Thousand Sons
 ]

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.

Books

BookKindEditionVersionLast update
  Thousand Sons
  Thousand SonsCodex101.0June 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.9June 2025
  Grotmas Calendar: Thousand Sons - Hexwarp Thrallband
  Grotmas Calendar: Thousand Sons - Hexwarp ThrallbandExpansion10January 2025
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Horus Heresy Legends: Adeptus Astartes
  Horus Heresy Legends: Adeptus AstartesDatasheet10September 2024
  Legends: Heretic Astartes
  Legends: Heretic AstartesDatasheet10September 2024
  Horus Heresy Legends: Heretic Astartes
  Horus Heresy Legends: Heretic AstartesDatasheet10September 2024

FAQ

Codex: Thousand Sons

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.

Introduction

Below you will find several THOUSAND SONS Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Thousand Sons - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Cabal of Sorcerers

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.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.


Pact of Sorcery

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.

Grand Coven

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.

Detachment Rule

Kindred Sorcery

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.


Enhancements

  • Lord of Forbidden Lore 20 pts

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.

  • Incandaeum 15 pts

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.

  • Umbralefic Crystal 20 pts

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.

  • Eldritch Vortex of E’taph 25 pts

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.


Stratagems

PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed Stratagem
To pit one's psychic prowess against the sorcerous might of the Thousand Sons is to be trapped, helpless and screaming, within one's mind.
WHEN: Any phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.
DESTINED BY FATE
1CP
Grand Coven – Epic Deed Stratagem
The Architect of Fate has great designs for his pawns, which do not yet include their untimely demise.
WHEN: Any phase, just after a saving throw is failed for a THOUSAND SONS PSYKER model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once.

TARGET: That PSYKER model.

EFFECT: Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.
EGOTISTICAL POWER
1CP
Grand Coven – Strategic Ploy Stratagem
Drawing on the accumulating empyric energies, one devoted to Tzeentch will willingly syphon the swelling power to fuel their selfish ploys.
WHEN: Your Command phase.

TARGET: One THOUSAND SONS PSYKER unit from your army.

EFFECT: Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.
DESECRATION OF WORLDS
1CP
Grand Coven – Epic Deed Stratagem
The Sorcerers of the Thousand Sons pour their corrupting spite and contempt into the bedrock of the battlefield, tainting it with their warpcraft.
WHEN: Your Command phase.

TARGET: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
ARCANE FOCUS
1CP
Grand Coven – Epic Deed Stratagem
Using a locus formed from the ritually broken matter of sorcerous artefacts, a Sorcerer can infuse themselves with its power. So invigorated, their empyrically fuelled manipulations are made all the more potent.
WHEN: Your Shooting phase, just after you take a Psychic test for a THOUSAND SONS model from your army that Channelled the Warp (before resolving that Ritual).

TARGET: That THOUSAND SONS model.

EFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
DEVASTATING SORCERY
2CP
Grand Coven – Battle Tactic Stratagem
The Thousand Sons' flesh seethes with raw sorcery. The sheer unstoppable might of their conjurations is such that little can prevent them from manifesting devastation when unleashed with destructive intent.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.

Changehost of Deceit

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.

Detachment Rule

Infernal Pacts

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:

Daemonic Illusions (Aura): While a friendly THOUSAND SONS PSYKER unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.

THOUSAND SONS units from your army have the following ability:

Mortal Sorcery (Aura): While a friendly SCINTILLATING LEGIONS PSYKER unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability.

RESTRICTIONS
You can include SCINTILLATING LEGIONS units in your army, even though they do not have the THOUSAND SONS Faction keyword. The combined points cost of such units you can include in your army is:

Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts

No SCINTILLATING LEGIONS models from your army can be your WARLORD.

Enhancements

  • Nethershriek Mind-eater 10 pts

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.

  • Diabolic Savant 20 pts

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.

  • Duplicitous Malediction 15 pts

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.

  • Tome of True Names 20 pts

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.


Stratagems

SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic Stratagem
Gouts of choking brimstone or arcane smog seeping from the Warp are exploited to confound the foe.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy Stratagem
Tendrils of phantasmal sorcery are sent to invade the minds of the Thousand Sons' foes, magnifying the infernal threat until it eclipses all others in a kaleidoscope of insanity.
WHEN: Start of the Fight phase.

TARGET: One THOUSAND SONS unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible SCINTILLATING LEGIONS targets for those attacks.
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Semi-sentient doppelgangers stalk the battlefield, bewildering attempts to target the daemonic spawn.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One SCINTILLATING LEGIONS unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly THOUSAND SONS units.
FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Tzeentchian daemons can twist perceptions until they seem no longer there, bending light and dissipating technological targeting scans in a dizzying, fractal puzzle.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SCINTILLATING LEGIONS unit from your army (excluding MONSTERS) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy Stratagem
By sacrificing minute slivers of the oncoming foes' lives, time can be bled into the Warp, stretching perceptions and causing sudden exhaustion.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Weaving a spell of splintering translocation, Tzeentch's daemons can prise open an unnatural pathway through the Warp.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two SCINTILLATING LEGIONS units from your army (excluding MONSTERS), or one SCINTILLATING LEGIONS MONSTER unit from your army, if all of those units are more than 3" horizontally away from all enemy units.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

Warpmeld Pact

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.

