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
  Chaos
  ChaosIndex81.4April 2018
  Thousand Sons
  Thousand SonsCodex9Indomitus 1.1August 2020
  Imperial Armour: Forces of the Adeptus Astartes
  Imperial Armour: Forces of the Adeptus AstartesIndex8Indomitus 1.0July 2020
  Warhammer Legends: Thousand Sons
  Warhammer Legends: Thousand SonsDataslate8December 2019
  Psychic Awakening: Ritual of the Damned
  Psychic Awakening: Ritual of the DamnedExpansion8Indomitus 1.1July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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: Can a Tzaangor unit be equipped with both a brayhorn (from Codex: Thousand Sons) and an instrument of Chaos (from Index: Chaos)?
A:
No. The brayhorn and instrument of Chaos are intended to be the same wargear option with an updated name.
 Q: If I select my Warlord for the Flesh-Change Stratagem, can my opponent achieve any relevant victory conditions or objectives as a result of them being destroyed?
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 warp-infused, 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 Engagement Range of that Character?
A:
Yes.

Expansion: Psychic Awakening: Ritual of the Damned

 Q: If I manifest the Warp Reality psychic power with a unit that has the Brotherhood of Sorcerers ability, can I use that ability to select one enemy unit within 9" of the terrain feature?
A:
No. The Brotherhood of Sorcerers ability allows you to select a terrain feature within 24" of the PSYKER.
 Q: Can the ability from the Guided by the Whispers Warlord Trait be used by a model that cannot fire Overwatch due to not having a ranged weapon, not having line of sight or being out of range?
A:
Yes, unless another rule would prevent them from being able to fire Overwatch (such as being within Engagement Range of any enemy units or being under the effects of a rule that prevents the model from firing Overwatch).
 Q: If I have a <CULT> Warlord and I use the Magister Stratagem to give a Thousand Sons Character from a different <CULT> a Warlord Trait, can I select their relevant <CULT> Warlord Trait?
A:
Yes, as they are regarded as your Warlord for the purposes of that Warlord Trait.
 Q: If I have a <CULT> Warlord and I use the Relics of the Thousand Sons Stratagem to give a Thousand Sons Character from a different <CULT> a Sorcerous Arcana, can I select their relevant <CULT> Sorcerous Arcana?
A:
No, as you can only select that Sorcerous Arcana if your Warlord is from that <CULT>.

Designer’s Notes

PSYCHIC FOCUS
Many veteran Thousand Sons players are unclear whether or not a matched play rule called Psychic Focus, which was published in the previous edition of the game and enabled their psykers to ignore the increasing Warp Charge cost of Smite, should continue to apply or not. For clarity, this rule is not a feature of the 9th edition of Warhammer 40,000, and Thousand Sons psykers manifest Smite just like any other psyker unit. Rest assured that the psychic might of this army can be reflected using the additional updates and rules found within Psychic Awakening: Ritual of the Damned, and we will be building upon this even more in the 9th edition version of Codex: Thousand Sons.

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.

Hateful Assault

The Heretic Astartes are corrupted traitors who burn with ten thousand years of hatred and malice.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Malicious Volleys

The Thousand Sons lay down a relentless hail of ensorcelled bolts as they advance.

Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, inferno boltgun, inferno combi-bolter, etc.).

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.

Cults of the Legion

The Thousand Sons are divided into nine great cults, each devoted to a separate facet of the Change God. The cults primarily operate independently of one another and fight in different ways, yet all have a purpose in the unfathomable plans of Tzeentch.


If your army is Battle-forged and includes any THOUSAND SONS Detachments, you can select which Cult of the Legion each of those Detachments belongs to from the nine cults. If you do, all THOUSAND SONS units in that Detachment (excluding CHAOS CULTISTS units, TZAANGOR units, and named characters such as Ahriman) gain the relevant <CULT> faction keyword.

For example, if your army includes a THOUSAND SONS Detachment containing an Exalted Sorcerer, Ahriman and three units of Rubric Marines, and you decide that Detachment is from the Cult of Time, those units (excluding Ahriman) would gain the CULT OF TIME faction keyword.

A THOUSAND SONS Detachment that belongs to one of the nine Cults of the Legion has access to the following rules:

PSYCHIC POWERS
All THOUSAND SONS <CULT> PSYKERS know the relevant <CULT> psychic power in addition to any other psychic powers they know.

WARLORD TRAITS
If a Thousand Sons <Cult> Character model gains a Warlord Trait, they can have the relevant <Cult> Warlord Trait instead of a Warlord Trait from Codex: Thousand Sons.

SORCEROUS ARCANA
If your army is led by a Magnus the Red or a THOUSAND SONS <CULT> Warlord, you can give the relevant <CULT> Sorcerous Arcana Relic to a THOUSAND SONS <CULT> CHARACTER model from your army instead of giving them a Sorcerous Arcana Relic from Codex: Thousand Sons. Named characters (such as Ahriman) cannot be given a Sorcerous Arcana Relic.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models have on your army roster.

Cult of Prophecy

The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose.

PSYCHIC POWER: DIVINE THE FUTURE
The psyker masterfully sieves the burbling morass of irrelevant dooms and horror tormenting lesser beings, leaving them to their fate as he clutches at the destinies of the truly great.
Divine the Future has a warp charge value of 6. If manifested, roll one D6 and set it to one side. Until the start of your next Psychic phase, you can use that dice roll to replace a single dice rolled for a hit roll, wound roll, advance roll, charge roll, Psychic test, Deny the Witch test or Morale test for a CULT OF PROPHECY unit from your army.

WARLORD TRAIT: GUIDED BY THE WHISPERS
Entities from beyond warn this arcane warlord of encroaching enemies before any assault begins.
Once per turn, after this Warlord fires Overwatch, it can immediately move up to 6" as if it were your Movement phase.

SORCEROUS ARCANA: PYTHIC BRAZIER
Crackling with eldritch warpfire, this ornate brazier billows with smoke that reveals sorcerous portents only the Cult of Prophecy can interpret.
When a CULT OF PROPHECY unit within 6" of a friendly model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll, or one damage roll.

Cult of Time

The Cult of Time is enthralled by the future, the present and the past. They view the flow of time as a resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged in battle.

PSYCHIC POWER: TIME FLUX
When the cult suffers grievous losses, the psyker traverses temporal pathways to locate his fallen warriors and return them unscathed.
Time Flux has a warp charge value of 5. If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this psyker. You can return one destroyed model from that unit to the battlefield with all of its wounds remaining, placing it in unit coherency. If the unmodified result of the Psychic test was 9+, you can instead return up to D3 destroyed models from that unit to the battlefield with all of their wounds remaining, placing them in unit coherency.

WARLORD TRAIT: IMMATERIAL ECHO
When this warlord reaches deep into the warp, their psychic passing creates a temporal echo in reality.
In your Psychic phase, if this Warlord manifests a psychic power with a Psychic test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.

SORCEROUS ARCANA: HOURGLASS OF MANAT
It is said that the bearer of this artefact can traverse death nine times, yet none save the fabled Sorcerer Manat have mastered its use more than once.
The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models.

Cult of Mutation

The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilised planets are transformed into Daemon worlds, and entire populations moulded into grotesque abominations.

PSYCHIC POWER: WARP REALITY
The psyker pulls at the very fabric of reality, causing battlefield features to mutate into warped monstrosities that hinder Tzeentch’s foes.
Warp Reality has a warp charge value of 6. If manifested, select one terrain feature within 18" of this psyker, then select one enemy unit within 3" of that terrain feature. Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 1 from Advance rolls and charge rolls made for that unit.

WARLORD TRAIT: TOUCH OF VICISSITUDE
The merest touch from this warlord can channel the transfiguring power of the Changer of Ways, mutating the enemy’s flesh before their eyes.
When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

SORCEROUS ARCANA: EXALTED MUTATION
The Sorcerer proudly displays the boons granted to him by Tzeentch, his flesh and armour mutated into glorious and whimsical manifestations of Chaos. By embracing the God of Change fully, he has become a pre-eminent example of the strength and vitality achievable by those of the Cult of Mutation.
SORCERER model only. Add 1 to the Strength, Toughness and Attacks characteristics of a model with this Relic.

Cult of Scheming

The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is perfectly planned, a single step that leads towards some unseen master stroke.

PSYCHIC POWER: SEEDED STRATEGY
The psyker plants intricate designs into the minds of his allies, opening up lines of attack that were previously inconceivable to them.
Seeded Strategy has a warp charge value of 6. If manifested, select one friendly CULT OF SCHEMING unit within 24" of this psyker. That unit can shoot and charge this turn, even if it Fell Back.

WARLORD TRAIT: GRAND SCHEMER
A master of intricate planning and forethought, this warlord’s schemes have been decades in the making.
Whilst they are within 3" of this Warlord, friendly CULT OF SCHEMING units gain the Disciples of Tzeentch ability. If such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.

SORCEROUS ARCANA: CHA’QI’THL’S THEOREM
Those with the fortitude to band with the Daemon Cha’qi’thl can bargain for a formula of great power. Should they be able to actualise the equations of fate contained within it – a feat which has driven many a psyker to insanity – an elaborate plan can unfold at the timeliest of moments.
Once per battle, in any phase, you can use Cha’qi’thl’s Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by the model with this Relic's controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0.

Cult of Magic

The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells.

PSYCHIC POWER: ASTRAL BLAST
The psyker hurls a conjured orb of aetheric energy that erupts upon impact, blasting those nearby with a lethal psychic shock wave.
Astral Blast has a warp charge value of 6. If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds, and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Sorcerers ability only increases the first range of this psychic power.

WARLORD TRAIT: DEVASTATING SORCERY
The warlord is a prolific wielder of destructive spells, often choosing to utilise the roiling currents of the warp ahead of bolter and blade.
When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1 (e.g. D3 mortal wounds becomes D3+1).

SORCEROUS ARCANA: ARCANE FOCUS
This ritualistic locus is formed from the matter of arcane objects, their substance broken down at a molecular level and added to the nexus of energy the Arcane Focus creates. When battle is joined, the bearer will open the Arcane Focus and become infused with its power, all the better to unleash hell upon the enemy and continue the Focus’ cycle once more.
When a Psychic test is taken for a model with this Relic, add 1 to the total.

Cult of Knowledge

The Cult of Knowledge is drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies, and in the fabric of reality itself.

PSYCHIC POWER: PSYCHIC DELVE
The psyker delves into the souls of his enemies to uncover their secrets and vulnerabilities. The Cult of Knowledge then exploits the revealed weaknesses to lay low the mighty.
Psychic Delve has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit by a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.

WARLORD TRAIT: ARDENT SCHOLAR
The Warlord is a tireless student of malevolent texts, seeking out dark truths to aid his wielding of the heinous energies of Chaos.
When a Psychic test is taken for this model, you can re-roll dice rolls of 1.

SORCEROUS ARCANA: INCALADION’S CRY
During the destruction wrought upon the forge world Incaladion by the Cult of Knowledge, the soul essences of the planet’s slaughtered citizens were bound within this baroque pistol. When the bearer unleashes the weapon, the final psychic screams of those unfortunate souls wash over the target and overload their psyche with anguish and pain.

Model with warpflame pistol only. Incaladion’s Cry replaces a warpflame pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Incaladion’s Cry
Incaladion’s Cry
12"
Pistol D6
6
-2
1
Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Cult of Change

The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will.

PSYCHIC POWER: DISTURB REALITY
The psyker peers into the minds of his adversaries and disturbs their perceptions of reality.
Disturb Reality has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics (to a minimum of 1).

WARLORD TRAIT: FICKLE NATURE
With mayhem and anarchy often the end goal, this warlord assaults his foe in ever shifting patterns.
You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back.

SORCEROUS ARCANA: CAPRICIOUS CREST
The Capricious Crest is an ancient helmet with a form constantly in flux. When the bearer takes to the field it might appear as an avian skull, but on their return it may have become a tall headpiece with an all-seeing eye at its centre. None can tell if a corrupted machine spirit is responsible for this, or if a denizen of the warp resides within the helm. What is certain is that the innate power of Change emanates from the relic, its mercurial nature reaching out across the battlefield to cheat the enemy of their psychic gifts while granting sorcerous boons to unworthy allies.
Once per turn, when a Psychic test is taken for a model within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent’s army, you can change any roll of 6 to a roll of 1.

Cult of Duplicity

The Cult of Duplicity is unique within the Legion in that it both is and is not guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a single, terrifying plan.

PSYCHIC POWER: SORCEROUS FACADE
The psyker makes use of sorcerous proxies to mask his true location, moving them into superior positions from which to ambush their foes.
Sorcerous Facade has a warp charge value of 7. If manifested, select one friendly CULT OF DUPLICITY unit within 6" of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy models. That unit is treated as having moved this turn.

WARLORD TRAIT: DUPLICITOUS TACTICIAN
This deceitful warlord deploys false images of his warriors to confuse and confound the foe, the very act being a veneration of the Great Conspirator.
At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units from your army. Remove those units and this Warlord from the battlefield then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a TRANSPORT model, all units embarked inside that model remain so when it is set up again.

SORCEROUS ARCANA: PERFIDIOUS TOME
Reading from this infernal treatise, the bearer discovers hidden truths on one page, and utter madness on the next.
At the start of the battle round, roll one D6 if a model with this Relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point.

Cult of Manipulation

The Cult of Manipulation is endlessly deceptive, using its tendrillar web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc.

PSYCHIC POWER: ATTEMPTED POSSESSION
The psyker begins a psychic onslaught upon the mind of his foe, battling for control of their consciousness. Attempted Possession has a warp charge value of 6.
If manifested, select one enemy CHARACTER unit within 18" of this psyker. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, when a Psychic test is taken for that unit, subtract 2 from the total.

WARLORD TRAIT: BEGUILING INFLUENCE
This warlord is a master deceiver, misleading his foes at every turn before striking a killing blow or escaping to safety.
Subtract 1 (to a minimum of 1) from the Attacks characteristic of models in enemy units whilst their unit is within 1" of this Warlord.

SORCEROUS ARCANA: SORTHIS’ REFLECTOR
This dagger is made of the purest reflective glass, its dazzling light shining into the minds of the meek. One afflicted by its brilliance becomes a helpless marionette as their mind convulses and they strike against themselves with their own weapons. While enemy fighters watch this act of mutilation in horror, the dagger’s bearer laughs at the misery unfolding.
When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy INFANTRY model with a Leadership characteristic of 9 or less that is within 1" of that model. Select one melee weapon that enemy model is equipped with; until the end of that phase, the model with this Relic is treated as only being equipped with that weapon, and it can only make attacks against that enemy model’s unit. When resolving each of those attacks, you cannot re-roll the hit roll and you cannot re-roll the wound roll.

