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.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | 1.0 | June 2025 |
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![]() | Expansion | 10 | 2.9 | June 2025 |
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![]() | Expansion | 10 | January 2025 | |
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![]() | Expansion | 10 | 1.0 | October 2024 |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 | |
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![]() | Datasheet | 10 | September 2024 |
Q: | When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice? |
A: | No. |
Q: | When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp? |
A: | Yes. |
The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.
If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has manifested this turn, then take a Psychic test for that model by following the sequence below.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
The daemons of Tzeentch are drawn through the barriers of the Warp by rituals of transmutation.
When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.When a Grand Coven of the Thousand Sons goes to war, Warp sorcery saturates the ground and air, blistering the skin and tormenting the mind. Such occult gatherings of the Cyclops’ psychic scions, bestial prophets and daemonic mages draw empyric power to them in writhing thunderheads. Coruscating wychfire leaps in crackling fingers from their outstretched staves and surges in multicoloured sheets from their gauntlets. Entrenched infantry are incinerated in vivid flame and prismatic beams core enemy battle tanks. Under the light of strange illusions, flesh and metal twist into insane new forms. Statuesque automata and the cursed shells of the Sorcerers’ former battle-brothers stride beside them, unleashing storms of firepower at their masters’ command as psychic nimbuses crawl over their armour. Sigil-etched battle tanks, Daemon Engines, and braying mutants shrieking praise to the Great Sorcerer complete ritual acts of murderous change, empowering the Thousand Sons’ malign magicks yet further.
For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words of malign incantation roll out like the peal of some cursed bell amidst the Empyrean to signal the onset of the next fateful tide of ritual power.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army. |
Psychic Maelstrom Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. |
Wrath of the Immaterium Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability. |
This Sorcerer has committed many a grimoire and unholy tome to memory, giving them unparalleled knowledge of hexes, curses and destructive rites. THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. |
This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling tides of apocalyptic flame surge constantly within Incandaeum’s iron-hard prison, but only through twisted incantation can they be unleashed. EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army has already manifested that Ritual this phase. |
One in command of this powerful relic - coalesced from the cursed gloom of Mangel III - can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which they can step. THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units. |
When the insane Magister E’taph was consumed by his own ritual, his death created a semi-sentient vortex. Many have attempted to channel its power into their spells, risking E’taph’s insane gaze turning on them. THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer. |
When the cackling daemons of Tzeentch burn their way into realspace alongside the Thousand Sons, reality splinters into a myriad of mirrored falsehoods. Changehosts of Deceit attack amidst roiling illusions that twist their doomed enemies’ perceptions. Eye-watering veils of sorcery ripple over the battlefield, blurring the foe’s vision and tricking targeting reticules. Waking dreams invade the minds of tank crews until they claw at each other in madness, while others lure enemies along fey-lit paths into ambush. Amidst the insanity, gangle-armed Horrors caper around squads of Rubric Marines, flinging spitting bolts of iridescent warpfire into their perplexed foes while gabbling incantations. Shoals of soul-hungry Screamers are followed as portents of nearby prey by hunting herds of Tzaangors, while other daemons vanish in brimstone bursts only to claw their way back out of the Warp behind their foes. Any enemy attempting to rationalise the anarchic devastation soon finds their ploys and sanity unravelling.
The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigil carried by his mortal servants wear away at the fragile skein of reality.
SCINTILLATING LEGIONS units from your army have the following the ability:
This occultist draws upon an eldritch contract with a daemonic gheist. The entity gleefully tears into weak wills, feasts on doubts and screams its burning laughter into the recesses of its prey’s meagre souls. THOUSAND SONS or LORD OF CHANGE model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds. |
By making a promise of blood and souls, this Sorcerer draws an infernal sentience near. It presses against the straining veil of reality, and from its fanged maw spill gibbered secrets of sanity-straining sorcery. THOUSAND SONS INFANTRY model only. While the bearer is within 6" of one or more friendly SCINTILLATING LEGIONS units, each time the bearer Channels the Warp, add 1 to the Psychic test result. |
This magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods. THOUSAND SONS or LORD OF CHANGE model only. After both players have deployed their armies, select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. |
Stolen from Imperial daemonhunters and added to over millennia, this dangerous tome can compel a host of empyric entities to shield the bearer in extremis. Once uttered, however, the names vanish. THOUSAND SONS INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save. |
For the leaders of some thrallbands, the drive to effect excruciating and repeated change upon their staid enemies is an obsession. Whether correcting what they see as realspace’s imperfect reflection of the Warp, spreading mutation as a form of devotion to Tzeentch or earthing corrupting magicks into the foe to stave off their flesh-change, these Warp mages use their sorcery to mould matter to their capricious whims. The Warpmeld Pacts they lead often amass large warherds of Tzaangor beastmen whose Shaman leaders they arrogantly hurl them towards their foes. Mutalith Vortex Beasts lumber forward as line breakers, radiating mutating energies that shatter gun lines, breaches that are then exploited by spearheads of Rubricae and loping Daemon Engines. Amidst waves of mutative magic, the most twisted of the Warpmeld Pact’s servants ripple with rapid change. Wounds reknit or broaden into leering grins; skin thickens into feathered scales, and newly sprouted pseudopods claw at enemies whose hopes of a clean death swiftly vanish.
