Thousand Sons [outdated]

This kill team is now obsolete. According to Balance Dataslate THOUSAND SONS has been replaced by WARPCOVEN

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Thousand Sons Kill Team

A THOUSAND SONS kill team consists of two fire teams selected from the following list:
  • RUBRIC MARINE
  • TZAANGOR

Rubric Marine Fire Team

Each RUBRIC MARINE fire team can only include up to one RUBRIC MARINE GUNNER operative. Your kill team can only include up to one RUBRIC MARINE ICON BEARER operative.
  • If your kill team does not include any other LEADER operatives, one RUBRIC MARINE fire team can also include one ASPIRING SORCERER operative equipped with a force stave and one of the following options:
    • Inferno bolt pistol, plasma pistol or warpflame pistol

Archetype: Seek & Destroy / Recon

Tzaangor Fire Team

Other than TZAANGOR FIGHTER operatives, your kill team can only include each operative above once.
  • If your kill team does not include any other LEADER operatives, instead of selecting one TZAANGOR FIGHTER operative for one TZAANGOR fire team, you can select one TWISTBRAY operative equipped with one of the following options:
    • Autopistol; chainsword
    • Tzaangor blades

Psychic Powers

The first time a friendly THOUSAND SONS ASPIRING SORCERER operative performs the Manifest Psychic Power action (see Aspiring Sorcerer datacard) in each of its activations, select one psychic power from the list below to be resolved.

The second time a friendly THOUSAND SONS ASPIRING SORCERER operative performs the Manifest Psychic Power action in each of its activations, roll one D6: on a 1-2, that operative suffers 3 mortal wounds. On a 3+, select one psychic power from the list below to be resolved. You cannot select one that you have resolved during this Turning Point.

DOOMBOLT

Perform a free Shoot action using the following ranged weapon.

 
Name
A
BS/WS
D
Doombolt
4
3+
3/3
Special Rules
!
Lethal 5+
MW2

FIRESTORM

Perform a free Shoot action using the following ranged weapon.

 
Name
A
BS/WS
D
Firestorm
5
4+
2/2
Special Rules
!
Indirect, Barrage, Blast
-

IMMATERIAL SURGE

Select one other friendly THOUSAND SONS operative Visible to this operative. Add 1 to its APL.

TWIST OF FATE

Select one enemy operative Visible to this operative. Until the end of the Turning Point, each time a friendly THOUSAND SONS operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

Strategic Ploys

If your faction is THOUSAND SONS, you can use the following Strategic Ploys during a game.

MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name (excluding Doombolt), e.g. inferno boltgun.
SORCEROUS AUTOMATA1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative (excluding an ASPIRING SORCERER operative) is activated while Visible to and within of a ready friendly ARCANA ASTARTES ASPIRING SORCERER operative, add 1 to its APL.
INHUMAN SAVAGERY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TZAANGOR operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, if you retain two or more successful hits, you can retain one failed hit as a successful normal hit.

Tactical Ploys

If your faction is THOUSAND SONS, you can use the following Tactical Ploys during a game.

TREASURE HUNTER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly TZAANGOR operative is activated. During that activation, that operative can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).
SORCEROUS FOCUS1CP
Tactical Ploy
Use this Tactical Ploy after rolling one D6 to resolve a second psychic power with a friendly ASPIRING SORCERER operative that is not within Engagement Range of enemy operatives. Treat the result of that D6 as a 6.
INFERNAL FUSILLADE1CP
Tactical Ploy
Use this Tactical Ploy after making a shooting attack with a friendly ARCANA ASTARTES operative (excluding an ASPIRING SORCERER operative) in which the target did not lose any wounds. Repeat that shooting attack.

Equipment

THOUSAND SONS operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

ALL-SEEING EYE+ [2EP]

The operative gains the following ability for the battle:

All-seeing Eye: Once per battle, you can do one of the following:
  • If this operative is ready, you can activate it after activating a friendly operative.
  • You can activate a ready friendly operative after activating this operative.

RUNIC WARD+ [3EP]

The operative gains the following ability for the battle:

Runic Ward: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, you can retain one of your failed saves as a successful normal save, or one of your successful normal saves as a successful critical save.