Stratagems by Phase

Before battle

INFERNO BOLTS

RELICS OF THE THOUSAND SONS

MAGISTER

During deployment

WEBWAY INFILTRATION

RISEN RUBRICAE

Battle Round

Movement phase

SORCEROUS PACT

THE FLESH-CHANGE

Enemy Movement phase

THE FLESH-CHANGE

Psychic phase

CHAOS FAMILIAR

THE FLESH-CHANGE

ADEPTS OF THE IMMATERIUM

CABALISTIC FOCUS

SORCEROUS INFUSION

THE GREAT SORCERER

Enemy Psychic phase

THE FLESH-CHANGE

Shooting phase

BALEFUL VORTEX

THE FLESH-CHANGE

CORUSCATING BEAM

DAEMONFORGE

FIRE FRENZY

KILLSHOT

LINEBREAKER BOMBARDMENT

BLASPHEMOUS MACHINES

VETERANS OF THE LONG WAR

INFERNAL FUSILLADE

Enemy Shooting phase

THE FLESH-CHANGE

Being targeted

INDOMITABLE FOES

Charge phase

THE FLESH-CHANGE

Enemy Charge phase

THE FLESH-CHANGE

YOKED AUTOMATA

Fight phase

THE FLESH-CHANGE

WARPFLAME GARGOYLES

DAEMONFORGE

FATED MUTATION

VENGEANCE FOR PROSPERO

VETERANS OF THE LONG WAR

BOON OF TZEENTCH

CYCLE OF SLAUGHTER

Enemy Fight phase

THE FLESH-CHANGE

WARPFLAME GARGOYLES

Morale phase

THE FLESH-CHANGE

Enemy Morale phase

THE FLESH-CHANGE

Taking casualties

SOUL FLARE


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 not within Engagement Range of any enemy units 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 not within Engagement Range of any enemy units before removing them as a casualty.
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.

Stratagems (Ritual of the Damned)

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


1CP

MAGISTER

Thousand Sons Stratagem

Magisters are architects of war, leaders in their own right no matter where they sit in the Legion’s hierarchy.

Use this Stratagem before the battle, after nominating your Warlord. Select one THOUSAND SONS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

INFERNAL FUSILLADE

Thousand Sons Stratagem

Little can withstand the fusillades unleashed by the implacable phalanxes of the Thousand Sons.

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen to shoot with in your Shooting phase. Until the end of that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn.
2CP

YOKED AUTOMATA

Thousand Sons Stratagem

The Legion always obeys the will of its Sorcerers.

Use this Stratagem at the end of your opponent’s Charge phase. Select one enemy unit that finished a charge move within 1" of any THOUSAND SONS CHARACTER units (other than a TZAANGOR unit) from your army that phase; one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is within 12" of that enemy unit and not within 1" of any enemy units can perform a Heroic Intervention as if were a CHARACTER, and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, otherwise it does not move.
1CP

RISEN RUBRICAE

Thousand Sons Stratagem

A plan decades in the making comes to fruition as Rubric Marines emerge at a fateful hour.

Use this Stratagem when you set up a RUBRIC MARINES unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle.
1CP

SORCEROUS INFUSION

Thousand Sons Stratagem

The psyker calls on Tzeentch to reknit grievous wounds.

Use this Stratagem after resolving a psychic power manifested by a THOUSAND SONS model from your army, if the result of the Psychic test for that power was 9 or higher. If that model’s unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.
1CP

INDOMITABLE FOES

Thousand Sons Stratagem

Damage that would fell mere mortals is simply ignored by the lifeless automata of the Thousand Sons.

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit’s invulnerable save by 1 (to a maximum of 3+).
1CP

ADEPTS OF THE IMMATERIUM

Thousand Sons Stratagem

Tzeentch’s servants know well the empyrean’s currents.

Use this Stratagem if a THOUSAND SONS PSYKER from your army would suffer Perils of the Warp. That PSYKER does not suffer Perils of the Warp.

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 destroyed by this power, you can add one Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units 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 (excluding Aircraft) 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 destroyed by this power, you can add a Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units 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 

