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The tang of sorcery taints the air as the Thousand Sons attack. Coruscating bolts of warp energy explode in washes of mutating fire, while hails of ensorcelled shot mow down rank after rank of the foe. Those not reduced to smouldering corpses are transmogrified by the magicks of Tzeentch, leaving the battlefield strewn with crystal statues, clouds of screaming vapour and writhing mounds of flesh.

This section contains a selection of datasheets for Thousand Sons miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.

Books

BookKindEditionVersionLast update
► ChaosIndex81.4April 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Thousand SonsCodex81.3April 2019
  Chapter Approved 2018 EditionExpansion81.1May 2019

Index: Chaos

 Q: Can I use the All is Dust ability to add 1 to invulnerable saving throws?
 A
Yes, but only against attacks that have a Damage characteristic of 1.
 Q: Can I use the All is Dust ability to add 1 to my saving throws against attacks that have a Damage characteristic of D3, or D6, but only inflict 1 damage?
 A
No. The Damage characteristic is not ‘1’. Furthermore, the roll to inflict damage would occur after the saving throw would be taken (i.e. you cannot retroactively pass a saving throw).

Codex: Thousand Sons

 Q: Do I score a victory point for Slay the Warlord if my opponent targets their Warlord with The Flesh-Change?
 A
Yes.
 Q: When a model’s datasheet states that it knows, for example, three psychic powers from the Discipline of Change and/or Dark Hereticus discipline, does this mean I can choose six psychic powers for them in total?
 A
No, it means you can choose three psychic powers for them, in one of the following combinations:
1) three from the Discipline of Change.
2) three from the Dark Hereticus discipline.
3) one from one discipline and two from the other.
 Q: The Brotherhood of Sorcerers ability increases the range of psychic powers by 6". If a psychic power has a secondary effect that has a range (such as Infernal Gateway, which has an initial range of 12" but then affects all other units within 3"), does the range increase apply to the initial range, the secondary range, or both?
 A
It only applies to the initial range; so in the case of Infernal Gateway, you would identify the nearest visible enemy model within 18" of the psyker, rather than within 12". That model’s unit and every other unit within 3" of that model would then suffer D3 mortal wounds.
 Q: Can I replace the Smite psychic power when using the Chaos Familiar Stratagem?
 A
Yes.
 Q: If I manifest the Gift of Chaos psychic power, and target a unit whose models have different Toughness characteristics, which one should I use?
 A
Use the highest Toughness characteristic in the target unit.
 Q: How should Perils of the Warp be resolved against units led by an Aspiring Sorcerer or Scarab Occult Sorcerer?
 A
Any mortal wounds suffered are applied to Sorcerer’s unit, so can be applied to another model if you wish (if a model in that unit has already suffered any wounds, it must still be applied to this model first).
 Q: If the Aspiring Sorcerer or Scarab Occult Sorcerer from a unit has been slain, is this unit still treated as being a PSYKER?
 A
Yes.

Designers Note: Whilst these units would not be able to manifest or deny any psychic powers, any abilities, objectives or effects which affect psykers are still likely to affect these warpinfused, animated suits of armour.

 Q: Can the Killshot Stratagem be used to affect Hellforged Predators?
 A
No. The Killshot Stratagem can only be used to affect models using the Chaos Predator datasheet.
 Q: If a CHARACTER is being treated as part of the opponent’s army due to the Treason of Tzeentch psychic power, must units from that CHARACTER’s actual army fight it in the Fight phase if they are within 1" of that CHARACTER?
 A
Yes.

Abilities

The following ability is common to several THOUSAND SONS units.

Daemonic Ritual

Using dark pacts and blasphemous rituals, a champion of the Thousand Sons weakens the fabric of reality, creating a gateway to the warp through which Tzeentchian Daemons can pour.

Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

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.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include THOUSAND SONS Detachments – that is, any Detachment which includes only THOUSAND SONS units.


Abilities

If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the Brotherhood of Sorcerers ability. In addition, Troops units in THOUSAND SONS Detachments gain the Disciples of Tzeentch ability.

Brotherhood of Sorcerers

When amassed on the field of battle, the Sorcerers of the Thousand Sons draw upon each other’s psychic vigour, using the collective vortex of magical energy to augment their own spellcraft.

The ranges of all psychic powers manifested by units with this ability are increased by 6".

Disciples of Tzeentch

As they make their implacable march across the battlefield, the warriors of the Thousand Sons spread the corrupting influence of Tzeentch. The living amongst their ranks incant profane rituals, while the mere presence of the incorporeal serves as a grim tribute to the Changer of the Ways.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Stratagems

If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the Thousand Sons on the battlefield.

1CP

LINEBREAKER BOMBARDMENT

Thousand Sons Stratagem

The Chaos Space Marines learnt long ago that excessive force pays for itself in the terror that it causes.

Use this Stratagem in your Shooting phase if a THOUSAND SONS Chaos Vindicator from your army is within 6" of 2 other friendly THOUSAND SONS Chaos Vindicators. The Vindicators cannot fire their demolisher cannons this phase: instead, select a point on the battlefield within 24" of all three vehicles and visible to them. Roll a D6 for each unit within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers 3D3 mortal wounds.
1CP

THE GREAT SORCERER

Thousand Sons Stratagem

Those not driven mad by the worship of Tzeentch are given the power to harness the energies of the warp like no other.

Use this Stratagem at the end of your Psychic phase. Select a THOUSAND SONS PSYKER from your army. The psyker can immediately attempt to manifest one additional psychic power this turn.
1CP

FIRE FRENZY

Thousand Sons Stratagem

The unbridled wrath of a Helbrute is a useful tool in the hands of a commander who can direct it.

Use this Stratagem in your Shooting phase, just before a THOUSAND SONS Helbrute from your army shoots. If that Helbrute did not move in its Movement phase, it can fire all of its weapons twice, but all of its attacks must target the nearest visible enemy unit.
1CP

DAEMONFORGE

Thousand Sons Stratagem

The Daemon Engines of the Chaos Space Marines are driven by a fathomless hatred born of the warp.

Use this Stratagem in your Shooting or Fight phase when a THOUSAND SONS DAEMON VEHICLE is chosen to attack. Re-roll failed hit and wound rolls for that model until the end of the phase.
3CP

CORUSCATING BEAM

Thousand Sons Stratagem

A sudden, lethal beam of magic is released from a Silver Tower.

Use this Stratagem in the Shooting phase, if you have a THOUSAND SONS Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s weapons, pick two points on the battlefield that are 9" apart and visible to him and draw an imaginary straight line 1mm wide between them. Roll a D6 for each unit that the centre of the line passes over, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds. You can only use this Stratagem once per battle.
1CP

CABALISTIC FOCUS

Thousand Sons Stratagem

Within a cabal, psychic energy is either shared or taken by force.

Use this Stratagem before attempting to manifest a psychic power with a THOUSAND SONS PSYKER from your army that is within 6" of at least two other friendly THOUSAND SONS PSYKER units. Add 2 to the Psychic test.
1CP/3CP

RELICS OF THE THOUSAND SONS

Thousand Sons Stratagem

The halls of Tizca are replete with sorcerous esoterica.

Use this Stratagem before the battle. Your army can have one extra Sorcerous Arcana for 1 CP, or two extra Sorcerous Arcana for 3 CPs. All of the Sorcerous Arcana that you include must be different and be given to different THOUSAND SONS CHARACTERS. You can only use this Stratagem once per battle.
1CP

KILLSHOT

Thousand Sons Stratagem

The bloodthirsty Predator battle tanks of the Heretic Astartes hunt in packs to bring down especially large foes.

Use this Stratagem in your Shooting phase if a THOUSAND SONS Chaos Predator from your army is within 6" of 2 other friendly THOUSAND SONS Chaos Predators. Add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.
1CP

BLASPHEMOUS MACHINES

Thousand Sons Stratagem

Heretic Astartes vehicles can be goaded to fury like wild beasts.

