bonds, each of the elite were all initiates of the Cults’ inner secrets and adepts in their techniques, philosophies and arts. The foremost warriors of the Khenetai formed cabals of ‘blades’, sublimely skilled warriors who had honed their psychic powers to be at one with their sword mastery. Their dual force swords were shaped from single sheets of psychocrystalline infused ceramite and gilt, with sigils said to correspond to the wielder’s secret names and the deeds they had performed. In battle, they wore armour forged and shaped by the Legion’s blind artificers using fire and the force of their minds alone, and fought with a unified precision that made them seem a single warrior manifested many times, rather than a group of individual fighters.

  • Khenetai Occult Cabal 145 pts
M WS BS S T W I A Ld Sv Base
Khenetai Blade (base: 32mm)
Khenetai Blade 7 5 4 4 4 2 4 2 8 3+ 32mm
Khenetai Blademaster (base: 32mm)
Khenetai Blademaster 7 5 4 4 4 2 4 3 9 3+ 32mm
Unit Composition
  • 4 Khenetai Blades
  • 1 Khenetai Blademaster
Wargear
  • Bolt pistol
  • Two Achea force swords
  • Frag grenades
  • Krak grenades
  • Power armour
Unit Type
Special Rules
  • Legiones Astartes (Thousand Sons)
  • Chosen Warriors
  • Warriors of the Khenetai
Dedicated Transport
Options
  • The Khenetai Occult Cabal may include:
  • - Up to 5 additional Khenetai Blades
    +24 points per model
  • For every 5 models in the unit, one model may exchange their bolt pistol for one of the following:
  • - Æther-fire pistol
    +10 points each
  • - Hand flamer
    +5 points each
  • The Khenetai Blademaster may exchange his power armour for:
  • - Artificer armour
    +15 points
  • The Khenetai Blademaster may take:
  • - Melta bombs
    +10 points

Warriors of the Khenetai

One of many lesser cults within the Prosperine Arcana, the Khenetai were few in number but renowned for the dedication and skill of the blademasters that filled their ranks. Unlike other warriors of the Thousand Sons they focussed their power inwards, using it to boost their prowess with the blade beyond the capability of any ordinary warrior.

A model with this special rule gains the Mindsong of Blades Psychic Power and may not select a Minor Arcana from those presented by the Prosperine Arcana special rule.

Mindsong of Blades (Psychic Power)

This psychic technique is unique to the Khenetai cult, one of hundreds of lesser cults that flourished in the short span of Magnus’ rule over Prospero. In battle these warriors forged a link between themselves and their weapons, performing feats of martial splendour that even the most well trained warriors could not match.

At the start of the controlling player’s turn, a Psychic check may be made for a unit composed entirely of models with this Psychic Power, using the highest Leadership Characteristic among those models. If the Check is successful then the unit gains +1 to the following Characteristics until the start of the Controlling player’s next turn: Movement, Weapon Skill, and Attacks. If the test is failed then the unit suffers Perils of the Warp.
Melee Type
Weapons with the Melee type can only be used in close combat.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Instant Death
Even though some warriors have multiple Wounds, there are several kinds of weapons in the 31st Millennium that are powerful enough to kill them instantly. If the Strength Characteristic of an attack is at least double the Toughness Characteristic (after modifiers) of the target model, the attack gains the Instant Death special rule.

Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Army List
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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Hand flamer

Range
Str
AP
Hand flamer
Template
3
-
Pistol 1

Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Chosen Warriors

Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.

A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Modifiers
Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0.
Perils of the Warp
Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp special rule. Most Psychic Powers and Weapons dictate under what conditions a Psyker must suffer Perils of the Warp, but in most cases this will be as the result of a failed Leadership test while using a Psychic Power or attack.

Whenever a Psyker or other model/unit suffers Perils of the Warp, apply the rule below:

Perils of the Warp: When a model or unit suffers Perils of the Warp, it receives D3 Wounds against which only Invulnerable Saves may be taken (no Damage Mitigation rolls may be made to negate these Wounds). These Wounds may be allocated to any model in the unit, including models without the Psyker Sub-type, in the same manner as those received during a Shooting Attack. If the Psyker is a Vehicle, it suffers D3 Hull Points of damage against which only Invulnerable Saves may be taken.

These Hull Points of damage may be allocated to other Vehicle models in the same Squadron, in the same manner as a Shooting Attack.
Legiones Astartes (Thousand Sons)
All models with this special rule are subject to the following provisions:

CULT ARCANA
All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Disciplines a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option (see the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the Independent Character and Legiones Astartes (Thousand Sons) special rules that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list.

Prosperine Arsenal
Models with this special rule gain access to unique Wargear options (see The Armoury of the Thousand Sons).
Achea force sword

The Achean pattern of force weapons uses a mesh of psycho-conductive filament worked into the surface of an adamantite blade to conduct the raw psychic fury of the wielder. Unlike the more common force weapons, these refined devices allow only a lesser portion of the psykers’ will to be channelled through the weapon; a spiritual circuit-breaker that allows these weapons to be safely employed en-masse by the warriors of the Thousand Sons.

Range
Str
AP
Achea force sword
-
User
3
Melee, Rending (6+), Achean Force

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule (unless the unit is entirely composed of models with the Independent Character special rule, in which case the controlling player can select which of those model’s Leadership Characteristics is used). If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.

Warriors of the Khenetai

One of many lesser cults within the Prosperine Arcana, the Khenetai were few in number but renowned for the dedication and skill of the blademasters that filled their ranks. Unlike other warriors of the Thousand Sons they focussed their power inwards, using it to boost their prowess with the blade beyond the capability of any ordinary warrior.

A model with this special rule gains the Mindsong of Blades Psychic Power and may not select a Minor Arcana from those presented by the Prosperine Arcana special rule.
Æther-fire pistol

A later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule (unless the unit is entirely composed of models with the Independent Character special rule, in which case the controlling player can select which of those model’s Leadership Characteristics is used). If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Range
Str
AP
Æther-fire pistol
10"
6
4
Pistol 1, Rending (6+), Achean Force

© Vyacheslav Maltsev 2013-2024