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
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
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
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
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
0
Autopistol
12"
Pistol 1
3
0
1
-
30
Balefire missiles
30
Balefire missiles
36"
Heavy 2D3
6
-1
D3
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
20
Baleflamer
20
Baleflamer
18"
Assault D6
6
-2
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Battle cannon
0
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
35
Butcher cannon
35
Butcher cannon
36"
Heavy 4
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit must subtract 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
75
Butcher cannon array
75
Butcher cannon array
36"
Heavy 8
8
-1
2
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
If a unit has any models slain by any butcher cannon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
30
C-beam cannon
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - 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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
 - 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.
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
0
Coruscating flames
18"
Assault 2
User
0
1
-
25
Decimator storm laser
25
Decimator storm laser
24"
Assault 5
6
-2
1
-
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
Blast. If the Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
0
Dreadstrike missiles
0
Dreadstrike missiles
120"
Heavy 4
10
-3
2D3
-
40
Dual Malignatas saker
40
Dual Malignatas saker
48"
Heavy 2
*
-5
D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds the Leadership characteristic then the target model is wounded.
50
Ectoplasma battery
50
Ectoplasma battery
24"
Heavy 5
8
-3
3
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound.
10
Ectoplasma blaster
10
Ectoplasma blaster
18"
Assault 2
8
-3
2
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
If any hit roll made in a given phase results in a score of a ‘1’, then the firing unit suffers one mortal wound.
20
Ectoplasma cannon
20
Ectoplasma cannon
24"
Heavy D3
7
-3
D3
Blast
Blast
2
Fatecaster greatbow
2
Fatecaster greatbow
24"
Assault 2
5
-1
1
-
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with five or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Flickering flames
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
65
Grav-flux bombard
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
20
Greater havoc launcher
20
Greater havoc launcher
48"
Heavy 3D3
6
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
25
Hades autocannon
25
Hades autocannon
36"
Heavy 4
8
-1
2
-
5
Havoc launcher
5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
17
Heavy warpflamer
17
Heavy warpflamer
8"
Heavy D6
5
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
20
Helbrute plasma cannon
20
Helbrute plasma cannon
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
20
Hellflamer
20
Hellflamer
8"
Heavy D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
15
Hellfyre missile rack
15
Hellfyre missile rack
24"
Heavy 2
8
-2
D3
-
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
50
Hellstrike missiles
50
Hellstrike missiles
72"
Heavy 2
8
-3
3
-
25
Helstorm cannon
25
Helstorm cannon
36"
Heavy 2
6
-2
3
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
45
Infernal flamestorm cannon
45
Infernal flamestorm cannon
8"
Heavy 2D6
5
-1
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Inferno bolt pistol
0
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
0
Inferno boltgun
0
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
3
Inferno combi-bolter
3
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
0
Kharybdis storm launchers
0
Kharybdis storm launchers
24"
Heavy 3
6
-1
1
-
25
Kheres assault cannon
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
5
Magma cutter
5
Magma cutter
6"
Pistol 1
8
-4
3
-
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Malignatas beam cannon
0
Malignatas beam cannon
72"
Heavy 4
*
-5
4+D6
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
This weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Ld characteristic, if the total equals or exceeds the Ld characteristic then the target model is wounded.
0
Malignatas beam laser
0
Malignatas beam laser
36"
Heavy 1
*
-5
2D6
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
The player with this weapon does not roll to wound as normal, instead roll 3D6 and compare the total rolled to the target model’s Leadership characteristic, if the total equals or exceeds it then the target model is wounded.
0
Melta cutter
0
Melta cutter
12"
Assault D3
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Meltagun
10
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-melta
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Plasma destroyer
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
On a hit roll of 1, the bearer is slain.
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
10
Reaper autocannon
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
30
Reaper battery
30
Reaper battery
36"
Heavy 6
7
-1
1
-
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
0
Siege melta array
0
Siege melta array
12"
Heavy 4D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Skyreaper battery
45
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
30
Soulburner
30
Soulburner
24"
Assault D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
90
Soulburner bombard
90
Soulburner bombard
48"
Heavy 2D3
-
0
1
Blast. Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
Blast. Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. This weapon may target enemy units which the bearer cannot see.
60
Soulburner petard
60
Soulburner petard
24"
Assault 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score or a ‘1’, then the firing unit suffers one mortal wound. This effect can only occur once per phase regardless of how many results of ‘1’ are rolled.
70
Soulburner ribaudkin
70
Soulburner ribaudkin
18"
Heavy 2D3
-
0
1
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage.
10
Soulreaper cannon
10
Soulreaper cannon
24"
Heavy 4
5
-3
1
-
50
Soulstalker missiles
50
Soulstalker missiles
60"
Heavy D3
7
-2
2
Blast. Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
Blast. Each time you roll a wound roll of 5+ for this weapon, the target suffers a mortal wound in addition to the weapon's normal damage.
0
Staff of Cataclysm
0
Staff of Cataclysm
60"
Assault 2D6
9
-4
3
This weapon can be fired within 1" of an enemy unit and can target enemy units within 1" of friendly models. If a unit of at least 10 INFANTRY models has its last models slain by this attack, a unit of 3 FLAMERS OF TZEENTCH is added to your army and immediately placed within 6” of the slain unit and more than 1" from any enemy models before it is removed.
This weapon can be fired within 1" of an enemy unit and can target enemy units within 1" of friendly models. If a unit of at least 10 INFANTRY models has its last models slain by this attack, a unit of 3 FLAMERS OF TZEENTCH is added to your army and immediately placed within 6” of the slain unit and more than 1" from any enemy models before it is removed.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Thermal jet array
0
Thermal jet array
6"
Pistol D6
8
-1
D3
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thermal jets
0
Thermal jets
6"
Pistol D6
6
-1
1
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
When fired, this weapon automatically inflicts D6 hits on each unit, friendly or enemy, with at least one model within range. The weapon can only be used if more enemy units will be affected than friendly ones.
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
30
Vengeance launcher
30
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
5
Warp bolter
5
Warp bolter
24"
Assault 2
4
-1
2
-
5
Warpflame pistol
5
Warpflame pistol
6"
Pistol D6
3
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
8
Warpflamer
8
Warpflamer
8"
Assault D6
4
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Betentacled maw
0
Betentacled maw
Melee
Melee
User
-1
1
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Black Staff of Ahriman
Black Staff of Ahriman
Melee
Melee
+2
-1
3
-
0
Blade struts
0
Blade struts
Melee
Melee
User
-2
2
-
0
Brutal assault weapon
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Cataclysmic strike
0
Cataclysmic strike
Melee
Melee
x2
-4
3
Against VEHICLE, BUILDING or MONSTER targets this weapon becomes Damage 6.
Against VEHICLE, BUILDING or MONSTER targets this weapon becomes Damage 6.
1
Chainaxe
1
Chainaxe
Melee
Melee
+1
-1
1
-
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Daemon jaws
0
Daemon jaws
Melee
Melee
User
-1
2
-
10
Daemonic axe
10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Decimator siege claw
Decimator siege claw
Melee
Melee
+2
-3
3
-
0
Defiler claws
0
Defiler claws
Melee
Melee
x2
-3
D6
-
10
Defiler scourge
10
Defiler scourge
Melee
Melee
+4
-2
3
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Each time the bearer fights, it can make 3 additional attacks with this weapon.
2
Disc of Tzeentch’s blades
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.
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
Disc’s blades
0
Disc’s blades
Melee
Melee
4
0
1
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
0
Divining spear
0
Divining spear
Melee
Melee
+1
-1
1
The Damage of this weapon is increased to 2 on a turn in which the bearer charged.
The Damage of this weapon is increased to 2 on a turn in which the bearer charged.
0
Enormous claws
0
Enormous claws
Melee
Melee
User
-2
2
-
0
Eternal hunger
0
Eternal hunger
Melee
Melee
User
-3
D3
-
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
Helbrute fist
Helbrute fist
Melee
Melee
x2
-3
3
-
30
Helbrute hammer
30
Helbrute hammer
Melee
Melee
x2
-4
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Heldrake claws
0
Heldrake claws
Melee
Melee
User
-1
D3
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
When attacking models that can FLY, you may add 1 to this weapon’s hit roll.
Hellforged chainclaw
Hellforged chainclaw
Melee
Melee
x2
-4
4
-
Hellforged deathclaw
Hellforged deathclaw
Melee
Melee
x2
-3
3
-
Hellforged siege claw
Hellforged siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Hellforged siege drill
Hellforged siege drill
Melee
Melee
x2
-4
4
-
10
Hellforged sword
10
Hellforged sword
Melee
Melee
User
-2
3
-
0
Hideous mutations
0
Hideous mutations
Melee
Melee
User
-2
2
-
0
Infernal hunger
0
Infernal hunger
Melee
Melee
User
-3
1
-
Lamprey bite
Lamprey bite
Melee
Melee
+2
-3
2
-
10
Lasher tendrils
10
Lasher tendrils
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 6 additional attacks with this weapon.
Each time the bearer fights, it can make 6 additional attacks with this weapon.
Lightning claw
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.
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
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.
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
0
Maulerfiend fists
Melee
Melee
x2
-3
3
-
0
Melta cutters
0
Melta cutters
Melee
Melee
16
-5
2D6
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
Normal attacks may not be made using this profile, instead if the Hellforged Kharybdis successfully charges a model with the VEHICLE, MONSTER or TITANIC keywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
25
Power scourge
25
Power scourge
Melee
Melee
+2
-2
2
Each time the bearer fights, it can make 3 additional attacks with this weapon.
Each time the bearer fights, it can make 3 additional attacks with this weapon.
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Termite drill
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
The Blade of Magnus
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.
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
0
Tzaangor blades
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Warpfire talons
0
Warpfire talons
Melee
Melee
User
-3
D6
Any hit that rolls a 6 for its wound rolls immediately inflicts D3 mortal wounds on the target unit in addition to any other damage.
Any hit that rolls a 6 for its wound rolls immediately inflicts D3 mortal wounds on the target unit in addition to any other damage.