The flesh and bone ofTzeentch’s malleable servants flow like molten wax when his mutative power is invoked in ritual pleas. Some, such as the devoted Tzaangors, willingly make such requests, while more mindless abominations have their pact made for them by their callous masters. No boon is without its price, however. Some suffer changes so rapid that they burst apart, are absorbed by heaving mounds that were once allies or reduced to mewling piles of bubbling flesh.
Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, that TZEENTCH MUTANT unit suffers D3 mortal wounds and until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll.
Sacrifice is ever at the route of infernal power, even better when bought with the grossest of betrayal. TZAANGOR SHAMAN model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered. |
This precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike. TZAANGOR SHAMAN model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. |
There are those amongst Magnus’ gene-sons that revel in dominating the twisted mutants of Sortiarius, setting themselves up as demigods over their shrieking flocks. SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a TZAANGORS unit. |
This prophet is favoured by the transmutative boon of Tzeentch’s fell mutations, their body a rippling vessel of constantly reforming flesh and sinew, feather and bone. TZAANGOR SHAMAN model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5. |
There is no mercy in the hollow-eyed stares of the Thousand Sons’ warriors. To face one of these unholy, haunted figures is to feel the chill grasp of certain doom upon one’s soul. As an army of eldritch automatons, a Rubricae Phalanx is a terrifying immortal mechanism, its every interlocking segment fulfilling its role within the labyrinthine schemes of its sorcerous masters. The Rubricae are expertly wielded by Magnus’ scions, serving as unwavering anvils, in crushing vanguard strikes and circuitous ambushes. These armoured warriors advance in thudding lockstep, the beat of their heavy tread a deathly rhythm of impending execution that comes from all sides. Cursed weapons are raised at a silent command, a blistering salvo of ensorcelled bolts hammering out to send transmorphic flame billowing in all directions. Enemies reduced to glittering ash are ground underfoot. As the Rubricae crash into the survivors, their spirits draw upon ancient skills of conquest to crush the foe, their rune-carved armour blazing with victory.
When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.
A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow. THOUSAND SONS model only. At the start of the Declare Battle Formations step, select either two RUBRICAE BATTLELINE units from your army or one other RUBRICAE unit from your army; models in the selected units have the Infiltrators ability. |
This Warp mage has unearthed eldritch lore by which they have mastered the means to tether the Legion’s former warriors to their will with an unbreakable leash of raw sorcery. THOUSAND SONS model only. While a friendly RUBRICAE unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit. |
This champion draws power from the Immaterium and channels it into his Rubricae to enhance their might. THOUSAND SONS model only. While the bearer is leading a unit, each time a RUBRICAE model in that unit makes an attack, add 1 to the Hit roll. |
This stave is a compressed and runically imprisoned Warp rift given physical form. Every blow struck with it allows clamouring tentacular horrors to lash out from beyond the veil, their ethereal fangs and lashing pseudopods wreaking bloody havoc. THOUSAND SONS INFANTRY model only. The bearer’s melee weapons have the [sustained hits D3] and [devastating wounds] abilities. |
Infused with arcane power, their engines growling with occult rhythms, the massed armoured might of a Warpforged Cabal crackles with barely containable empyric energies. Spearheads of rune-carved battle tanks surge along invisible ley lines, absorbing magical potential into sacrificial fetishes as they blast the foe with cannonades of tainted shells. Daemon Engines clamber over the enemy’s desperate barricades to reach their prey, reaching out with eager iron claws, while others soar through sorcery-wracked skies, their contrails burning arcane sigils into the air. Shimmering clouds of phantasms part to reveal the forms of Sekhetar Robots in the enemy’s midst, any panicked return fire pattering from empyric wards. Amidst the destruction, the Cabal’s Warp mages use their web of empowered war engines as reservoirs of sorcery, vampirically tapping their overloaded runes to cast psychic rituals of ever greater catastrophic power.
To the Sorcerers of Warpforged Cabals, logic cores and data-wafers, plasma cells and advanced augurs are merely matter, as subservient to their will as flesh and spirit is to others. They infuse dangerous eldritch protocols into the war engines under their command, pouring raw Warp magic into shell casings or capturing malevolent sprites within targeting cogitators, magnifying their vehicles’power. Such battle tanks and combat walkers seem to throb with barely contained sorcery, and their greater danger is apparent to those with empyric senses.
Each time a THOUSAND SONS VEHICLE unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
This Sorcerer greedily digs into the occult ley lines that thread a cabal’s war engines, redirecting unwelcome surges of empyric overflow into the vehicles’ structure. THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6. |
Woven from fibres pulled from mind impulse units while their owners are still alive, this cloak is a ritual interface between the biological and the mechanical, masking the wearer in the shadow of their iron wards. THOUSAND SONS INFANTRY model only. While the bearer is within 3" of one or more friendly THOUSAND SONS VEHICLE units, the bearer has the Lone Operative ability. |
The war engines of the Thousand Sons seethe with Warp energies, power that this adept of eldritch metallurgy can manipulate to cause their sundered hulls to flow and reseal like wax. THOUSAND SONS model only. In your Command phase, you can select one friendly THOUSAND SONS VEHICLE model within 6" of this model. That model regains up to D3 lost wounds. |
This malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy. THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. |
The empyric ritualists who lead these thrallbands wield magic without restraint. They seek to shatter the veil between reality and the Warp, empowering their arcane arts and unleashing daemonic energies upon their weak-minded foes. Directing their mindless Rubricae to seize sites of power, these Sorcerers tap into the wellspring of potential power, weaving obscuring rituals and killing spells. As the tide of arcane energy builds in strength, the battlefield comes alive with mutagenic Warp energy, enhancing the Sorcerers’ magical power and haloing their thralls in fulminating coronae of uncontrolled arcane force. With warpflame and hellfire, they sweep the enemy from the field of battle, and Tzeentch claims the souls of the dead.
With each site seized by the thrallband’s warriors, the flow of arcane energies increases, and the veil between reality and the Warp erodes. The resultant influxes of Warp energy are potent enough to invoke the flesh-change and must be channelled carefully by the thrallband’s Sorcerers. With masterful skill, they wield these mutagenic energies, expertly syphoning excess magic to empower themselves and the warriors at their command while maintaining control of their ever-expanding ritual.
Certain areas of the battlefield are within your army’s Flow of Magic, as follows:
Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbues their weapons and those of their talented underlings with soul-shattering force. THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead. |
The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they unleash are rendered far more lethal, such destructive power comes at significant risk. THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re-roll the result. |
Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies. THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer. |
With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power. THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to the THOUSAND SONS units. You can find out more about Crusade armies in the main Crusade rules.
Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.
![]() Below, Lore points are presented as shown here. ![]() Below, Arcana points are presented as shown here. | ||
Cult of MutationThis Great Cult embraces the warping of reality itself. By their hand, foes are reduced to mounds of mutating flesh and worlds transmogrified into daemonic hellscapes. AELEMENTUS 1 2 REWARD Exalted Mutation (Instant): This model gains one Boon of Tzeentch of your choosing, or two randomly determined Boons of Tzeentch. ESOTERIST 2 2 REWARD Touch of Vicissitude (Battle Honour): Each time this model’s unit is selected to fight, select one of the following abilities: [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, this model’s melee weapons have the selected ability. MAGISTER TEMPLI 3 5 REWARD Warp Reality (Battle Honour - Psychic - Warp Charge 7): Select one AREA TERRAIN feature within 24" of and visible to the manifesting model, then roll one D6 for every enemy model that is within that AREA TERRAIN feature: for each 6, that model’s unit suffers 1 mortal wound. If the Psychic test result for this Ritual was 11+, for each 5+, that model’s unit suffers 1 mortal wound instead (to a maximum of 6 mortal wounds in either case). | ||
Cult of ProphecyThis Great Cult 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 purposes. AELEMENTUS 2 1 REWARD Empyric Portents (Battle Honour): In the Determine Attacker and Defender step, if your Crusade army includes one or more models with this reward, do not roll off to determine the Attacker and Defender. Instead, you choose whether you will be the Attacker or Defender (if your opponent has a rule to the same effect, roll off as normal). ESOTERIST 2 2 REWARD Divine the Future (Battle Honour - Psychic - Warp Charge 8): You gain 1CP. If the Psychic test for this Ritual was 11+, the manifesting model gains 1 Lore point as well. MAGISTER TEMPLI 4 4 REWARD Guided by the Whispers (Battle Honour): In the Select Crusade Blessings step, roll one D6 for each model from your Crusade army with this reward: if one or more of those results is a 4+, you can select one additional Crusade Blessing this battle. | ||
Cult of TimeThis Great Cult views past, present, and future as a flowing resource that can be shaped into a weapon; their efforts send ripples across time with implications for their enemies’ present. AELEMENTUS 1 2 REWARD Time Flux (Instant): You can either remove all Battle Scars this model has, or select one other THOUSAND SONS unit on your Order of Battle and remove one Battle Scar from that unit. ESOTERIST 1 3 REWARD Psyncopation (Battle Honour): You can re-roll Advance and Charge rolls made for this model’s unit. MAGISTER TEMPLI 3 5 REWARD Immaterial Echo (Battle Honour - Psychic): Each time this model manifests the Temporal Surge Ritual, if the Psychic test result for that Ritual was 12+, you can select two friendly THOUSAND SONS units that are not within Engagement Range of one or more enemy units and within 24" of and visible to this model, instead of one. Each of those units can make a Normal move up to 6". Until the end of the turn, neither of those units are eligible to declare a charge. | ||
Cult of SchemingThis insidious Great Cult creates convoluted plots as a form of worship. Every victory and apparent defeat is another cunningly placed step upon a road only they can see. AELEMENTUS 2 1 REWARD Grand Schemer (Instant): Roll one D6: on a 1-3, you gain 1RP; on a 4-6, you gain D3RP. ESOTERIST 2 2 REWARD Seeded Strategy (Battle Honour): Each time your opponent uses a Stratagem, roll one D6: on a 5, you gain 1CP; on a 6, you gain 1CP and this model gains 1 Lore point. MAGISTER TEMPLI 4 4 REWARD Ulterior Ruse (Battle Honour): In the Select Agendas step, roll one D6 for each model from your Crusade army with this reward: if one or more of those results is a 2+, you can select one additional THOUSAND SONS Agenda this battle; if one or more of those results is a 5+, you can select two additional THOUSAND SONS Agendas instead, this battle. | ||
Cult of MagicThis Great Cult employs pure, unfettered sorcery. They value the acquisition of all sorcerous arcana, the better to lend even greater might to their rituals. AELEMENTUS 0 3 REWARD Opus Arcana (Instant): You can deduct 1 or 2 Lore points from this model: if you deduct 1, this model gains D3 Arcana points; if you deduct 2, this model gains 3 Arcana points. ESOTERIST 0 4 REWARD Occult Fixation (Battle Honour - Psychic): Each time this model Channels the Warp, add 1 to the result of that Psychic test. MAGISTER TEMPLI 0 8 REWARD Kaleidoscopic Blast (Battle Honour - Psychic): Each time this model manifests the Doombolt Ritual, if the Psychic test result for that Ritual was 14+, you can select two enemy units that are within 24" of and visible to this model, instead of one (all other restrictions apply). Both selected units suffer D3+3 mortal wounds. | ||