Detachment Rule

Warpmeld Sacrifice

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.

Each time a TZEENTCH MUTANT unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, that unit suffers D3 mortal wounds and until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll.

KEYWORDS
TZAANGORS units from your army have the BATTLELINE keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of TZAANGOR models in that unit.

Enhancements

  • Warpmeld Dagger 10 pts

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.

  • Diamond of Distortion 20 pts

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.

  • Bray Lord 15 pts

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.

  • Flowing Flesh 10 pts

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.


Stratagems

GIFT OF CHANGE
1CP
Warpmeld Pact – Epic Deed Stratagem
For those already saturated by the coursing power of the Warp, even death is no barrier to change.
WHEN: Any phase.

TARGET: One THOUSAND SONS CHARACTER model from your army (excluding MONSTERS) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, add one TZEENTCH CHAOS SPAWN unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units.

RESTRICTIONS: You can only use this Stratagem once per battle round.
WARPED VICISSITUDE
1CP
Warpmeld Pact – Strategic Ploy Stratagem
With a shrieked plea to Tzeentch, mutant flesh can flicker between insubstantial states as if not there.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy Stratagem
With insane, bestial ferocity is true change wrought.
WHEN: Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fight.

TARGET: That TZEENTCH MUTANT unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy Stratagem
When Tzeentchian magicks wax strong, spirit and flesh are yoked again and again in service to the Great Sorcerer.
WHEN: Your Command phase.

TARGET: One THOUSAND SONS PSYKER model from your army, and one friendly TZAANGORS unit that is below its Starting Strength and within 12" of that PSYKER model.

EFFECT: Return up to D3+1 destroyed models (excluding CHARACTERS) to your TZAANGORS unit.
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy Stratagem
The mutagenic vitality flowing through the Thousand Sons' twisted thralls can manifest in flickering bursts of supernatural speed.
WHEN: Start of your Movement phase.

TARGET: One TZEENTCH MUTANT unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy Stratagem
The very flesh of a Warpmeld Pact's mutant abominations radiates a reality-twisting aura. They may appear in one place to their foes, but things are not always as they seem.
WHEN: Reinforcements step of your Movement phase.

TARGET: One TZEENTCH MUTANT unit from your army that is arriving from Strategic Reserves this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.

Rubricae Phalanx

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.

Detachment Rule

All is Dust

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.

Enhancements

  • Risen Rubricae 30 pts

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.

  • Arcane Thralls (Aura) 5 pts

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.

  • Lord of the Rubricae 15 pts

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.

  • The Stave Abominus 20 pts

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.


Stratagems

ARDENT AUTOMATA
1CP
Rubricae Phalanx – Strategic Ploy Stratagem
The martial discipline once known amongst the Legion's fellowships has been pared back and twisted until it is another means of control, one which the Rubricae’s masters use to wrongfoot their foes with sudden changes of tactics.
WHEN: Your Movement phase, just after a RUBRICAE unit from your army Falls Back.

TARGET: That RUBRICAE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
INEXORABLE ADVANCE
1CP
Rubricae Phalanx – Strategic Ploy Stratagem
The warriors of the Thousand Sons can be driven on relentlessly while laying down a hail of weapons fire. They know no fatigue nor weakness, unable to falter even if they wished to.
WHEN: Your Movement phase.

TARGET: One RUBRICAE unit from your army.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear Stratagem
Arcane invocations imbue the Thousand Sons’ weapons with sorcerous power, rendering them still more lethal to the foe.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5.
REVENGE OF THE RUBRICAE
1CP
Rubricae Phalanx – Strategic Ploy Stratagem
Magnus’ psychic scions are as vindictive as their Daemon Primarch. Many weave arcane curses and runes of spite into the eldritch armour of their guardians. Should they fall, their Rubricae unleash a vengeful doom upon the executioners.
WHEN: Your opponent’s Shooting phase, just after a THOUSAND SONS PSYKER model from your army is destroyed.

TARGET: One RUBRICAE unit from your army that was within 6" of that PSYKER model when it was destroyed.

EFFECT: After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).
IMPLACABLE GUARDIANS
2CP
Rubricae Phalanx – Strategic Ploy Stratagem
The Rubricae are superlative, enduring guardians who can absorb great storms of fire if it means shielding their masters.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One RUBRIC MARINES PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.
UNWAVERING PHALANX
1CP
Rubricae Phalanx – Battle Tactic Stratagem
Massed in an unyielding wall of sorcerous ceramite, the sheer unnatural resilience of the Thousand Sons can withstand the most vicious assault.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One RUBRIC MARINES unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.

Warpforged Cabal

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.

Detachment Rule

Warpfire Infusion

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:
  • If that VEHICLE unit is within 6" of one or more friendly THOUSAND SONS PSYKER models, you can re-roll one Hit roll, one Wound roll and one Damage roll.
  • Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll.
Each time a THOUSAND SONS VEHICLE model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6.