Use this Stratagem before a THOUSAND SONS VEHICLE from your army attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
1CP

WARPFLAME GARGOYLES

Thousand Sons Stratagem

On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew fire on those nearby.

Use this Stratagem at the start of any Fight phase. Pick a THOUSAND SONS VEHICLE from your army (but not a Helbrute or Heldrake) and roll a D6 for each other unit (friend or foe) within 3" of it, subtracting 2 from the roll if the unit being rolled for is a CHARACTER or VEHICLE. On a 4+, the unit being rolled for suffers D3 mortal wounds.
1CP

CHAOS FAMILIAR

Thousand Sons Stratagem

Though diminutive in stature, many lesser warp entities whisper dark secrets that can shift the tide of battle.

Use this Stratagem at the start of your Psychic phase. Select a THOUSAND SONS PSYKER from your army. That model can replace a single psychic power with a power of your choice from the Dark Hereticus discipline, Discipline of Change or Discipline of Tzeentch.
1CP

SORCEROUS PACT

Thousand Sons Stratagem

Guided by the will of Sorcerers, Daemons are enabled to stride freely into realspace.

Use this Stratagem when a THOUSAND SONS CHARACTER attempts to summon a unit of TZEENTCH DAEMONS using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for the summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples.
1CP/3CP

WEBWAY INFILTRATION

Thousand Sons Stratagem

By traversing the wending paths of the webway, the Thousand Sons are able to outflank their foes.

Use this Stratagem during deployment. If you spend 1 CP, you can set up one THOUSAND SONS INFANTRY unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. Any number of units in the webway can emerge at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9" from any enemy models. You can only use this Stratagem once per battle.
1CP

SOUL FLARE

Thousand Sons Stratagem

The power of Tzeentch courses through his flesh-and-blood servants, igniting their veins with warpfire. Upon death these servants may be given the honour of immolation as their body becomes a votive candle to their dark god.

Use this Stratagem when a THOUSAND SONS Aspiring Sorcerer or Scarab Occult Sorcerer from your army is slain. Before removing that model as a casualty, roll a D6 for each enemy unit within 6" of that model, subtracting 2 from the roll if the unit being rolled for is a CHARACTER or VEHICLE. On a 4+, the unit being rolled for suffers a mortal wound.
1CP

VETERANS OF THE LONG WAR

Thousand Sons Stratagem

The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem when a THOUSAND SONS INFANTRY unit is selected to attack in a Shooting or Fight phase. Add 1 to all wound rolls made for the unit until the end of the phase.
1CP

FATED MUTATION

Thousand Sons Stratagem

Tzeentch often toys with the form of his minions, remoulding and mutating them into new shapes that he finds altogether more pleasing.

Use this Stratagem in the Fight phase just before a unit of TZEENTCH Chaos Spawn from your army fights. Instead of rolling a D3 for that unit’s Mutated Beyond Reason ability this phase, you can choose the result from the table. In addition, you can re-roll the number of attacks each Chaos Spawn in the unit makes until the end of the phase.
1CP

BOON OF TZEENTCH

Thousand Sons Stratagem

The path of Chaos can lead a Sorcerer to daemonhood, or it can see him transformed into a gibbering Chaos Spawn.

Use this Stratagem at the end of a Fight phase in which one of your THOUSAND SONS CHARACTERS (excluding DAEMON CHARACTERS) slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and look up the result below.

2D6Boon
2Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do so, set up the Chaos Spawn within 6" of the character and more than 1" from any enemy models before removing them as a casualty.
3Arcane Occulum: Add 6" to the Range of all of the character’s shooting weapons.
4Temporal Distortion: Add 3" to the character’s Move characteristic.
5Prescient Foresight: Each time the character loses a wound, roll a D6; on a 6, they do not lose that wound. If the character already has an ability with a similar effect, add 1 to any dice rolls you make for them to avoid losing wounds instead.
6Esoteric Insight: Add 1 to any Psychic tests you take for the character.
7The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
8Aura of Illusion: Subtract 1 from hit rolls that target the character in the Fight phase.
9Aetherflame: Add 1 to the Damage characteristic of the character’s melee weapons.
10Crystalline Body: Add 1 to the character’s Toughness characteristic.
11Fragment of Immortality: Add 1 to the character’s Wounds characteristic.
12Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince of Tzeentch to your army. If you do so, set up the Daemon Prince within 6" of the character before removing them.