Cult of KnowledgeThis Great Cult believes all lore to be theirs for the seizing, no matter how esoteric or malign; their immense wisdom allows them to predict their foes’ every weakness. AELEMENTUS 3 0 REWARD Ardent Scholar (Battle Honour): Each time this model is Marked for Greatness, roll one D6: on a 1-2, this model gains 1 Lore point; on a 3-5, this model gains D3 Lore points; on a 6, this model gains D3 Lore points and D3XP. ESOTERIST 4 0 REWARD Sacrificial Grimoire (Instant): You can deduct 1 or 2 Arcana points from this model: if you deduct 1, this model gains D3 Lore points; if you deduct 2, this model gains 3 Lore points. MAGISTER TEMPLI 8 0 REWARD Thief of Enigmas (Battle Honour - Psychic): Each time this model manifests the Destiny’s Ruin Ritual, if the Psychic test result for that Ritual was 13+, you can select two enemy units that are within 24" of and visible to this model, instead of one. Until the end of the phase, each time a friendly THOUSAND SONS unit makes an attack that targets one of those units, you can re-roll the Hit roll. | ||
Cult of ChangeThis Great Cult is anathema to order; they are the great unravellers, launching their armies wherever reason exists while, in places of anarchy, the cult appears to impose unnatural stasis. AELEMENTUS 1 2 REWARD Destiny’s Aberration (Instant): Select either this model or one other THOUSAND SONS unit (excluding CHARACTERS) from your Crusade army that has one or more Battle Traits, then select one Battle Trait the selected model/unit has and replace it with one new THOUSAND SONS Battle Trait (this must be one it can have). ESOTERIST 3 1 REWARD Arch Instigator (Battle Honour): Add 2 to this model’s Wounds characteristic. MAGISTER TEMPLI 4 4 REWARD Fickle Revelation (Battle Honour): At the end of the Declare Battle Formations step, select one THOUSAND SONS Battle Trait (this can be a RUBRICAE Battle Trait, even though this model does not have that keyword, but it must otherwise be a Battle Trait this model can have and cannot be a Battle Trait this model, or the unit it is attached to, already has). Until the end of the battle, this model (and any unit it is attached to) is considered to have that Battle Trait. | ||
Cult of DuplicityThe psykers of this Great Cult are deceivers all, fractured yet unified in purpose. It is impossible to know whether their sects are acting in concert with or against one another’s terrifying plans. AELEMENTUS 2 1 REWARD Artful Dualism (Instant): This model can either use the Renowned Heroes Requisition once, for 0RP (even if it has not gained a Crusade rank), or it can gain one Artificer or Antiquity Crusade Relic of your choice. ESOTERIST 2 2 REWARD Misinformator (Battle Honour): After both players have deployed their armies, you can select one THOUSAND SONS unit from your Crusade army and redeploy it. When doing so, you can set that unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. MAGISTER TEMPLI 3 5 REWARD Sorcerous Facade (Battle Honour - Psychic - Warp Charge 6): Select one friendly THOUSAND SONS INFANTRY or THOUSAND SONS MOUNTED unit within 24" of and visible to the manifesting model. That unit is removed from the battlefield and placed into Strategic Reserves. If the Psychic test for this Ritual was 10+, set that unit back up on the battlefield immediately using the Deep Strike ability. | ||
Cult of ManipulationDeceptive in the extreme, this Great Cult uses its tendrillar web of influence to sway the actions of its enemies. Networks of spies allow them to oversee the plots as they unfold. AELEMENTUS 2 1 REWARD Malevolence (Battle Honour): At the end of the battle, this model gains 1XP and 1 Lore or Arcana point (your choice) for each different Agenda your opponent selected at the start of the battle that one or more of their units subsequently gained XP from. ESOTERIST 4 0 REWARD Mirrored Machinator (Battle Honour): In the Determine Victor step, if you are not the victor, roll one D6 for each model from your Crusade army with this reward that is on the battlefield. If one or more of those results are a 4+, you gain that battle’s Victor Bonus anyway. MAGISTER TEMPLI 6 2 REWARD Shadow Puppeteer (Battle Honour - Psychic - Warp Charge 8): Select one enemy unit within 24" of and visible to the manifesting model. Until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. If the Psychic test result for this Ritual was 12+, subtract 1 from the Wound roll as well. | ||
If your Crusade army includes any THOUSAND SONS units, you can select Agendas from those presented here.
The Thousand Sons will conduct sprawling wars, slaughter armies and burn entire worlds to acquire sorcerous lore.
This battlefield lies at the nexus of a grand psychic construct stretching space and time. Its interdimensional vertices must be empowered by the laying of ritual sigils. Only then will this region slot into place as part of a malefic scheme.
By exhuming the long-buried remains of fractured artefacts or Rubricae armour, the Thousand Sons can perform rituals of rebinding that soon see the power of their thrallbands swollen anew.
Even as the foes futilely fight to escape their destiny, they cannot comprehend the magisterial work they are part of. The sorcerous leaders of this thrallband seek to complete a sacrificial ritual of great import. The foes must be slain one by one using the power of the Warp, and their souls offered up in the name of greater glories.
If your Crusade army includes any Thousand Sons units, you can spend Requisition points (RP) on any of the following Requisitions.
The ultimate reward for a mortal servant of the Changer of the Ways, the mantle of daemonhood confers immortality and unimaginable dark power. However, its price is an eternity of servitude to Tzeentch’s will.
The climb to power amongst the Thousand Sons is precipitous, the price of failure always seething within the flesh of Magnus' scions. One slip, one misstep, and hideous damnation awaits.
Those who take control of their fate, reshaping the galaxy to fit their desires, will always draw the regard - and often the rewards - of the Great Sorcerer.
Power plays, twisted schemes and the puppeteering of rivals’ agendas mark the hierarchy of every Great Cult.
Elevation to a more blessed state for the mutant Tzaangors is a painful and savage apotheosis, one in which only the strongest and most insane survive.
When a THOUSAND SONS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.
The soul-scent of those with something of worth to a thrallband - an esoteric relic, perhaps, or forbidden knowledge - is projected into the minds of these twisted creatures. Like a lure, they are drawn to tear their master’s target apart.
These mutants are particularly ferocious creatures, their insanity making them capable of reaching incredible levels of savagery in the fury of combat.
Endless war and exposure to their thrallband's most corrupting magicks have rendered these abominations truly terrifying to behold. A single glance upon such horror is to risk one’s sanity.
Eye-bleeding sigils applied to the hull in the blood of seers project a nimbus of ethereal power that snatches away deadly shots.
Warp-cursed ceramite and buckles and bubbles under the power of change as easily as flesh. This war engine's structure reshapes itself in a visceral swirl that dysmanifests damage instantly.
This vehicle's controlling animus has been blessed by the Architect of Fate such that its every devastating attack renders catastrophic change.
These Rubricae are entwined with a chronometrically looped spell of rebinding that seals rents in their armoured prisons as swiftly as they are formed.
The bitterness that consumes the souls of many Thousand Sons champions seeps from their thoughts into their Rubricae.
These spirit warriors march into battle with renewed animus, their aim never wavering.
The armour of these Rubricae has been enchanted to project illusory facades that distract their foes until it is too late.
A thrallband's lesser psykers are watched carefully while on the path to becoming great Sorcerers themselves.
The armoured forms of these warriors have been inscribed with portents in an ancient Prosperine script, opening hidden pathways that lead to the ruin of their enemies.
This battle psyker enacts their Warp rituals as if with a vicious empyric blade, slicing open the barrier to the Empyrean and allowing the predatory shoals beyond a momentary feeding frenzy.
The regard of the Change God is upon this champion, propelling them towards either glory or ruin.
The drive to change one's status sees many Thousand Sons champions amass quantities of arcane lore to aid them in their ambitious quest.
To court the favour of the Architect of Fate is to risk madness and mutation beyond reason. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. These mindless beasts are then herded with other unfortunate Spawn and goaded towards the enemy to enact Tzeentch’s unfathomable plan.
If a THOUSAND SONS unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new THOUSAND SONS CHAOS SPAWN unit to your Order of Battle. The new unit has the same number of Battle Honours and XP as the unit it replaced, it loses all Arcana and Lore points it had (and can never gain any more by any means). If adding this unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit Requisition) or your unit is removed from your Order of Battle and no new unit is added in its place.
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When a THOUSAND SONS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
Reading from this infernal treatise, the bearer discovers hidden truths on one page and utter madness on the next.
Each time the bearer Channels the Warp, before rolling the additional D6, the bearer can use this Crusade Relic. If it does, take a Battle-shock test for the bearer: if that test is passed, the bearer gains 1 Lore point and that additional D6 is automatically an unmodified 6; otherwise, the Ritual being attempted fails.The magic-infused alloys of this daemon weapon 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 foes and can cut through the thoughts of those earning its master’s ire as easily as it slices apart their flesh.