Other Wargear

OTHER WARGEAR
ABILITIES 
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
0
Baletalon Shatter Charges
Once per battle, a Hell Talon equipped with Baletalon shatter charges can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over, then roll 6D6 for each VEHICLE, BUILDING or MONSTER in the unit, or a single D6 for every other model in the unit, up to a maximum of 6D6. For each roll of a 3+, the unit being bombed suffers a mortal wound.

1 Note that a Hell Talon will only have one of these abilities, which should be noted before the game begins.
10
Brayhorn
Add 1 to Advance and charge rolls for a unit that includes a brayhorn.
10
Brayhorn
Add 1 to Advance and charge rolls for a unit that includes a brayhorn.
10
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.
10
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.
40
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
40
Hellfire Veil
If equipped with a Hellfire veil, all friendly units with the CHAOS and <LEGION> keywords that are wholly within 6" of the Hellforged Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing saves.
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.
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
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
0
Pyrax Incendiary Bombs
Once per battle, a Hell Talon equipped with Pyrax incendiary bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over then roll a D6 for every model in the unit, up to a maximum of 20 D6. Add 1 to the results of the dice if the target is INFANTRY. For each roll of a 5+, the unit suffers a mortal wound.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
60
Thunderhawk Cluster Bombs
Once per battle a Chaos Thunderhawk Gunship equipped with Thunderhawk cluster bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Chaos Thunderhawk Gunship has moved, pick a single enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model in the unit, up to a maximum of 12D6 per unit. For each roll of a 5+, the unit suffers a mortal wound. A unit which consists only of CHARACTERS cannot be targeted by this ability.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
0
Warp-pulse Bombs
Once per battle, a Hell Talon equipped with Warp-pulse bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hell Talon has moved, pick an enemy unit that it flew over. Then roll 3D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 9D6. For every roll of a 5+, the unit suffers a mortal wound. In addition, the targeted unit subtracts 1 from its hit rolls and Leadership characteristic until the start of your opponent’s next game turn.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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 not within Engagement Range of any enemy units before removing them as a casualty.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 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.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
1CP

MAGISTER

Thousand Sons Stratagem

Magisters are architects of war, leaders in their own right no matter where they sit in the Legion’s hierarchy.

Use this Stratagem before the battle, after nominating your Warlord. Select one THOUSAND SONS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.

The Tzeentch and Daemon keywords are used in following Thousand Sons datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The Terminator keyword is used in following Thousand Sons datasheets:

The Helbrute keyword is used in following Thousand Sons datasheets:

The Chaos Cultists keyword is used in following Thousand Sons datasheets:

The Tzaangor keyword is used in following Thousand Sons datasheets:

Troops

The Magnus the Red keyword is used in following Thousand Sons datasheets:

Lords of War
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
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/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.

The Rubric Marines keyword is used in following Thousand Sons datasheets:

1CP

RISEN RUBRICAE

Thousand Sons Stratagem

A plan decades in the making comes to fruition as Rubric Marines emerge at a fateful hour.

Use this Stratagem when you set up a RUBRIC MARINES unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle.
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

ADEPTS OF THE IMMATERIUM

Thousand Sons Stratagem

Tzeentch’s servants know well the empyrean’s currents.

Use this Stratagem if a THOUSAND SONS PSYKER from your army would suffer Perils of the Warp. That PSYKER does not suffer Perils of the Warp.
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

SORCEROUS INFUSION

Thousand Sons Stratagem

The psyker calls on Tzeentch to reknit grievous wounds.

Use this Stratagem after resolving a psychic power manifested by a THOUSAND SONS model from your army, if the result of the Psychic test for that power was 9 or higher. If that model’s unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.
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

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.
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.

The Thousand Sons, Daemon and Vehicle keywords are used in following Thousand Sons datasheets:

Flyers
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.
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

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

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

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.

The Scarab Occult Terminators keyword is used in following Thousand Sons datasheets:

1CP

INFERNAL FUSILLADE

Thousand Sons Stratagem

Little can withstand the fusillades unleashed by the implacable phalanxes of the Thousand Sons.

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen to shoot with in your Shooting phase. Until the end of that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn.
1CP

INDOMITABLE FOES

Thousand Sons Stratagem

Damage that would fell mere mortals is simply ignored by the lifeless automata of the Thousand Sons.

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit’s invulnerable save by 1 (to a maximum of 3+).
2CP

YOKED AUTOMATA

Thousand Sons Stratagem

The Legion always obeys the will of its Sorcerers.

Use this Stratagem at the end of your opponent’s Charge phase. Select one enemy unit that finished a charge move within 1" of any THOUSAND SONS CHARACTER units (other than a TZAANGOR unit) from your army that phase; one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is within 12" of that enemy unit and not within 1" of any enemy units can perform a Heroic Intervention as if were a CHARACTER, and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, otherwise it does not move.
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

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

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.

The Daemon and Character keywords are used in following Thousand Sons datasheets:

Lords of War
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 not within Engagement Range of any enemy units 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.
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.
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.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Autogun used in following datasheets:

Autopistol used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Baleflamer used in following datasheets:

Flyers

Battle cannon used in following datasheets:

Heavy Support

Bolt pistol used in following datasheets:

Butcher cannon used in following datasheets:

Butcher cannon array used in following datasheets:

C-beam cannon used in following datasheets:

Coruscating flames used in following datasheets:

Troops

Decimator storm laser used in following datasheets:

Demolisher cannon used in following datasheets:

Heavy Support

Dreadhammer siege cannon used in following datasheets:

Dreadstrike missiles used in following datasheets:

Dual Malignatas saker used in following datasheets:

Ectoplasma battery used in following datasheets:

Ectoplasma blaster used in following datasheets:

Ectoplasma cannon used in following datasheets:

Heavy Support

Fatecaster greatbow used in following datasheets:

Fellblade accelerator cannon used in following datasheets:

Flamer used in following datasheets:

Flickering flames used in following datasheets:

Elites
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Grav-flux bombard used in following datasheets:

Greater havoc launcher used in following datasheets:

Hades autocannon used in following datasheets:

Flyers
Heavy Support
INFANTRY/other model

Heavy flamer used in following datasheets:

Heavy stubber used in following datasheets:

Heavy warpflamer used in following datasheets:

Helbrute plasma cannon used in following datasheets:

Elites

Hellflamer used in following datasheets:

Hellfyre missile rack used in following datasheets:

Hellstrike battery used in following datasheets:

Hellstrike missiles used in following datasheets:

Helstorm cannon used in following datasheets:

Hunter-killer missile used in following datasheets:

Infernal flamestorm cannon used in following datasheets:

Inferno bolt pistol used in following datasheets:

Inferno boltgun used in following datasheets:

Kharybdis storm launchers used in following datasheets:

Kheres assault cannon used in following datasheets:

Laser destroyer used in following datasheets:

Laser volley cannon used in following datasheets:

Magma cutter used in following datasheets:

Heavy Support

Magna-melta cannon used in following datasheets:

Malignatas beam cannon used in following datasheets:

Malignatas beam laser used in following datasheets:

Melta cutter used in following datasheets:

Meltagun used in following datasheets:

Missile launcher used in following datasheets:

Elites

Multi-melta used in following datasheets:

Plasma destroyer used in following datasheets:

Predator autocannon used in following datasheets:

Heavy Support

Quad heavy bolter used in following datasheets:

Quad lascannon used in following datasheets:

Reaper autocannon used in following datasheets:

Elites
Heavy Support

Scorpius multi-launcher used in following datasheets:

Heavy Support

Shotgun used in following datasheets:

Siege melta array used in following datasheets:

Skyreaper battery used in following datasheets:

Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Soulburner used in following datasheets:

Soulburner bombard used in following datasheets:

Soulburner petard used in following datasheets:

Soulburner ribaudkin used in following datasheets:

Soulreaper cannon used in following datasheets:

Soulstalker missiles used in following datasheets:

Staff of Cataclysm used in following datasheets:

The Flamers and Tzeentch keywords are used in following Chaos Daemons datasheets:

Heavy Support

Storm bolter used in following datasheets:

Thermal jet array used in following datasheets:

Thermal jets used in following datasheets:

Thunderhawk heavy cannon used in following datasheets:

Turbo-laser destructor used in following datasheets:

Twin accelerator autocannon used in following datasheets:

Twin autocannon used in following datasheets:

Twin avenger bolt cannon used in following datasheets:

Twin multi-melta used in following datasheets:

Twin volcano cannon used in following datasheets:

Twin volkite charger used in following datasheets:

Vengeance launcher used in following datasheets:

Warp bolter used in following datasheets:

Warpflame pistol used in following datasheets:

Warpflamer used in following datasheets:

Betentacled maw used in following datasheets:

Black Staff of Ahriman used in following datasheets:

Blade struts used in following datasheets:

Brutal assault weapon used in following datasheets:

Cataclysmic strike used in following datasheets:

Chainaxe used in following datasheets:

Chainsword used in following datasheets:

Troops

Daemon jaws used in following datasheets:

Heavy Support

Daemonic axe used in following datasheets:

single/pair

Decimator siege claw used in following datasheets:

Defiler claws used in following datasheets:

Heavy Support

Defiler scourge used in following datasheets:

Heavy Support

Disc of Tzeentch’s blades used in following datasheets:

Disc’s blades used in following datasheets:

Divining spear used in following datasheets:

Enormous claws used in following datasheets:

Eternal hunger used in following datasheets:

Helbrute fist used in following datasheets:

Elites

Helbrute hammer used in following datasheets:

Elites

Heldrake claws used in following datasheets:

Flyers

Hellforged chainclaw used in following datasheets:

Hellforged deathclaw used in following datasheets:

Hellforged siege claw used in following datasheets:

Hellforged siege drill used in following datasheets:

Hellforged sword used in following datasheets:

Hideous mutations used in following datasheets:

Fast Attack

Lamprey bite used in following datasheets:

Fast Attack

Lasher tendrils used in following datasheets:

Heavy Support

Lightning claw used in following datasheets:

one set/two sets

Malefic talons used in following datasheets:

Maulerfiend fists used in following datasheets:

Heavy Support

Melta cutters used in following datasheets:

Power axe used in following datasheets:

Power fist used in following datasheets:

Power maul used in following datasheets:

Power scourge used in following datasheets:

Elites

Termite drill used in following datasheets:

The Blade of Magnus used in following datasheets:

Lords of War

Tzaangor blades used in following datasheets:

Troops

Warpfire talons used in following datasheets:

Baletalon Shatter Charges used in following datasheets:

Brayhorn used in following datasheets:

Troops

Hellfire Veil used in following datasheets:

Icon of Flame used in following datasheets:

Instrument of Chaos used in following datasheets:

Troops

Pyrax Incendiary Bombs used in following datasheets:

Thunderhawk Cluster Bombs used in following datasheets:

Warp-pulse Bombs used in following datasheets:

© Vyacheslav Maltsev 2013-2020