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). In the unlikely event of a character accruing all of the available boons besides Spawndom and Daemonhood, roll a single D6 instead: on a roll of 1-3, they receive the Spawndom result; on a roll of 4-6, they receive the Daemonhood result.

Chaos Spawn or Daemon Princes of Tzeentch created by a boon must have the TZEENTCH keyword, and they do not cost any reinforcement points in a matched play game.
1CP

VENGEANCE FOR PROSPERO

Thousand Sons Stratagem

The Thousand Sons have never forgiven the sons of Leman Russ for the destruction of their home world.

Use this Stratagem just before a THOUSAND SONS unit from your army fights in the Fight phase. Until the end of the phase, that unit’s Death to the False Emperor ability triggers on hit rolls of 4+ instead of 6+ for attacks that target a SPACE WOLVES unit.
1CP

THE FLESH-CHANGE

Thousand Sons Stratagem

The flesh-change that afflicts the Thousand Sons has been embraced by most of the Legion’s sorcerous brethren – some of whom Tzeentch rewards, others he punishes…

Use this Stratagem at the start of any phase. Pick a THOUSAND SONS INFANTRY CHARACTER from your army. That character is slain, but you can add a Chaos Spawn to your army. If you do so, set up the Chaos Spawn within 6" of the character and more than 1" from any enemy models before removing them as a casualty A Chaos Spawn created in this manner must have the TZEENTCH keyword, and does not cost any reinforcement points in a matched play game.
1CP

INFERNO BOLTS

Thousand Sons Stratagem

Should the correct incantation be uttered, the bolt rounds of the Thousand Sons’ battle tanks and Daemon Engines will flare into sorcerous life, burning through the armour of their prey with contemptuous ease.

Use this Stratagem before the battle. Select a THOUSAND SONS VEHICLE from your army and select a combi-bolter, combi-melta, combi-flamer, heavy bolter or twin heavy bolter that the model is equipped with. That weapon is upgraded to fire inferno bolt rounds. Change the AP characteristic of that weapon to -2 (only change the boltgun profile for a combi-melta or combi-flamer).
1CP

BALEFUL VORTEX

Thousand Sons Stratagem

The baleful vortexes surrounding Mutalith Vortex Beasts serve as conduits to the aether, through which the most malefic energies of the warp can be unleashed.

Use this Stratagem after a Mutalith Vortex Beast from your army has resolved a Mutalith Vortex Power. Roll a D6 to randomly select a Mutalith Vortex Power. The Mutalith Vortex Beast immediately uses the power rolled, even if it has already used that power this phase. Furthermore, that power is automatically successful – no dice roll is necessary.
2CP

CYCLE OF SLAUGHTER

Thousand Sons Stratagem

To the followers of Tzeentch, time is as mutable as flesh, enabling an orgy of slaughter to continue long after its natural conclusion.

Use this Stratagem at the end of the Fight phase. Select a TZAANGOR unit from your army – that unit can immediately fight an additional time.

Dark Hereticus Discipline (Index)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Dark Hereticus discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

DARK HERETICUS DISCIPLINE
D3PSYCHIC POWER
1Infernal Gaze
Infernal Gaze has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
2Warptime
Warptime has a warp charge value of 6. If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
3Prescience
Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

Psychic Powers

There are few in the galaxy whose mastery of warp energies is more extensive than the Sorcerers of the Thousand Sons. Through profane rituals and blasphemous incantations these energies are released upon their enemies and Tzeentch’s will is made manifest.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Change, Dark Hereticus or Tzeentch disciplines using the following tables. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Discipline of Change

D6PSYCHIC POWER
1

Tzeentch’s Firestorm

The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake.