Enhancements

  • Warp Syphon 5 pts

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.

  • The Perplexing Cloak 20 pts

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.

  • Biomechanical Mutation 15 pts

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.

  • Warp-cursed Runemaster 10 pts

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.


Stratagems

HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic Stratagem
Amorphous runes and sigils carved into the armoured flanks of the Cabal's war engines flare with unholy power, leaching the foe's attacks of strength.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed Stratagem
Where the Warpforged Cabals spread their malignant change, the terrain erupts in uncontrolled mutation or transmogrifies into hazardous forms.
WHEN: Your Command phase.

TARGET: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.

EFFECT: That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy Stratagem
Technoshamanic rites can briefly possess a vehicle's logic-cores, shackling its mechanisms to a new lore.
WHEN: Your Movement phase, just after a THOUSAND SONS VEHICLE unit from your army Falls Back.

TARGET: That VEHICLE unit, and one friendly THOUSAND SONS PSYKER unit within 6" of that VEHICLE unit.

EFFECT: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed Stratagem
Whether a corrupted machine spirit or a cackling possessor daemon, the core animus of many Thousand Sons war engines seethe with a malignity that sees them unerringly strike out at prey even when critical systems are compromised.
WHEN: Your Command phase.

TARGET: One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.

EFFECT: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic Stratagem
Utilising the fell powers of the Warp, Thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.

EFFECT: Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear Stratagem
On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.

EFFECT: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.

Hexwarp Thrallband

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.

Detachment Rule

Flow of Magic

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:
  • Your deployment zone is always within your army’s Flow of Magic.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic.

Each time a THOUSAND SONS model from your army makes a Psychic Attack, re-roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.

Enhancements

  • Arcane Might 20 pts

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.

  • Empowered Manifestation 20 pts

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.

  • Empyric Onslaught 25 pts

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.

  • Noctilith Mantle 15 pts

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.


Stratagems

WARDING HEX
1CP
Hexwarp Thrallband – Epic Deed Stratagem
Thousand Sons Sorcerers draw upon tide swells of Warp energy to weave spells of binding and warding, thereby shackling sites of arcane power to their own arrogant will.
WHEN: Command phase.

TARGET: One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic.

EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy Stratagem
Forewarned of the moment of their demise, the followers of Tzeentch allow the flood of magic to run rampant through their forms, providing them with a final burst of killing energy before unbound arcane force rips their bodies asunder
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
STRANDS OF TIME
1CP
Hexwarp Thrallband – Strategic Ploy Stratagem
By drawing upon their expanding nexus of magic, this disciple of Tzeentch can tear strands of temporal energy from the Warp and wind them around themselves and their thralls. Lent speed by this garland of stolen time, they melt away from their foes’ desperate strikes before lashing out again.
WHEN: Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back.

TARGET: That THOUSAND SONS PSYKER unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
THROUGH THE VEIL
1CP
Hexwarp Thrallband – Epic Deed Stratagem
With arcane energy flooding the battlefield, the veil between Warp and reality rapidly collapses. From yawning rifts emerge Rubricae reinforcements to ensure their thrallband’s victory.
WHEN: Start of the Reinforcements step of your Movement phase.

TARGET: One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is in Strategic Reserves.

EFFECT: If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models.

RESTRICTIONS: If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.
SCOURING WARPFLAME
1CP
Hexwarp Thrallband – Strategic Ploy Stratagem
At a spat curse, Warp‑infused ammunition can be made to glow with sulphurous flame, enabling it to burn through solid cover to strike enemies beyond. Those hit by the fusillade find their forms wreathed in illuminating azure fire.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.
KALEIDOSCOPIC TEMPEST
1CP
Hexwarp Thrallband – Battle Tactic Stratagem
As the Thousand Sons solidify their control over sites of magical power, the Immaterium spills into reality in searing torrents, blossoming into a multi-spectral storm of arcane energy that obscures mortal senses and mechanical augury.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.

Crusade Rules

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.

This section contains the following rules:

BROTHERHOOD OF SORCERERS
The Sorcerers of the THOUSAND SONS are constantly seeking to enhance their own magical powers and rise within the ever-scheming ranks of one of the nine Great Cults. To this end they will scour the galaxy in their quest for ancient relics and forbidden fragments of knowledge, using them in diabolical rituals to earn the favour of Tzeentch and display their sorcerous prowess. In this section you will find rules allowing your THOUSAND SONS CHARACTERS to join one of the Great Cults of the Legion and learn new abilities as they rise to arcane new ranks.

AGENDAS
THOUSAND SONS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
THOUSAND SONS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, THOUSAND SONS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

BOONS OF TZEENTCH
Unique Battle Honours for THOUSAND SONS CHARACTERS that run the risk of turning your powerful warriors into Chaos Spawn.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, THOUSAND SONS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you can set yourself a new goal, or take the opportunity to start a new Crusade force.