Each time the bearer makes an attack with a Psychic melee weapon, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1. Each time the bearer makes an attack with a Psychic melee weapon that targets a PSYKER unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 2 instead.Only a mage who has mastered the nine-hundred and ninety-nine rites of ascension may wear the Pentakairic Armour. A ward-etched prison for trammelled daemonic entities, this glowing plate compels its luckless prisoners to wield their full unnatural might in its wearer’s defence.
The bearer has a Save characteristic of 2+ and a 4+ invulnerable save.This warped battle helm is set with the crystallized eye of the daemon-seer Yzmaxis the Perceptor. Extruded crystalline strands bore into the wearer’s scalp and conjoin the daemon’s eye with their living mind. So do they perceive the artefact’s unnatural warnings, seeing beyond shadows to threats yet to come.
Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer.Some of Magnus’ gene-sons hold 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 the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining.This ancient crystal is said to have been recovered from amongst the despoiled ruins of Prospero. It resonates with the psychic death agonies of all those who fell along with their world on its final day so that even the gheists of the Rubricae are moved to vengeful fury by its presence.
Once per battle, at the start of any phase, the bearer can use this Crusade Relic. If it does, until the end of the phase, the bearer has the following ability:Ahriman consumed the knowledge contained in the Athenaeum of Kallimakus long ago, but not all of the Athenaeum’s founders were slain when their repository of knowledge was destroyed. Some of their lore has since been transcribed to keep an echo of that great library. One who possesses these texts has access to techniques that make their spells exceptionally potent.
You can select the bearer to attempt up to two Rituals per turn instead of only one, and each time you select the bearer to attempt a Ritual, you can first discard either 1 Lore point or 1 Arcana point the bearer has. If you discard 1 Lore point, until the end of the phase, the bearer can attempt a Ritual even if another model from your Crusade army has already manifested that Ritual this turn. If you discard 1 Arcana point, until the end of the phase, each time you take a Psychic test for the bearer, after rolling all of the dice but before the bearer suffers any mortal wounds, you can re-roll all of those dice.When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
Your victories and conquests have been wrought with the scheming manipulations of a true scion of the Crimson King. Your thralls enact subplots of their own that are, in truth, masterminded by you alone, and the glories of the Lord of Fate have blessed your twisted campaigns with arcane boons of transmutative divinity. Greatness whispers in beckoning sibilance from beyond the veil.
You have advanced into the deeper mysteries of the galaxy as a disciple of ritual truths and a curator of falsehoods. Now is the time to exploit your lore to expand your control of sorcery.
You have amassed the arcana of lost empires and unleashed your embittered spite across countless battlefields. Your eldritch wisdom has elevated you - or one of your duplicitous aliases - to the exalted rule of one of the Great Cults. The Lord of Sortiarius ushers you into one of his nine-hundred and ninety-nine Grand Schemes. The universe’s most sanity-blasting enigmas quiver in dread as your acquisitive gaze turns upon them.
At the command of the Thousand Sons Sorcerers, Rubric Marines and cultist thralls press through the labyrinthine corridors of enemy voidships with impossible precision, seizing objectives from under the noses of their confounded foes.
The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.
Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.Those who possess the favour of Tzeentch may gain the benefit of the Change Gods all-seeing eye. No foe can hope to conceal themselves from their piercing gaze.
Ranged weapons equipped by THOUSAND SONS models from your army have the [iGNORES COvER] ability.Warp Mastery This psyker is steeped in the malefic secrets of the warp. Their powers are manifested with a terrifying and destructive intensity. Each time you roll to determine the number of attacks made with a Psychic weapon equipped by the bearer, you can re-roll the result. |
Fires of Change Those struck by this psyker’s sorcery are engulfed in vibrant, flickering flames that inflict horrifying mutations upon their bodies. Each time the bearer shoots, after it has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. That unit must take a Battle-shock test, subtracting 1 from the result. |
Having boarded by deceit and infiltration or through conjured warp portals, the mortal cultists of Tzeentch surge through the vessels of voidships to unleash riotous displays of witchery and violence on behalf of their Thousand Sons masters.
The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.
Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.The Human and mutant thralls of the Thousand Sons seek to earn the favour of their Chaos Space Marine masters by enacting rituals and offering sacrifices in the name of the Lord of Change. Thus do they hurl themselves upon the foe in frothing tides of wild aggression.