GARGOYLE BAYONET [2EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Gargoyle Bayonet
3
3+
4/4

MYTHIC SCROLL+ [2EP]

ASPIRING SORCERER operative only. The operative gains the following ability for the battle:

Mythic Scroll: Once per battle, during this operative’s activation, it can perform a free Manifest Psychic Power action.

TREASURE TRINKET+ [3EP]

TZAANGOR operative only. Add 1CP to your pool for the battle.

GILDED HORNS [1EP]

TZAANGOR operative only. The operative gains the following ability for the battle:

Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

ENSORCELLED ROUNDS [2EP]

TZAANGOR operative only. Select one autopistol the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.


Datacards


Rubric Marine (Warrior)

Rubric Mannes are animated suits of power armour inhabited by the bound souls of their former occupants. With ruinous proficiency, they steadily fire bursts of eldritch shells from their inferno boltguns, advancing upon their psychic master s enemies.

Rubric Marine (Warrior)

Rubric Mannes are animated suits of power armour inhabited by the bound souls of their former occupants. With ruinous proficiency, they steadily fire bursts of eldritch shells from their inferno boltguns, advancing upon their psychic master s enemies.

M APL GA DF SV W Base
3 2 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Inferno boltgun
Inferno boltgun
4
3+
3/4
AP1AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , SORCEROUS AUTOMATA , INFERNAL FUSILLADE
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, WARRIOR


Rubric Marine (Gunner)

With their armour’s servos infused with sorcery, the spirit within a Rubric Marine’s shell easily hefts the heaviest of arcane weapons. Their sou I reaper cannons shoot streams of shells alight with magical power, while their warpflamers unleash gouts of iridescent fire.

Rubric Marine (Gunner)

With their armour’s servos infused with sorcery, the spirit within a Rubric Marine’s shell easily hefts the heaviest of arcane weapons. Their sou I reaper cannons shoot streams of shells alight with magical power, while their warpflamers unleash gouts of iridescent fire.

M APL GA DF SV W Base
3 2 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Soulreaper cannon
Soulreaper cannon
6
3+
3/4
AP1, FusilladeAP1, Fusillade-
Warpflamer
Warpflamer
5
2+
2/3
Rng , Torrent , AP1Rng , Torrent , AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , SORCEROUS AUTOMATA , INFERNAL FUSILLADE
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, GUNNER


Rubric Marine (Icon Bearer)

Rubric Marines and their masters ultimately serve the schemes of the Chaos God Tzeentch. Some of these arcane warriors bear sorcerous icons of the Changer of the Ways that crawl with coruscating energy, searing the unenlightened with mutating flames.

Rubric Marine (Icon Bearer)

Rubric Marines and their masters ultimately serve the schemes of the Chaos God Tzeentch. Some of these arcane warriors bear sorcerous icons of the Changer of the Ways that crawl with coruscating energy, searing the unenlightened with mutating flames.

M APL GA DF SV W Base
3 2 1 3 3+ 12 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Inferno boltgun
Inferno boltgun
4
3+
3/4
AP1AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Icon of Flame: While a friendly THOUSAND SONS ASPIRING SORCERER operative is within of this operative, it can resolve a second psychic power in its activation as a result of the Manifest Psychic Power action without needing to roll one D6.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
All Is Dust: Each time a shooting attack is made against this operative, if the ranged weapon has a Normal Damage characteristic of 3 or less, this operative is treated as having a Save characteristic of 2+ for that shooting attack.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Icon of Flame: While a friendly THOUSAND SONS ASPIRING SORCERER operative is within of this operative, it can resolve a second psychic power in its activation as a result of the Manifest Psychic Power action without needing to roll one D6.
UNIQUE ACTIONS
-
DATACARD-RELATED
MALICIOUS VOLLEYS , SORCEROUS AUTOMATA , INFERNAL FUSILLADE
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, RUBRIC MARINE, ICON BEARER


Aspiring Sorcerer

An Aspiring Sorcerer who has gained control over a unit of Rubric Marines yokes them to his will. He directs them like a puppeteer, employing them as bulwarks against his foes while channelling his dark magics of manipulation through a psychically attuned force staff.

Aspiring Sorcerer

An Aspiring Sorcerer who has gained control over a unit of Rubric Marines yokes them to his will. He directs them like a puppeteer, employing them as bulwarks against his foes while channelling his dark magics of manipulation through a psychically attuned force staff.

M APL GA DF SV W Base
3 3 1 3 3+ 13 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Inferno bolt pistol
Inferno bolt pistol
4
2+
3/4
Rng , AP1Rng , AP1-
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
2+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
2+
5/6
Rng , AP2, HotRng , AP2, Hot-
Warpflame pistol
Warpflame pistol
4
2+
2/3
Rng , Torrent , AP1Rng , Torrent , AP1-
Force stave
Force stave
4
3+
4/5
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
Manifest Psychic Power (1AP): Psychic action. Resolve a THOUSAND SONS psychic power, as specified here. An operative can perform this action twice during its activation.
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a THOUSAND SONS psychic power, as specified here. An operative can perform this action twice during its activation.
DATACARD-RELATED
MALICIOUS VOLLEYS , SORCEROUS AUTOMATA , SORCEROUS FOCUS , Mythic Scroll
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, LEADER, RUBRIC MARINE, ASPIRING SORCERER
THOUSAND SONS, CHAOS, ARCANA ASTARTES, <GREAT CULT>, PSYKER, LEADER, RUBRIC MARINE, ASPIRING SORCERER


Tzaangor (Fighter)

Tzaangors are mutated fusions of avian beasts and corrupted Humans. In thrall to Tzeentch, they serve the Thousand Sons as bestial shock troops, attacking with savage blows from ritual blades and tearing flesh with their jagged beaks.

Tzaangor (Fighter)

Tzaangors are mutated fusions of avian beasts and corrupted Humans. In thrall to Tzeentch, they serve the Thousand Sons as bestial shock troops, attacking with savage blows from ritual blades and tearing flesh with their jagged beaks.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Chainsword
Chainsword
4
4+
4/5
--
Tzaangor blades
Tzaangor blades
4
4+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
INHUMAN SAVAGERY , TREASURE HUNTER , Treasure Trinket , Gilded Horns , Ensorcelled Rounds
THOUSAND SONS, CHAOS, TZAANGOR, FIGHTER
THOUSAND SONS, CHAOS, TZAANGOR, FIGHTER


Tzaangor (Icon Bearer)

Driven by a desire to accumulate arcane knowledge, Tzaangor hope to use such a prize to gain even more favour with Tzeentch. Particularly fervent Tzaangor carry sinuous icons and banners they believe draw their deity’s gaze and mutative blessings.

Tzaangor (Icon Bearer)

Driven by a desire to accumulate arcane knowledge, Tzaangor hope to use such a prize to gain even more favour with Tzeentch. Particularly fervent Tzaangor carry sinuous icons and banners they believe draw their deity’s gaze and mutative blessings.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dagger
Dagger
4
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
Herd Banner (1AP): Until the end of the Turning Point, while this operative is within of a friendly TZAANGOR operative, that operative is invigorated by chaos. While an operative is invigorated by chaos, improve its invulnerable save by 1.
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier.
UNIQUE ACTIONS
Herd Banner (1AP): Until the end of the Turning Point, while this operative is within of a friendly TZAANGOR operative, that operative is invigorated by chaos. While an operative is invigorated by chaos, improve its invulnerable save by 1.
DATACARD-RELATED
INHUMAN SAVAGERY , TREASURE HUNTER , Treasure Trinket , Gilded Horns , Ensorcelled Rounds
THOUSAND SONS, CHAOS, TZAANGOR, ICON BEARER
THOUSAND SONS, CHAOS, TZAANGOR, ICON BEARER


Tzaangor (Horn Bearer)

Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart.

Tzaangor (Horn Bearer)

Often, a member of a Tzaangor flock will carry a daemonically mawed instrument, the piercing blasts of which stir its fellow creatures into a bestial frenzy Their shrill cries echo and their horns clatter together as they vie to be first into the fray to hack their victims apart.

M APL GA DF SV W Base
3 2 1 3 6+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dagger
Dagger
4
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
Brayhorn (1AP): Until the end of the Turning Point, each time a friendly TZAANGOR operative performs a Normal Move or Charge action, it can move an additional .
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Brayhorn (1AP): Until the end of the Turning Point, each time a friendly TZAANGOR operative performs a Normal Move or Charge action, it can move an additional .
DATACARD-RELATED
INHUMAN SAVAGERY , TREASURE HUNTER , Treasure Trinket , Gilded Horns , Ensorcelled Rounds
THOUSAND SONS, CHAOS, TZAANGOR, HORN BEARER
THOUSAND SONS, CHAOS, TZAANGOR, HORN BEARER


Twistbray

The most savage member of a flock is a Twistbray, usually bearing the most extreme mutations of their creator-god. Raised by Tzeentch above the predatory instincts of their fellow mutants, they exhibit great cunning, formulating complex ploys to outwit their prey.

Twistbray

The most savage member of a flock is a Twistbray, usually bearing the most extreme mutations of their creator-god. Raised by Tzeentch above the predatory instincts of their fellow mutants, they exhibit great cunning, formulating complex ploys to outwit their prey.

M APL GA DF SV W Base
3 2 1 3 6+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Chainsword
Chainsword
4
3+
4/5
--
Tzaangor blades
Tzaangor blades
4
3+
4/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Favoured by Change: This operative has a 5+ invulnerable save.
-
ABILITIES
Favoured by Change: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
-
DATACARD-RELATED
INHUMAN SAVAGERY , TREASURE HUNTER , Treasure Trinket , Gilded Horns , Ensorcelled Rounds
THOUSAND SONS, CHAOS, LEADER, TZAANGOR, TWISTBRAY
THOUSAND SONS, CHAOS, LEADER, TZAANGOR, TWISTBRAY
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The RUBRIC MARINE keyword is used in the following Thousand Sons datacards:

The LEADER keyword is used in the following Thousand Sons datacards:

The TZAANGOR keyword is used in the following Thousand Sons datacards:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Barrage
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.

The ARCANA ASTARTES keyword is used in the following Thousand Sons datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
MALICIOUS VOLLEYS1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative is activated, if it does not perform a Fight action during that activation, it can perform two Shoot actions during that activation if a bolt weapon is selected for each of those shooting attacks. A bolt weapon is a ranged weapon that includes ‘bolt’ in its name (excluding Doombolt), e.g. inferno boltgun.
SORCEROUS AUTOMATA1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly ARCANA ASTARTES operative (excluding an ASPIRING SORCERER operative) is activated while Visible to and within of a ready friendly ARCANA ASTARTES ASPIRING SORCERER operative, add 1 to its APL.
INFERNAL FUSILLADE1CP
Tactical Ploy
Use this Tactical Ploy after making a shooting attack with a friendly ARCANA ASTARTES operative (excluding an ASPIRING SORCERER operative) in which the target did not lose any wounds. Repeat that shooting attack.

The CHAOS keyword is used in the following Thousand Sons datacards:

The ARCANA ASTARTES keyword is used in the following Thousand Sons datacards:

The <GREAT CULT> keyword is used in the following Thousand Sons datacards:

The RUBRIC MARINE keyword is used in the following Thousand Sons datacards:

Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

The ICON BEARER keyword is used in the following Thousand Sons datacards:

Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
SORCEROUS FOCUS1CP
Tactical Ploy
Use this Tactical Ploy after rolling one D6 to resolve a second psychic power with a friendly ASPIRING SORCERER operative that is not within Engagement Range of enemy operatives. Treat the result of that D6 as a 6.

MYTHIC SCROLL+ [2EP]

ASPIRING SORCERER operative only. The operative gains the following ability for the battle:

Mythic Scroll: Once per battle, during this operative’s activation, it can perform a free Manifest Psychic Power action.

The LEADER keyword is used in the following Thousand Sons datacards:

Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
INHUMAN SAVAGERY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TZAANGOR operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, if you retain two or more successful hits, you can retain one failed hit as a successful normal hit.
TREASURE HUNTER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly TZAANGOR operative is activated. During that activation, that operative can perform a mission action or the Pick Up action for one less AP (to a minimum of 0AP).

TREASURE TRINKET+ [3EP]

TZAANGOR operative only. Add 1CP to your pool for the battle.

GILDED HORNS [1EP]

TZAANGOR operative only. The operative gains the following ability for the battle:

Gilded Horns: Each time this operative fights in combat, if it performed a Charge action during that activation, in the Roll Attack Dice step of that combat, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

ENSORCELLED ROUNDS [2EP]

TZAANGOR operative only. Select one autopistol the operative is equipped with. Add 1 to that weapon’s Damage characteristics for the battle.

The TZAANGOR keyword is used in the following Thousand Sons datacards:

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