Tzeentch’s Firestorm has a warp charge value of 7. If manifested, select an enemy unit that is within 18" of the psyker and visible to him. Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6.

2

Boon of Mutation

The psyker channels the warping power of Chaos into a warrior marked for glory, transforming the champion until his flesh wrenches and flows.

Boon of Mutation has a warp charge value of 7. If manifested, select a friendly THOUSAND SONS CHARACTER (but not a DAEMON CHARACTER) within 3" of the psyker. Roll 2D6 and consult the chart on the Boon of Tzeentch Stratagem to see what effect this power has on that character for the rest of the game.

3

Glamour of Tzeentch

The psyker twists and obscures the perceptions of his foes to the point that his allies become all but invisible.

Glamour of Tzeentch has a warp charge value of 7. If manifested, select a friendly THOUSAND SONS unit within 12" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit.

4

Doombolt

The psyker hurls a bolt of roiling energy that blasts its targets into terrifying new shapes.

Doombolt has a warp charge value of 9. If manifested, select an enemy unit that is within 18" of the psyker and visible to him; that unit suffers D3 mortal wounds and in their following Movement phase must halve their Move characteristic and cannot Advance.

5

Temporal Manipulation

By creating a pocket of dilated time around an injured ally, the psyker drastically accelerates the rate at which wounds heal and muscles regrow.

Temporal Manipulation has a warp charge value of 6. If manifested, select a friendly THOUSAND SONS model within 12" of the psyker. That model immediately heals D3 wounds.

6

Weaver of Fates

The psyker traces the skeins of the future to see the fates of battle. Forewarned of imminent danger, warriors dodge bullets and sword blows with seemingly supernatural reflexes.

Weaver of Fates has a warp charge value of 6. If manifested, select a THOUSAND SONS unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.


Dark Hereticus Discipline

D6PSYCHIC POWER
1

Infernal Gaze

Unholy power streams from the psyker’s eyes, charring and melting everything caught in its path.

Infernal Gaze has a warp charge value of 5. If manifested, select an enemy unit that is within 18" of the psyker and visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+.

2

Death Hex

The Sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed.

Death Hex has a warp charge value of 8. If manifested, select an enemy unit that is within 12" of the psyker and visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

3

Gift of Chaos

As the power of the warp surges through the psyker’s victim, bones snap and flesh rips as a new form takes shape.

Gift of Chaos has a warp charge value of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add one Chaos Spawn to your army within 6" of the character and more than 1" from any enemy models before they are removed as a casualty.

4

Prescience

By focusing his warp-sight the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes.

Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

5

Diabolic Strength

The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two.

Diabolic Strength has a warp charge value of 6. If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

6

Warptime

The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies.

Warptime has a warp charge value of 6. If manifested, pick a HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.


Discipline of Tzeentch

D6PSYCHIC POWER
1

Boon of Change

As the Daemon chants, their minions begin to twist and new forms take shape as the will of Tzeentch demands.

Boon of Change has a warp charge value of 7. If manifested, select a friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.

D3Effect
1Extra Limb: +1 Attack
2Mystic Strength: +1 Strength
3Iron Skin: +1 Toughness

2

Bolt of Change

The Daemon 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 8. If manifested, select an enemy unit that is within 18" of the psyker and visible to him. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army within 6" of the character and more than 1" from any enemy models before they are removed as a casualty.

3

Gaze of Fate

The Daemon 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, until the end of the turn you can re-roll one single dice roll that you have rolled.

4

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 CHARACTER that is within 18" of the psyker and visible to him (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership characteristic, until the end of the following Fight phase treat that character as if it were a friendly model from your army in your Shooting, Charge and Fight phases.

5

Flickering Flames

Cackling madly, the psyker’s minions are wreathed in pink and blue flames that leap forth to consume their foes.

Flickering Flames has a warp charge value of 5. If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit’s shooting weapons.

6

Infernal Gateway

The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.

Infernal Gateway has a warp charge value of 8. If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to him; that model’s unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.


Warlord Traits

The Thousand Sons have ever been led into battle by the most psychically gifted of their number. Augmented further by the wisdom of ages and the dark power of Tzeentch, these sorcerers have each forged their own dark legend over the millennia.

If a THOUSAND SONS CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6WARLORD TRAIT
1

ARROGANCE OF AEONS

The Warlord draws strength from a long-harboured hubris; the idea of submitting to the will of another is anathema to him.

Re-roll failed Deny the Witch tests you take for this Warlord.

2

UNDYING FORM

The Warlord’s body has been transformed into psychocrystal, living granite or glittering cosmic dust, rendering it all but impervious to damage.

Reduce all damage suffered by your Warlord by 1 (to a minimum of 1).

3

AETHERSTRIDE

The Warlord has mastered the ability to fold time and space, enabling him to cross great distances with a single step and close upon his foes with terrifying speed.

Your Warlord can Advance and charge in the same turn, and can re-roll failed charge rolls.

4

LORD OF FORBIDDEN LORE

This Warlord has committed to memory many a grimoire and graven tome, giving him unparalleled knowledge of hexes, cantrips and destructive rites.

Your Warlord knows one additional psychic power.

5

OTHERWORLDLY PRESCIENCE

The Warlord has made countless pacts with denizens of the warp. These empyric entities whisper to him constantly, granting him visions of the twisting skeins of fate.

Improve your Warlord’s invulnerable save by 1 (to a maximum of 3+).

6

HIGH MAGISTER

This Warlord is a dark paragon within his sect, and by the raw might of his psyker’s mind he is easily able to bend to his will the roiling powers of the warp.

Add 1 to any Psychic tests you take for your Warlord.


Named Characters and Warlord Traits

The mightiest of the Thousand Sons are rightly feared for their fell power and sorcerous abilities on the battlefield. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
Magnus the RedLord of Forbidden Lore 
AhrimanOtherworldly Prescience 

Tactical Objectives

D66Result
11Ritual Slaughter 
12Psychic Supremacy 
13Vengeance Long Awaited 
14Arcane Rite 
15The Wrath of Magnus 
16Power of the Cabal 

Even when they fought in the Great Crusade, the Thousand Sons were renowned for their devastating style of warfare, and they have maintained and perfected these tactics for more than ten millennia. They are at once implacable and adaptable; guided by the shifting tides of battle and yet unerring in their malefic desire for victory.

If your army is led by a THOUSAND SONS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Thousand Sons player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Thousand Sons Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
RITUAL SLAUGHTER
Thousand Sons

The letting of blood is a powerful ingredient of fell rituals – spill it to Tzeentch’s liking and reap the rewards.

Score 1 victory point if at least nine enemy models were destroyed by units from your army during this turn.

12
PSYCHIC SUPREMACY
Thousand Sons

The sons of Prospero have long been masters of the empyrean – those who would rival their supremacy must have their works undone.

Score 1 victory point if you made a successful Deny the Witch test during this turn.

13
VENGEANCE LONG AWAITED
Thousand Sons

The Thousand Sons have waited for millennia to avenge the wrongs of the Horus Heresy – now that reckoning is at hand.

Score 1 victory point if at least one enemy unit was destroyed by units from your army during this turn. Score D3 victory points instead if at least one IMPERIUM unit was destroyed by units from your army during this turn.

14
ARCANE RITE
Thousand Sons

The land itself contains great power – for this geomantic rite to be complete, the battlefield must belong to the Thousand Sons.

Score D3 victory points if you control at least one objective marker and your opponent controls no objective markers at the end of this turn.

15
THE WRATH OF MAGNUS
Thousand Sons

It is not enough to merely slay the enemy – they must be overcome in mind, body and spirit for Magnus’ work to be complete.

Score D3 victory points if at least one enemy unit was destroyed by units from your army during the Psychic phase of this turn.

16
POWER OF THE CABAL
Thousand Sons

Make Tzeentch’s will manifest in realspace.

Whilst this Tactical Objective is active, keep a tally of the number of psychic powers you successfully resolve during the Psychic phase each turn. At the end of the first turn in which you successfully resolved at least two psychic powers, score 1 victory point for every two psychic powers successfully resolved in that turn (to a maximum of 6 victory points).


Sorcerous Arcana

The Thousand Sons have fought the Long War against the Imperium for ten millennia. Over the course of this war, many powerful artefacts have been found, forged or conjured into existence by the Sons of Magnus. Those relics most capable of channelling the Great Architect’s powers are held in the screaming halls of Tizca, and carried to battle only when fate dictates.

If your army is led by a THOUSAND SONS Warlord, then before the battle you may give one of the following Sorcerous Arcana to a THOUSAND SONS CHARACTER. Named characters such as Ahriman already have one or more artefacts, and cannot be given any of the following arcana.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Sorcerous Arcana your characters may have on your army roster.

ATHENAEAN SCROLLS

Ahriman consumed the knowledge contained in the Athenaeum of Kallimakus long ago. However, not all of the Athenaeum’s founders were slain when their repository of knowledge was destroyed. Some of their Apollonian disciplines have since been transcribed on sanctified papyrus in order to keep an echo of that great library in existence. One who possesses the so-called ‘Athenaean Scrolls’ has access to advanced psychic techniques that make his spells all but unstoppable.

If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to resist that psychic power with a Deny the Witch test or negate it by any means. Note that the psyker will still suffer Perils of the Warp on a roll of double 1 or double 6, and if slain by Perils of the Warp, the power they were trying to manifest will still automatically fail.

CORUSCATOR

Of all the warp-forged weapons carried to battle by the Thousand Sons, Coruscator is the most revered. Since the time of the Horus Heresy, it has taken the lives of countless loyalist Space Marines, and its daemonic spirit will take any chance to stoke the fires of hatred that eat away at the Imperium from within.

Model with inferno bolt pistol only. Coruscator replaces the bearer’s inferno bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Coruscator
12"
Pistol 3
4
-2
D3

DARK MATTER CRYSTAL

By siphoning the perpetual gloom from the location where Mangel III once existed in realspace, a cabal of Sorcerers from the Cult of Magic created the Dark Matter Crystal. One in command of this powerful relic can use its energies to temporarily fold space, creating a localised wormhole through which he or his allies can step.

Once per battle, at the end of your Movement phase, you can select the bearer or a friendly THOUSAND SONS INFANTRY unit within 12" of him. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models. This does not count as Falling Back if the unit was within 1" of any enemy models.

HELM OF THE THIRD EYE

Many of the Thousand Sons’ disciplines teach of a mystical third eye that stares out from the forehead, seeing with far more than sight alone and even staring into the souls of men. This helm incorporates a crystalline eyeball that allows the wearer to perceive the intent of those around him, giving him a chance to react even before they have committed to their next action.

If your army is Battle-forged and the wearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.

SEER’S BANE

The Seer’s Bane is a Daemon weapon, quenched in the blood of a grand vizier and bound tight with a thousand curses. Its magicinfused alloys form the prison for the disgraced Lord of Change Malach’raccatax, who once uttered an unvarnished truth in the presence of Lord Tzeentch. It is said this ensorcelled weapon is the bane of learned men, and that it can cut through the minds of those that earn its master’s ire as easily as it slices apart their flesh.

Model with force sword or power sword only. Seer’s Bane replaces the bearer’s force sword or power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Seer’s Bane
Melee
Melee
User
-3
D3
Abilities: The Strength of the bearer is doubled when targeting enemy PSYKER units or enemy units that include any models with a Leadership characteristic of 9 or higher with this weapon.

THE PRISMATIC STAFF

This long-hafted weapon is bound with hypnotic rune-forms, and by intoning the command words its wielder can create multiple illusory duplicates of themselves to confuse their enemies. When the Long War erupts on a battlefield, the misdirection bought by the staff’s magic can be the difference between life and death.

