Ahrak the Time Weaver travels the stars by esoteric means, riding the temporal flow of the universe to skip back and forth through the ages of reality. He seeks artefacts of ancient provenance, though whether to further his own power or that of the Thousand Sons remains to be seen. To aid him in his quest, Ahrak leads a warband of twisted Tzeentchian Beastmen known as Tzaangors, as well as his personal bodyguard of hulking Scarab Occult Terminators.
Book | Kind | Edition | Version | Last update |
The Coven Temporus | ||||
The Coven Temporus | Index | 10 | June 2023 |
The Thousand Sons channel the arcane through battlefield ritual, beseeching the Changer of the Ways to aid them.
At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battleshocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.Weaver of Fates (Psychic) 2 Cabal points. Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly Thousand Sons model whose unit is within 18" of this PSYKER, you can re-roll that saving throw. |
Echoes from the Warp (Psychic) 6 Cabal points. Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already used that Stratagem this phase. |
This warrior is able to manipulate the flow of linear chronology and to recklessly stride forward and backward through the strands of time and fate. They appear as if from nowhere in the midst of battle, fade to a flickering echo of their possible future selves, and enjoy the inconstant insights of perceiving that which may yet come to pass.
The bearer has the Deep Strike and Lone Operative abilities. In addition, at the end of your Command phase, if the bearer is on the battlefield, you gain D3 Cabal points.Many and strange are the pacts this warrior has struck with the daemonic entities of the warp. The powers and infernal allies these bargains have earned him ensure that his foes can never predict where he will unleash his devastating powers next.
The bearer has the Deep Strike and Lone Operative abilities. In addition, both of the bearer’s Screamer Invocation weapon profiles have the [PISTOL] ability.As the fury of battle waxes hot and the tides of the warp stir beyond the veil of realspace, so the sorcerous masters of the Thousand Sons harness the roiling warp energies with chants and gestures. These powers they funnel through sites of arcane significance across the battlefield and in so doing, draw ever closer to their ritual’s nightmarish conclusion.
From the second battle round onwards, at the end of your opponent’s Fight phase, if one or more PSYKER models from your army are within range of an objective marker that you control and that is not within your deployment zone, roll one D6, adding 1 to the result for each remaining Cabal point you have (to a maximum of +3): on a 5+, you score 3VP.It is said by the mortal worshippers of Tzeentch that their deity delights in endless, unbridled change. There is no surer way to secure his favour than to unleash the powers of the warp to twist the bodies and minds of the enemy into riotously mutated new forms.
At the end of each phase, you score D3 VP if one or more enemy models were destroyed by Psychic Attacks made by models from your army that phase.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Inferno bolt pistol [pistol] | |||||||
Inferno bolt pistol [pistol] | 12" | 1 | 2+ | 4 | -1 | 1 | |
Screamer Invocation – witchfire [psychic, torrent] | |||||||
Screamer Invocation – witchfire [psychic, torrent] | 18" | 2D3 | N/A | 6 | -2 | 1 | |
Screamer Invocation – focused witchfire [hazardous, psychic, torrent] | |||||||
Screamer Invocation – focused witchfire [hazardous, psychic, torrent] | 18" | 2D6 | N/A | 6 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Force weapon [psychic] | |||||||
Force weapon [psychic] | Melee | 4 | 3+ | 6 | -1 | D3 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Hellfyre missile rack | |||||||
Hellfyre missile rack | 36" | 2 | 3+ | 10 | -2 | 3 | |
Inferno combi-bolter [rapid fire 2] | |||||||
Inferno combi-bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | -1 | 1 | |
Soulreaper cannon [devastating wounds] | |||||||
Soulreaper cannon [devastating wounds] | 24" | 6 | 3+ | 6 | -1 | 1 | |
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic] | |||||||
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic] | 18" | 3 | 3+ | 4 | -3 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Force weapon [psychic] | |||||||
Force weapon [psychic] | Melee | 4 | 3+ | 6 | -1 | D3 | |
Prosperine khopesh | |||||||
Prosperine khopesh | Melee | 3 | 3+ | 5 | -2 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 3 | 4+ | 4 | 0 | 1 |
The PSYKER keyword is used in the following The Coven Temporus datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The Thousand Sons channel the arcane through battlefield ritual, beseeching the Changer of the Ways to aid them.
At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battleshocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.Weaver of Fates (Psychic) 2 Cabal points. Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly Thousand Sons model whose unit is within 18" of this PSYKER, you can re-roll that saving throw. |
Echoes from the Warp (Psychic) 6 Cabal points. Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem for 0CP, even if you have already used that Stratagem this phase. |
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.
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Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):The THOUSAND SONS keyword is used in the following The Coven Temporus datasheets:
The INFANTRY keyword is used in the following The Coven Temporus datasheets:
The PSYKER keyword is used in the following The Coven Temporus datasheets:
The CHAOS keyword is used in the following The Coven Temporus datasheets:
The TZEENTCH keyword is used in the following The Coven Temporus datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select oneWEAVER OF FATES (PSYCHIC) 2 CABAL POINTS |
TEMPORAL SURGE (PSYCHIC) 5 CABAL POINTS |
ECHOES FROM THE WARP (PSYCHIC) 6 CABAL POINTS |
DOOMBOLT (PSYCHIC) 7 CABAL POINTS |
TWIST OF FATE (PSYCHIC) 9 CABAL POINTS |
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.