SUMMONED DAEMONS
When mustering your Crusade army, if you are using the Changehost of Deceit Detachment, you will be able to include SCINTILLATING LEGIONS units from your Order of Battle in your Crusade army. SCINTILLATING LEGIONS units can never gain Experience points or Battle Honours. However, they automatically pass any Out of Action tests they are required to take, so never gain Battle Scars. You can mark the Experience points section of such units’ Crusade cards with ‘N/A’ to remind you.

Brotherhood of Sorcerers

If your Crusade force includes one or more Thousand Sons Character units, those units will belong to one of the nine Great Cults and they will gain Lore points and Arcana points during your battles as they complete certain Agendas, recovering forbidden knowledge and sorcerous artefacts from the battlefields of the 41st Millennium. Each time a Thousand Sons Character gains one of these points, make a note of it on their Crusade card. When they have amassed enough, they can use them to perform a Diabolic Ritual (pg 108), and in doing so elevate themselves to a higher rank within their Cult, gaining new magical power.

THE NINE GREAT CULTS
There are nine Great Cults, each of which specialises in a different aspect of Tzeentch’s power. Each time you add a Thousand Sons Character unit to your Crusade force (excluding Epic Heroes), you must choose which of these Great Cults that Character owes their allegiance to - make a note of this on their Crusade card.

Plots and Schemes

When you muster a Crusade army, THOUSAND SONS CHARACTER units you include in it can all be from the same Great Cult, or they can be from different ones. Having a larger pool of Sorcerers from different Great Cults can help to further your Warlord’s devious plans, but as all the Great Cults are rivals, such a force is likely to be more fractious and riven with internecine schemes. To represent this, at the end of the Determine Victor step, your WARLORD must take a Plots and Schemes test; to do so, it takes a Leadership test, with each of the following modifiers that apply:
  • -1 if your Crusade army includes units from 2-3 different Great Cults.
  • -2 if your Crusade army includes units from 4-6 different Great Cults.
  • -3 if your Crusade army includes units from 7-9 different Great Cults.
  • +1 if your Crusade army includes 1 or more other units from the same Great Cult as your WARLORD.
  • +1 if you are the victor.
If that test is passed, select one THOUSAND SONS CHARACTER model from your Crusade army: if you select your WARLORD, that model gains 1 Lore point and 1 Arcana point; if you select another CHARACTER, that model gains either 1 Lore point or 1 Arcana point. If that test is failed, until the end of your next battle, the Diabolic Ritual Requisition (see below) costs 2RP for you to use instead of 1RP.

Epic Heroes and the Great Cults

When taking a Plots and Schemes test (see above), THOUSAND SONS EPIC HEROES from your Crusade force are not considered to belong to any one Great Cult, and so they are ignored for the purposes of working out which modifiers apply based on the different Great Cults your Sorcerers belong to - these mighty individuals are not concerned with the politicking of those beneath them, and none would dare challenge their power.

If a THOUSAND SONS EPIC HERO gains Lore or Arcana points, they jealousy hoard them for themselves. As such, feel free to track the points earned by your EPIC HEROES for bragging rights, but they have no other effect on your Crusade force.

Diabolic Rituals

To elevate a THOUSAND SONS CHARACTER to the next rank in their Great Cult, they will require a certain number of Lore points and Arcana points, as displayed below. TZAANGOR SHAMANS can never progress further than the rank of Aelementus.

Each rank has an associated reward. Some of these are tagged ‘Instant’ and are applied immediately, while others are Great Cult Battle Honours that the model gains, increasing its Crusade points just like any other Battle Honour. When gaining such a Battle Honour, if that model already has its maximum number of Battle Honours, you must replace one of its existing Battle Honours that is not a Great Cult Battle Honour. Some of these Great Cult Battle Honours are also tagged with a Warp Charge value; these are additional Rituals that can be attempted only by models with that reward, following the normal process described in the Cabal of Sorcerers rule, meaning that their effects trigger only when they are manifested.

After a battle, in the Update Crusade Cards step, if a THOUSAND SONS CHARACTER unit from your Crusade army has the required number of Lore and Arcana points to progress to the next rank in its Great Cult, it can perform a Diabolic Ritual (see below).

DIABOLIC RITUAL1RP

Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.

Purchase this Requisition after a battle, in the Update Crusade Cards step. Select one THOUSAND SONS CHARACTER unit from your Crusade army, and deduct the Lore and Arcana points required for the next rank in its Great Cult from its Crusade card. That CHARACTER gains that rank and the associated reward.

Lore Points
Below, Lore points are presented as shown here.

Arcana Points
Below, Arcana points are presented as shown here.

Cult of Mutation

This 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 Prophecy

This 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 Time

This 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 Scheming

This 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 Magic

This 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 Knowledge

This 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 Change

This 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 Duplicity

The 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 Manipulation

Deceptive 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.

Agendas

If your Crusade army includes any THOUSAND SONS units, you can select Agendas from those presented here.

PURSUIT OF KNOWLEDGE

The Thousand Sons will conduct sprawling wars, slaughter armies and burn entire worlds to acquire sorcerous lore.

At the end of the battle, if there are more units from your Crusade army wholly within your opponent’s deployment zone than there are units from their army wholly within it (excluding Battle-shocked units from both totals), select up to three of those units that are not Battle-shocked; each of those units gains 2XP and for each of those units that is a THOUSAND SONS CHARACTER unit, roll one D6: on a 2+, that unit gains 1 Lore point.
MALEFIC SIGILS

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.

For each battlefield quarter, the first time in each of your turns that a THOUSAND SONS PSYKER model from your Crusade army manifests a Ritual while wholly within that battlefield quarter, that model casts sigils over that battlefield quarter.
  • At the end of the turn, if three battlefield quarters have had sigils cast over them this turn, the units of the three PSYKER models that cast those sigils each gain 1XP.
  • At the end of the turn, if all four battlefield quarters have had sigils cast over them this turn, the units of the four PSYKER models that cast those sigils each gain 1XP and, if your WARLORD is on the battlefield, it also gains 1XP (whether it cast sigils this turn or not).
At the end of the turn, all sigils cast over the battlefield dissipate and are lost. PSYKER models from your Crusade army can attempt to cast sigils again in your next turn. A unit cannot gain more than 3XP per battle from this Agenda. At the end of the battle, if your WARLORD gained 2 or more XP from this Agenda, in the Determine Victor step, you can re-roll that model’s Plots and Schemes test.
ARCANA LONG BURIED

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.

At the start of the battle, all objective markers on the battlefield are unsearched. At the start of your Shooting phase, you can select one THOUSAND SONS unit from your Crusade army that is not Battle-shocked and is eligible to shoot. That unit is tasked to search an objective marker, and until the end of your turn is not eligible to shoot or declare a charge.

At the end of that turn, if that unit is within range of an objective marker you control that has not been searched by your Crusade army, that objective marker is searched by your Crusade army, that unit gains 2XP (or 3XP instead if that objective marker is wholly within your opponent’s deployment zone), and you roll one D6: on a 3+, if that unit has the CHARACTER keyword, it gains 1 Arcana point. A unit cannot gain more than 3XP per battle from this Agenda.
SORCEROUS PROWESS

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.

Each time a THOUSAND SONS PSYKER unit from your Crusade army destroys an enemy unit, that THOUSAND SONS unit gains 1XP (if that enemy unit was destroyed by a Psychic Attack, that THOUSAND SONS unit gains 2XP instead). A unit cannot gain more than 3XP per battle from this Agenda. If a CHARACTER unit gains 2 or more XP from this Agenda in a battle, at the end of that battle, you can select that unit for the Diabolic Ritual Requisition for 0RP (provided it has sufficient Lore and Arcana points to gain its next rank).

Requisitions

If your Crusade army includes any Thousand Sons units, you can spend Requisition points (RP) on any of the following Requisitions.

DESTINED ASCENSION2RP

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.

Purchase this Requisition when a THOUSAND SONS CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Tzeentch reaches the Heroic or Legendary rank. Remove that unit from your Order of Battle and replace it with one DAEMON PRINCE OF TZEENTCH or DAEMON PRINCE OF TZEENTCH WITH WINGS model. The new model has the same number of Battle Honours, XP, Arcana and Lore points as the unit it replaced. The new model can keep any Boons of Tzeentch the unit it replaced had, even though DAEMON models cannot normally have Boons of Tzeentch. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
FLESH-CHANGE1RP

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.

Purchase this Requisition either before or after a battle. Select one THOUSAND SONS CHARACTER unit from your Crusade force that has one or more Boons of Tzeentch (excluding DAEMON units). That unit immediately gains one additional Boon of Tzeentch and is then removed from your Order of Battle and replaced with one THOUSAND SONS CHAOS SPAWN unit containing 1 model (this new unit has the same points value as CHAOS SPAWN unit containing 2 models). 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), and it gains the Lone Operative ability. The new unit also keeps any Boons of Tzeentch the unit it replaced had, even though CHAOS SPAWN units cannot normally have Boons of Tzeentch. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
INVOKE THE ARCHITECT OF FATE1RP

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.

Purchase this Requisition after any battle (you can only purchase this Requisition once after each battle). Select one THOUSAND SONS CHARACTER model from your Crusade army that has 3 or more Lore points and/or 3 or more Arcana points. Remove 3 Lore points or 3 Arcana points from that model and roll one D6: on a 1, your model gains 1 Battle Scar and 3XP; on a 2-3, your model gains D3 Arcana points and D3XP; on a 4-5, your model gains D3 Lore points and D3XP; on a 6, your model gains one Boon of Tzeentch and 1XP.
RUTHLESS POLITICKING1RP

Power plays, twisted schemes and the puppeteering of rivals’ agendas mark the hierarchy of every Great Cult.

Purchase this Requisition after any battle, before any Out of Action tests are taken (you can only purchase this Requisition once after each battle). Select one THOUSAND SONS CHARACTER unit from your Crusade army with the Blooded rank or higher that was on the battlefield at the end of the battle to be the Schemer, and one THOUSAND SONS CHARACTER unit from your Crusade army with the Blooded rank or higher that was destroyed during the battle to be the Puppet. The Schemer is Marked for Greatness in addition to any other unit from your Crusade army, and gains either 1 Arcana or 1 Lore point (your choice). The Puppet automatically fails its Out of Action test for this battle.
PATH TO ENLIGHTENMENT1RP

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.

Purchase this Requisition before a battle. Select one TZAANGORS unit from your Crusade force. Remove that unit from your Order of Battle and replace it with one TZAANGOR ENLIGHTENED unit. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit it replaced, and until it is removed from your Order of Battle, each time that unit is Marked for Greatness, it gains 5XP instead of 3XP. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

Battle Traits

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.


MUTANT UNITS
D6

ENTHRALLING SOUL-MARK

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.

At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes a melee attack that targets that unit, that attack has the [SUSTAINED HITS 1] and [precision] abilities and, if that enemy unit is destroyed by a melee attack made by this unit, at the end of the battle, you can select one THOUSAND SONS CHARACTER model from your Crusade army. That model gains 1 Arcana point.
INHUMAN SAVAGERY

These mutants are particularly ferocious creatures, their insanity making them capable of reaching incredible levels of savagery in the fury of combat.

Each time this unit makes a Charge move, until the end of the turn, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in this unit.
MUTATED BEYOND REASON

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.

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this Battle Trait must take a Battle-shock test, subtracting 1 from that test.

VEHICLE UNITS
D6

DARK RUNES

Eye-bleeding sigils applied to the hull in the blood of seers project a nimbus of ethereal power that snatches away deadly shots.

VEHICLE models in this unit have a 5+ invulnerable save against ranged attacks. DAEMON and SEKHETAR ROBOT models in this unit have a 4+ invulnerable save against ranged attacks instead.
MUTATED HULL

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.

At the start of your Command phase, one VEHICLE model in this unit regains up to D3 lost wounds. In addition, you can re-roll failed Out of Action tests for this unit.
SPIRIT OF CHANGE

This vehicle's controlling animus has been blessed by the Architect of Fate such that its every devastating attack renders catastrophic change.

Each time this unit is selected to shoot or fight, you can re-roll one Hit roll, one Wound roll or one Damage roll made for an attack made by a VEHICLE model in this unit while resolving those attacks.

RUBRICAE UNITS
D6

RECURRENT REBINDING

These Rubricae are entwined with a chronometrically looped spell of rebinding that seals rents in their armoured prisons as swiftly as they are formed.

Models in this unit have the Feel No Pain 6+ ability against mortal wounds and attacks with an unmodified Damage characteristic of 1. While a CHARACTER model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability.
WRATH OF THE WRONGED

The bitterness that consumes the souls of many Thousand Sons champions seeps from their thoughts into their Rubricae.

While there are one or more PSYKER models in this unit, each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
RELENTLESS PURPOSE

These spirit warriors march into battle with renewed animus, their aim never wavering.

Ranged weapons equipped by models in this unit have the [assault] ability.
OCCULT APPARITIONS

The armour of these Rubricae has been enchanted to project illusory facades that distract their foes until it is too late.

While there are one or more PSYKER models in this unit, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
LOYALTY OF AMBITION

A thrallband's lesser psykers are watched carefully while on the path to becoming great Sorcerers themselves.

Add 1 to the Wounds characteristic of the Aspiring Sorcerer or Scarab Occult Sorcerer model in this unit, and improve the Attacks, Ballistic Skill and Weapon Skill characteristics of Psychic weapons equipped by that model by 1.
FATED EMERGENCE

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.

Models in this unit have the Deep Strike ability. If this unit has the TERMINATOR keyword, you can target this unit with the Rapid Ingress Stratagem for 0CP.

CHARACTER UNITS
D6

MALEFIC SURGE (PSYCHIC)

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.

Each time this model makes a Psychic Attack, add 1 to the Wound roll.
EYE OF TZEENTCH

The regard of the Change God is upon this champion, propelling them towards either glory or ruin.

Each time this model is Marked for Greatness, it earns 5XP rather than 3XP. In addition, each time this model gains a Boon of Tzeentch, you can re-roll the result when determining which Boon is gained.
ASPIRING MAGISTER

The drive to change one's status sees many Thousand Sons champions amass quantities of arcane lore to aid them in their ambitious quest.

Improve this model’s Leadership and Objective Control characteristics by 1 and, if this model is your WARLORD and it passes its Plots and Schemes test after the battle, it gains 1 additional Lore point.

Boons of Tzeentch

Boons of Tzeentch are a type of Battle Honour that can be given to THOUSAND SONS CHARACTER models. Each time a THOUSAND SONS CHARACTER model from your Crusade army would gain a Battle Honour, you can choose for it to gain a Boon of Tzeentch. DAEMON PRINCE models cannot gain Boons of Tzeentch, and no model from your Crusade force can have more than three Boons of Tzeentch.

Each time a model gains a Boon of Tzeentch, roll a D33 to randomly determine one from the table below. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.

A model can have more than one Boon of Tzeentch, but if you roll a result that duplicates a Boon of Tzeentch a model already has, that model’s unit suffers Spawndom (see below). As with any Battle Honour, make a note on a model’s Crusade card when it gains a Boon of Tzeentch, and increase its Crusade points by 1.

Spawndom

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.

BOONS OF TZEENTCHD33
Temporal Distortion: Add 1 to Advance and Charge rolls made for this model’s unit.11
Flesh Sigils: This model has the Feel No Pain 5+ ability (if this model is a CHAOS SPAWN model, it has the Feel No Pain 4+ ability instead).12
Raptorial Talons: Improve the Strength and Armour Penetration characteristics of this model’s melee weapons by 1.13
Flame-wreathed: Each time this model makes a melee attack, you can re-roll the Hit roll.21
Crystalline Body: Each time a ranged attack is allocated to this model, on an unmodified saving throw of 6, the attacking unit suffers 1 mortal wound after it has finished making its attacks.22
Immaterial Edge: This model’s melee weapons have the [DEVASTATING WOUNDS] ability.23
Warp Strider: Add 1" to the Move characteristic of models in this model’s unit, and each time a model in this model’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. If this model is wholly within your opponent’s deployment zone at the end of the battle, roll one D6: on a 4+, this model gains 1 Arcana point.31
Aura of Illusion: This model has the Stealth ability, and while this model is leading a unit, each time a ranged attack targets that unit, if the attacking model is not within 12", subtract 1 from the Hit roll.32
Forewarned by Fate: Once per battle round, when an attack is allocated to the bearer’s unit, you can change the Damage characteristic of that attack to 0. If this model is within range of an objective marker that you control at the end of the battle, and that objective marker is not within your deployment zone, roll one D6: on a 4+ this model gains 1 Lore point.33

Crusade Relics

When a THOUSAND SONS CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

PERFIDIOUS TOME

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.
SEER’S BANE

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.
PENTAKAIRIC ARMOUR

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.

Antiquity Relics

HELM OF THE DAEMON’S EYE

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.
HOURGLASS OF MANAT

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.
PRISM OF ECHOES

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:

Prism of Echoes (Aura): While a friendly RUBRICAE unit is within 6" of the bearer, add 1 to the Attacks characteristic of weapons equipped by non-PSYKER models in that unit.

Legendary Relics

ATHENAEAN SCROLLS

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.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Aspiring Conspirator

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 won three or more battles.
  • Three or more CHARACTERS on your Order of Battle have reached the Aelementus rank or higher.
  • One or more THOUSAND SONS CHARACTER units from your Crusade force have one or more Boons of Tzeentch.


High Acolyte

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 won six or more battles.
  • Three or more CHARACTERS on your Order of Battle have reached the Esoterist rank or higher.
  • One or more THOUSAND SONS CHARACTER units from your Crusade force have two or more Boons of Tzeentch.
  • You have used the Flesh-Change Requisition to add one new unit to your Order of Battle or one or more THOUSAND SONS CHARACTER models on your Order of Battle have suffered Spawndom.


Arch Magister

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.

  • You have won ten or more battles.
  • Three or more CHARACTERS on your Order of Battle have reached the Magister Templi rank or higher.
  • You have used the Destined Ascension Requisition to add one new unit to your Order of Battle.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Chosen Cabal

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.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
* The combined total number of all of these units cannot be more than the number of RUBRIC MARINES units.
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations

  • The AHRIMAN model loses the Arch-Sorcerer of Tzeentch ability.
  • The EXALTED SORCERER model loses the Rebind Rubricae ability.
  • The THOUSAND SONS CHAOS SPAWN unit loses the Regenerating Monstrosities ability.
  • The THOUSAND SONS CULTISTS unit loses the Pawns of Fate ability.
  • The TZAANGORS unit loses the Relic Hunters ability

Army Rule

Twisting Fate

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.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Witchsight

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.

Enhancements

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.

Stratagems

COSTLY BLESSING
1CP
Chosen Cabal – Epic Deed Stratagem
Tzeentch's gifts may protect his followers, but such intervention never comes without cost.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds.
EMPYRIC DESECRATION
1CP
Chosen Cabal – Epic Deed Stratagem
Powerful Sorcerers may use their mastery of the warp to corrupt areas of the battlefield and deny them to the foe.
WHEN: End of your Fight phase.

TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army.

EFFECT: Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army.
INFERNO BOLTERS
1CP
Chosen Cabal – Strategic Ploy Stratagem
The Thousand Sons inferno bolters make use of warp-imbued ammunition capable of burning through bulkheads to strike unsuspecting targets.
WHEN: Your Shooting phase.

TARGET: One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that has not been selected to shoot this phase.

EFFECT: Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0.
TZEENTCH’S BOON
1CP
Chosen Cabal – Battle Tactic Stratagem
This psyker’s devotion to the God of Change has been rewarded with terrible destructive power.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll.

Devoted Thralls

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.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
  • THOUSAND SONS CULTISTS (10 models)
  • TZAANGORS (10 models)
You can include up to one of the following unit:

Forming Boarding Squads


Rules Adaptations

  • THOUSAND SONS CULTISTS units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • The EXALTED SORCERER model loses the Rebind Rubricae ability.
  • The THOUSAND SONS CHAOS SPAWN unit loses the Regenerating Monstrosities ability.
  • The THOUSAND SONS CULTISTS unit loses the Pawns of Fate ability.
  • The TZAANGORS unit loses the Relic Hunters ability.