Model with force stave only. The Prismatic Staff replaces the bearer’s force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Prismatic Staff
Melee
Melee
+2
-1
D3
Abilities: The bearer can shoot and charge during a turn in which it Fell Back.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainaxe

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

TERMINATOR MELEE WEAPONS

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
0
Battle cannon
72"
Heavy D6
8
-2
D3
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
0
Coruscating flames
18"
Assault 2
User
0
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
-
2
Fatecaster greatbow
24"
Assault 2
5
-1
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
20
Hades autocannon
36"
Heavy 4
8
-1
2
-
6
Havoc launcher
48"
Heavy D6
5
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
17
Heavy warpflamer
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
16
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
15
Hellfyre missile rack
24"
Heavy 2
8
-2
D3
-
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
2
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
3
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
16
Magma cutter
6"
Pistol 1
8
-4
3
-
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
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 a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
10
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
3
Warp bolter
24"
Assault 2
4
-1
2
-
3
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
10
Warpflamer
8"
Assault D6
4
-2
1
This weapon automatically hits its target.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Betentacled maw
Melee
Melee
User
-1
1
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Black Staff of Ahriman
Melee
Melee
+2
-1
3
-
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Chainaxe
Melee
Melee
+1
-1
1
-
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
8
Daemon jaws
Melee
Melee
User
-1
2
-
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Defiler claws
Melee
Melee
x2
-3
D6
-
12
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
2
Disc of Tzeentch’s 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.
1
Divining spear
Melee
Melee
+1
-1
1
The Damage of this weapon is increased to 2 on a turn in which the bearer charged.
0
Enormous claws
Melee
Melee
User
-2
2
-
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
17
Heldrake claws
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
10
Hellforged sword
Melee
Melee
User
-2
3
-
0
Hideous mutations
Melee
Melee
User
-2
2
-
Lamprey bite
Melee
Melee
+2
-3
2
-
12
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
Malefic talons
Melee
Melee
User
-2
2
Each time a model with malefic talons fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
0
Maulerfiend fists
Melee
Melee
x2
-3
3
-
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
35
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
4
Power sword
Melee
Melee
User
-3
1
-
The Blade of Magnus
Melee
Melee
x2
-4
3
If a CHARACTER is destroyed by this weapon, you can add a Chaos Spawn to your army. Set up the Chaos Spawn within 6" of Magnus and more than 1" from any enemy models.
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
9
Familiar
If this model is accompanied by a Familiar, add 1 to the first Psychic test you take for him in each of your Psychic phases.
5
Icon of Flame
At the start of your Psychic phase, roll a D6 for each unit with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
10
Instrument of Chaos
A unit that includes any Instruments of Chaos adds 1 to their Advance and charge rolls.
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.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
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.
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.
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.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The THOUSAND SONS and CHARACTER keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

The TZEENTCH and DAEMON keywords are used in following Thousand Sons datasheets:

HQ
Troops
• Horrors
Elites
• Flamers
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War
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.

The THOUSAND SONS and PSYKER keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
Elites
Lords of War

The THOUSAND SONS, DAEMON and VEHICLE keywords are used in following Thousand Sons datasheets:

Flyers
Heavy Support
• Defiler
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The THOUSAND SONS and VEHICLE keywords are used in following Thousand Sons datasheets:

Dedicated Transport
Elites
Flyers
Heavy Support
• Defiler
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.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Daemonic Ritual

Using dark pacts and blasphemous rituals, a champion of the Thousand Sons weakens the fabric of reality, creating a gateway to the warp through which Tzeentchian Daemons can pour.

Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice – this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

The THOUSAND SONS and INFANTRY keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
Elites

The DAEMON and CHARACTER keywords are used in following Thousand Sons datasheets:

HQ
Elites
Lords of War
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 THOUSAND SONS, INFANTRY and CHARACTER keywords are used in following Thousand Sons datasheets:

HQ
• Ahriman

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Troops
Elites
Fast Attack
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
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.
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.
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
single/pair
one set/two sets
© Vyacheslav Maltsev 2013-2019