No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
80 Sorcerer |
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1 | 80 Sorcerer |
6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Inferno bolt pistol | ||||||
Inferno bolt pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+5 Warpflame pistol | ||||||
+5 Warpflame pistol | 6" | Pistol D6 | 3 | -2 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
Force axe | ||||||
Force axe | Melee | Melee | +2 | -2 | D3 | - |
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Force sword | ||||||
Force sword | Melee | Melee | +1 | -3 | D3 | - |
Frag grenade | ||||||
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenade | ||||||
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its inferno bolt pistol with a plasma pistol or warpflame pistol. • This model may replace its force sword with a force stave. • This model can be equipped with one of the following instead of 1 inferno bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list. • This model can be equipped with 1 force axe instead of 1 force sword. • This model can have a jump pack (Power Rating +1). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.
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ABILITIES | |
ABILITIES |
Death to the False Emperor, Hateful Assault, Malicious Volleys Favour of Tzeentch: This model has a 5+ invulnerable save. Jump Pack Assault: +20 During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
PSYKER | |
PSYKER |
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Discipline of Change and/or Dark Hereticus discipline. |
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS | |
KEYWORDS: CHARACTER, INFANTRY, PSYKER, SORCERER |
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/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 | ||
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 | ||
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.
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. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
+3 Combi-bolter | ||||||
+3 Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
+10 Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+10 Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
+1 Chainaxe | ||||||
+1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
+5 Power axe | ||||||
+5 Power axe | Melee | Melee | +2 | -2 | 1 | - |
+10 Power fist | ||||||
+10 Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+5 Power maul | ||||||
+5 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+5 Power sword | ||||||
+5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
This datasheet has HQ Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:
Inferno bolt pistol used in following datasheets:
Plasma pistol used in following datasheets:
Warpflame pistol used in following datasheets:
Force axe used in following datasheets:
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Force stave used in following datasheets:
Force sword used in following datasheets:
Frag grenade used in following datasheets:
Krak grenade used in following datasheets:
The profiles using IMPERIUM keyword can be found in following Factions:
Chaos: Chaos Space Marines.The IMPERIUM keyword is used in following datasheets:
The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.
Each time you make a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.The 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 INFANTRY keyword is used in following Thousand Sons datasheets:
The TERMINATOR keyword is used in following Thousand Sons datasheets:
The HELBRUTE keyword is used in following Thousand Sons datasheets:
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 CHAOS keyword is used in following Thousand Sons datasheets:
The TZEENTCH keyword is used in following Thousand Sons datasheets:
The HERETIC ASTARTES keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS keyword is used in following Thousand Sons datasheets:
The CHARACTER keyword is used in following Thousand Sons datasheets:
The INFANTRY keyword is used in following Thousand Sons datasheets:
The PSYKER keyword is used in following Thousand Sons datasheets:
The SORCERER keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS and CHARACTER keywords are used in following Thousand Sons datasheets:
The TZAANGOR keyword is used in following Thousand Sons datasheets:
The RUBRIC MARINES keyword is used in following Thousand Sons datasheets:
The SCARAB OCCULT TERMINATORS keyword is used in following Thousand Sons datasheets:
The THOUSAND SONS and PSYKER keywords are used in following Thousand Sons datasheets:
The TZEENTCH and DAEMON keywords are used in following Thousand Sons datasheets:
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).The THOUSAND SONS and INFANTRY keywords are used in following Thousand Sons datasheets:
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The DAEMON and CHARACTER keywords are used in following Thousand Sons datasheets:
The THOUSAND SONS, INFANTRY and CHARACTER keywords are used in following Thousand Sons datasheets:
Bolt pistol used in following datasheets:
Combi-bolter used in following datasheets:
Combi-flamer used in following datasheets:
Combi-melta used in following datasheets:
Combi-plasma used in following datasheets:
Astartes chainsword used in following datasheets:
Chainaxe used in following datasheets:
Lightning claw used in following datasheets:
Power axe used in following datasheets:
Power fist used in following datasheets:
Power maul used in following datasheets:
Power sword used in following datasheets: