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Once, the Thousand Sons were a loyal Space Marine Legion who fought during the Great Crusade in the service of the Emperor. Yet the Chaos God Tzeentch led their psychically gifted Primarch, Magnus the Red, astray. With his fall, his Legion too was damned, and soon enough a terrible fate overtook the sons of Prospero.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Does the All is Dust ability work against an attack with the Toxin Sacs upgrade, when that attack deals 1 additional damage?
 A
Yes.

Thousand Sons Kill Teams

If every model in your kill team has the THOUSAND SONS Faction keyword, models in your kill team gain the Brotherhood of Sorcerers ability below and you can use Thousand Sons Tactics.

Brotherhood of Sorcerers

When it is your turn to choose a PSYKER from your kill team to attempt to manifest psychic powers in this phase, you can choose up to two models from your kill team to do so. Resolve all of one model’s attempts before choosing the next model. In addition, the ranges of all psychic powers manifested by models in your kill team are increased by 3".

Tactics

SORCEROUS FOCUS
Thousand Sons Tactic
Use this Tactic at the start of your turn in the Psychic phase. Pick a PSYKER model from your kill team that is within 2" of at least two other models from your kill team. Add 6" to the range of this model’s Psybolt psychic power until the end of the phase.
2 COMMAND POINTS
VETERANS OF THE LONG WAR
Thousand Sons Tactic
Use this Tactic when a RUBRIC MARINE or SCARAB OCCULT TERMINATOR from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target IMPERIUM models until the end of the phase.
2 COMMAND POINTS
MALICIOUS FAMILIAR
Thousand Sons Tactic
Use this Tactic at the end of the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.
1 COMMAND POINT
IMMOVABLE AUTOMATON
Thousand Sons Tactic
Use this Tactic when a Rubric Marine, Rubric Marine Gunner, Scarab Occult Terminator or Scarab Occult Gunner from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead.
2 COMMAND POINTS
CYCLE OF SLAUGHTER
Thousand Sons Tactic
Use this Tactic at the end of the Fight phase. Pick a TZAANGOR from your kill team – that model can immediately fight an additional time.
2 COMMAND POINTS
HUNGERING WARPFLAME
Thousand Sons Tactic
Use this Tactic in the Shooting phase when you choose a model in your kill team to shoot with a warpflamer or warpflame pistol. Until the end of the phase, you can roll two dice when determining the number of attacks made by that weapon and pick the highest result.
1 COMMAND POINT
TELEPORT STRIKE
Thousand Sons Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Discipline of Tzeentch

To generate psychic powers from the Discipline of Tzeentch, you can either roll a D3 to generate them randomly (reroll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

GAZE OF FATE

The psyker uses his powers of precognition to unravel the strands of destiny, and in doing so discovers the one true path to victory.

Gaze of Fate has a warp charge value of 6. If manifested, you can re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test before the next Psychic phase.

2

TREASON OF TZEENTCH

The psyker reaches his thoughts into the minds of his victims, subverting their will and turning them upon their own allies.

Treason of Tzeentch has a warp charge value of 8. If manifested, select an enemy model that is within 12" of the psyker and visible to him and roll 2D6. If the result is greater than the character’s Leadership characteristic, the model is treated as if it were a model from your kill team in the subsequent Shooting and Fight phases. At the end of the Fight phase, the model reverts to being an enemy model.

3

BOLT OF CHANGE

The psyker unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations.

Bolt of Change has a warp charge value of 9. If manifested, the closest enemy model within 12" of the psyker and visible to him suffers D3 mortal wounds.


Datasheets


Rubric Marine

NAME M WS BS S T W A Ld Sv Max
Rubric Marine 5" 3+ 3+ 4 4 1 1 7 3+ -
Rubric Marine Gunner 5" 3+ 3+ 4 4 1 1 7 3+ 1
Aspiring Sorcerer 6" 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with an inferno boltgun.
One Rubric Marine in your kill team can be a Rubric Marine Gunner, and one Rubric Marine in your kill team can be an Aspiring Sorcerer. An Aspiring Sorcerer is instead armed with a force stave and inferno bolt pistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
1
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
0
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
4
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
4
Warpflamer
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
0
Force stave
Melee
Melee
+2
-1
D3
-
WARGEAR OPTIONS
 • An Aspiring Sorcerer may replace their inferno bolt pistol with a warpflame pistol.
 • A Rubric Marine may replace their inferno boltgun with a warpflamer.
 • A Rubric Marine Gunner may replace their inferno boltgun with a soulreaper cannon.
 • One Rubric Marine in your kill team may take an Icon of Flame.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

All is Dust: Add 1 to saving throws for a Rubric Marine or Rubric Marine Gunner if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting Heavy weapons does not apply to Rubric Marine Gunners.

Favoured of Tzeentch: This model has a 5+ invulnerable save.

Icon of Flame:
1
At the start of your turn in the Psychic phase, roll a D6 for each model from your kill team equipped with an Icon of Flame. On a 6 inflict 1 mortal wound on the closest enemy model within 12" of the model being rolled for.

Transhuman Physiology (Aspiring Sorcerer only): Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
An Aspiring Sorcerer can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt psychic power.
SPECIALISTS
Leader (Aspiring Sorcerer only), Heavy (Gunner only), Combat, Demolitions, Veteran
FACTION KEYWORDS
THOUSAND SONS
KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, INFANTRY, PSYKER (Aspiring Sorcerer only), RUBRIC MARINE


Tzaangor

NAME M WS BS S T W A Ld Sv Max
Tzaangor 6" 3+ 4+ 4 4 1 1 6 6+ -
Twistbray 6" 3+ 4+ 4 4 1 2 7 6+ 1
This model is armed with Tzaangor blades.
One Tzaangor in your kill team can be a Twistbray.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Tzaangor blades
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • This model may replace its Tzaangor blades with an autopistol and chainsword.
 • One Tzaangor in your kill team may instead take Tzaangor blades and a brayhorn.
ABILITIES
Aura of Dark Glory: This model has a 5+ invulnerable save.

Brayhorn:
3
Add 1 to Advance and charge rolls made for TZAANGORS within 6" of any friendly models equipped with a brayhorn.
SPECIALISTS
Leader (Twistbray only), Comms (Tzaangor with brayhorn only), Combat, Medic, Veteran, Zealot
FACTION KEYWORDS
THOUSAND SONS
KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, INFANTRY, TZAANGOR


Scarab Occult Terminator

NAME M WS BS S T W A Ld Sv Max
Scarab Occult Terminator 4" 3+ 3+ 4 4 2 2 8 2+ -
Scarab Occult Gunner 4" 3+ 3+ 4 4 2 2 8 2+ 2
Scarab Occult Sorcerer 5" 3+ 3+ 4 4 2 2 9 2+ 1
This model is armed with an inferno combi-bolter and power sword.
Up to two Scarab Occult Terminators in your kill team can be Scarab Occult Gunners, and one Scarab Occult Terminator in your kill team can be a Scarab Occult Sorcerer. A Scarab Occult Sorcerer is armed with an inferno combi-bolter and force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Heavy warpflamer
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
4
Hellfyre missile rack
24"
Heavy 2
8
-2
D3
-
0
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
3
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • A Scarab Occult Gunner may replace their inferno combi-bolter with a heavy warpflamer or soulreaper cannon.
 • Up to two Scarab Occult Terminators or Scarab Occult Gunners in your kill team may take a hellfyre missile rack.
 • A Scarab Occult Sorcerer may replace their inferno combi-bolter with a power sword.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology (Sorcerer only): Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

All is Dust: Add 1 to saving throws for a Scarab Occult Terminator or Scarab Occult Gunner if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting Heavy weapons does not apply to Scarab Occult Gunners.

Terminator Armour: This model has a 5+ invulnerable save.
PSYKER
A Scarab Occult Sorcerer can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Leader (Sorcerer only), Heavy (Gunner only), Combat, Demolitions, Veteran
FACTION KEYWORDS
THOUSAND SONS
KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, INFANTRY, PSYKER (Scarab Occult Sorcerer only), TERMINATOR, SCARAB OCCULT TERMINATOR