Melee weapons equipped by THOUSAND SONS models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker.Thrallmaster In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon fodder to be used as living shield. At the start of the first battle round, you can select one friendly |
Prescient Authority This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they lash out at the enemy with beak, blade and talon. Once per turn, when a friendly |
Amidst the twisting corridors of voidships, upon the strange tides of the warp, many esoteric and powerful prizes wait to be claimed. Having scried the paths of fate that will lead them to these prizes, Thousand Sons Sorcerers set out with trusted coteries to claim them.
The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.
Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.Too much is at stake and the prize too close to risk being reckless now. Instead, the Thousand Sons advance in steady and relentless lockstep, sweeping for threats and eliminating them as they arise.
Each time a THOUSAND SONS model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, SCARAB OCCULT TERMINATORS units from your army can perform the Set Overwatch Tactical Manoeuvre in the same turn as performing the Secure Site Tactical Manoeuvre.Predestined Champion Many strands of fate intertwine about this Champion of Tzeentch, for it has been foretold that he may achieve greatness. Of course, fate is ever fickle... While the bearer is on the battlefield, you are considered to control one additional objective marker for the purposes of the Twisting Fate army rule. |
Astral Predation With a great psychic effort, this warrior savant projects his eldritch soul out from his mortal shell that it might pass through doorways into other futures and strike down his enemies before they have a chance to react. Once per battle, in your Movement phase, when the bearer is selected to move, it can use this Enhancement. If it does, select one closed Hatchway on the battlefield. Until the end of the phase, the bearer can move through that Hatchway as if it was open (note that this does not open that Hatchway - it remains closed). |
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.
If your Army Faction is , at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has manifested this turn, then take a Psychic test for that model by following the sequence below.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
The CHARACTER keyword is used in the following Thousand Sons datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
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The EXALTED SORCERER keyword is used in the following Thousand Sons datasheets:
Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words of malign incantation roll out like the peal of some cursed bell amidst the Empyrean to signal the onset of the next fateful tide of ritual power.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation Add 6" to the Range characteristic of ranged Psychic weapons equipped by models from your army. |
Psychic Maelstrom Each time a model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. |
Wrath of the Immaterium Psychic weapons equipped by models from your army have the [devastating wounds] ability. |
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.The SCINTILLATING LEGIONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS and MONSTER keywords are used in the following Thousand Sons datasheets:
The TZEENTCH and MUTANT keywords are used in the following Thousand Sons datasheets:
The SORCERER keyword is used in the following Thousand Sons datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".The MONSTER keyword is used in the following Thousand Sons datasheets:
The RUBRICAE keyword is used in the following Thousand Sons datasheets:
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").With each site seized by the thrallband’s warriors, the flow of arcane energies increases, and the veil between reality and the Warp erodes. The resultant influxes of Warp energy are potent enough to invoke the flesh-change and must be channelled carefully by the thrallband’s Sorcerers. With masterful skill, they wield these mutagenic energies, expertly syphoning excess magic to empower themselves and the warriors at their command while maintaining control of their ever-expanding ritual.
Certain areas of the battlefield are within your army’s Flow of Magic, as follows:Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.The DAEMON keyword is used in the following Thousand Sons datasheets:
The TZAANGOR ENLIGHTENED keyword is used in the following Thousand Sons datasheets:
The MUTANT keyword is used in the following Thousand Sons datasheets:
Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.The VEHICLE keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The TERMINATOR keyword is used in the following Thousand Sons datasheets:
The DAEMON PRINCE keyword is used in the following Thousand Sons datasheets:
Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.
The climb to power amongst the Thousand Sons is precipitous, the price of failure always seething within the flesh of Magnus' scions. One slip, one misstep, and hideous damnation awaits.
To court the favour of the Architect of Fate is to risk madness and mutation beyond reason. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. These mindless beasts are then herded with other unfortunate Spawn and goaded towards the enemy to enact Tzeentch’s unfathomable plan.
If a unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new THOUSAND SONS CHAOS SPAWN unit to your Order of Battle. The new unit has the same number of Battle Honours and XP as the unit it replaced, it loses all Arcana and Lore points it had (and can never gain any more by any means). If adding this unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (such as by using the Increase Supply Limit Requisition) or your unit is removed from your Order of Battle and no new unit is added in its place.The ultimate reward for a mortal servant of the Changer of the Ways, the mantle of daemonhood confers immortality and unimaginable dark power. However, its price is an eternity of servitude to Tzeentch’s will.
Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.The FLY keyword is used in the following Thousand Sons datasheets:
Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.