Thousand Sons – Ahriman
This datasheet does not meet the selection criteria (see Settings tab).
8

Ahriman

NoNAME  M WS BS S T W A Ld Sv
150
Ahriman
1
150
Ahriman
6" 2+ 2+ 4 4 5 4 9 3+
Ahriman is a single model armed with the Black Staff of Ahriman, an inferno bolt pistol, frag grenades and krak grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ahriman
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
Black Staff of Ahriman
Black Staff of Ahriman
Melee
Melee
+2
-1
3
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Disc of Tzeentch
Disc of Tzeentch’s blades
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Ahriman may ride a Disc of Tzeentch (Power Rating +1). If he does so, he loses the INFANTRY keyword, gains the DAEMON, CAVALRY and FLY keywords, his Move characteristic is increased to 12" and his Disc will attack his enemies with its blades when he fights.
20
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Arch-Sorcerer of Tzeentch: You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
Sigil of Corruption: Ahriman has a 4+ invulnerable save.
Lord of the Thousand Sons: You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of Ahriman.
PSYKER
PSYKER
Ahriman can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic powers in each enemy Psychic phase. He knows the Smite psychic power and three psychic powers from the Discipline of Change and/or Dark Hereticus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Otherworldly Prescience: Improve your Warlord’s invulnerable save by 1 (to a maximum of 3+).
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS: CHARACTER, INFANTRY, SORCERER, PSYKER, AHRIMAN

Datasheet-related Stratagems

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.
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

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

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

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

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

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

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

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.

Inferno bolt pistol used in following datasheets:

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.
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.
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.
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.
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.

Disc of Tzeentch’s blades 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.
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.

The TERMINATOR keyword is used in following Thousand Sons datasheets:

The HELBRUTE keyword is used in following Thousand Sons datasheets:

Elites
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.).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Troops

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

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

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.
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.

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

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.
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.
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.

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

Lords of War
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.
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.
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.
© Vyacheslav Maltsev 2013-2021