Commanders


Exalted Sorcerer

NAME M WS BS S T W A Ld Sv Max
Exalted Sorcerer 6" 2+ 2+ 4 4 5 4 9 3+ 1
This model is armed with a force stave, inferno bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Exalted Sorcerer
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
7
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
7
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
Disc of Tzeentch
20
Blades
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
WARGEAR OPTIONS
 • This model may replace its inferno bolt pistol with a plasma pistol or warpflame pistol.
 • This model may take a power sword.
 • This model may ride a Disc of Tzeentch. If he does so, he loses the INFANTRY keyword, gains the DAEMON, CAVALRY and FLY keywords, his Move characteristic is increased to 12" and his Disc will attack his enemies with its blades when he fights.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Favour of Tzeentch: This model has a 5+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Discipline of Tzeentch.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Psyker, Shooting, Strategist, Strength
FACTION KEYWORDS
THOUSAND SONS
KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, COMMANDER, INFANTRY, SORCERER, PSYKER, EXALTED SORCERER


Tzaangor Shaman

NAME M WS BS S T W A Ld Sv Max
Tzaangor Shaman 12" 3+ 3+ 4 4 4 3 8 6+ 1
This model is armed with a force stave. It rides to battle atop a Disc of Tzeentch, which attacks with its blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Tzaangor Shaman
0
Force stave
Melee
Melee
+2
-1
D3
-
Disc of Tzeentch
0
Blades
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
ABILITIES
Aura of Dark Glory: This model has a 5+ invulnerable save.

Sorcerous Elixir: You can re-roll the first failed Psychic test you make for this model. This ability can only be used once per battle.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as one psychic power generated from the Discipline of Tzeentch.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Psyker, Strategist, Strength
FACTION KEYWORDS
THOUSAND SONS
KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, COMMANDER, CAVALRY, DAEMON, TZAANGOR, FLY, PSYKER, SHAMAN

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Heavy warpflamer
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
4
Hellfyre missile rack
24"
Heavy 2
8
-2
D3
-
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
0
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
0
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
7
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
3..4
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
1..7
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
4
Warpflamer
8"
Assault D6
4
-2
1
This weapon automatically hits its target.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0..20
Blades
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Power sword
Melee
Melee
User
-3
1
-
0
Tzaangor blades
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Brayhorn
Add 1 to Advance and charge rolls made for TZAANGORS within 6" of any friendly models equipped with a brayhorn.
1
Icon of Flame
At the start of your turn in the Psychic phase, roll a D6 for each model from your kill team equipped with an Icon of Flame. On a 6 inflict 1 mortal wound on the closest enemy model within 12" of the model being rolled for.

The THOUSAND SONS keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The PSYKER keyword is used in following Thousand Sons datasheets:

Datasheet
Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team 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.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The RUBRIC MARINE keyword is used in following Thousand Sons datasheets:

Datasheet

The SCARAB OCCULT TERMINATOR keyword is used in following Thousand Sons datasheets:

Datasheet
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
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 model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The TERMINATOR keyword is used in following Thousand Sons datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result 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. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Does not include wargear

Inferno bolt pistol used in following datasheets:

Datasheet
Commander
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Warpflame pistol used in following datasheets:

Datasheet
Commander
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Soulreaper cannon used in following datasheets:

Datasheet
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 the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Force stave used in following datasheets:

Datasheet
Commander
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight 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.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The THOUSAND SONS keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The CHAOS keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The TZEENTCH keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The PSYKER keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Datasheet
Commander

Power sword used in following datasheets:

Datasheet
Commander
LevelPoints per model*
181
2101
3121
4146
* Does not include wargear
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Blades used in following datasheets:

Commander
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

The COMMANDER keyword is used in following Thousand Sons datasheets:

Commander
LevelPoints per model*
140
255
370
495
* Does not include wargear

Autopistol used in following datasheets:

Datasheet
• Tzaangor
0

Frag grenade used in following datasheets:

Commander

Heavy warpflamer used in following datasheets:

Datasheet

Hellfyre missile rack used in following datasheets:

Datasheet

Inferno boltgun used in following datasheets:

Datasheet

Inferno combi-bolter used in following datasheets:

Datasheet

Krak grenade used in following datasheets:

Commander

Plasma pistol used in following datasheets:

Commander

Warpflamer used in following datasheets:

Datasheet

Chainsword used in following datasheets:

Datasheet
• Tzaangor
0

Tzaangor blades used in following datasheets:

Datasheet
• Tzaangor
0

Brayhorn used in following datasheets:

Datasheet
• Tzaangor
3

Icon of Flame used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020