Army Rule

Twisting Fate

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.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Fervent Devotees

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.

Enhancements

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 THOUSAND SONS CULTISTS or TZAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6".

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 THOUSAND SONS CULTISTS or TZAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that THOUSAND SONS CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1.

Stratagems

PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed Stratagem
The Sorcerers of the Thousand Sons can draw upon their powers to melt away hatches and bulkheads.
WHEN: End of any phase.

TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army.

EFFECT: Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways.

RESTRICTIONS: You can only use this Stratagem once.
FLESH CHANGE
1CP
Devoted Thralls – Battle Tactic Stratagem
Tzeentch’s mutagenic gifts lend resilience to those brave or fool hardy enough to embrace them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy Stratagem
As ritual violence gathers in intensity, the massed thralls of the Thousand Sons swell with the terrifying powers of the warp.
WHEN: Your opponent’s Command phase, at the start of the Battle-shock step.

TARGET: One THOUSAND SONS CHARACTER or TZAANGORS unit from your army.

EFFECT: Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.
BESTIAL SURGE
1CP
Devoted Thralls – Strategic Ploy Stratagem
When struck by enemy fire, the bestial Tzaangors react with instinctive fury, surging towards their assailants in a vengeful flock.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Fateseekers

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.

Mustering a Boarding Patrol

You can include up lo two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Forming Boarding Squads

  • SCARAB OCCULT TERMINATORS units that do not contain a Scarab Occult Sorcerer model after you have formed Boarding Squads lose the PSYKER keyword and any Psychic abilities they have.

Rules Adaptations


Army Rule

Twisting Fate

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.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Methodical Conquest

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.

Enhancements

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).

Stratagems

ENDURING ANIMUS
1CP
Fateseekers – Strategic Ploy Stratagem
The malefic spirit echoes bound within the armour of the Thousand Sons cling tenaciously to existence and are not banished easily.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
STRATEGIC VISION
1CP
Fateseekers – Strategic Ploy Stratagem
Flickering visions allow this Sorcerer to foresee enemy threats and direct the weapons of their thralls accordingly.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability, and models in your unit can target enemy units that are not within Engagement Range of them (as long as they are otherwise eligible targets).
PHANTASMIC MUNITIONS
1CP
Fateseekers – Strategic Ploy Stratagem
The Sorcerer renders the shells and blasts of their warriors ethereal, allowing them to pass through intervening targets before solidifying again to lethal effect.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, models in your unit can ignore enemy models for the purposes of determining visibility.
INVISIBLE ASSAILANTS
1CP
Fateseekers – Strategic Ploy Stratagem
Flocking to the Sorcerer's summons, swarms of minor warp entities assail the enemy, wailing and clawing at them until they are driven to horrified distraction.
WHEN: Start of your opponent’s Movement phase.

TARGET: One THOUSAND SONS PSYKER model from your army.

EFFECT: Select one enemy unit visible to your model. That unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your opponent’s next Movement phase, subtract 2" from the Move characteristic of models in that unit and subtract 2 from Advance and Charge rolls made for it; if passed, subtract 1" from the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it.

Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

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".
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Cabal of Sorcerers

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.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

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.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.

The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.

The EXALTED SORCERER keyword is used in the following Thousand Sons datasheets:

Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.

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.

Kindred Sorcery
Grand Coven Detachment

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.

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.

The SCINTILLATING LEGIONS and PSYKER keywords are used in the following Thousand Sons datasheets:

2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.

The SCINTILLATING LEGIONS and MONSTER keywords are used in the following Thousand Sons datasheets:

Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.

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

Characters

The SORCERER keyword is used in the following Thousand Sons datasheets:

SCOUTS

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".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

The MONSTER keyword is used in the following Thousand Sons datasheets:

Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.

The RUBRICAE keyword is used in the following Thousand Sons datasheets:

Battleline
INFILTRATORS

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.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Flow of Magic
Hexwarp Thrallband Detachment

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:
  • Your deployment zone is always within your army’s Flow of Magic.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic.

Each time a model from your army makes a Psychic Attack, re-roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.
DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Ignores Cover

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.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
STEALTH

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.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
DIABOLIC RITUAL1RP

Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.

Purchase this Requisition after a battle, in the Update Crusade Cards step. Select one CHARACTER unit from your Crusade army, and deduct the Lore and Arcana points required for the next rank in its Great Cult from its Crusade card. That CHARACTER gains that rank and the associated reward.
Lethal Hits

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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

The TZAANGOR ENLIGHTENED keyword is used in the following Thousand Sons datasheets:

The MUTANT keyword is used in the following Thousand Sons datasheets:

Characters
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

The TERMINATOR keyword is used in the following Thousand Sons datasheets:

RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

The DAEMON PRINCE keyword is used in the following Thousand Sons datasheets:

D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
INCREASE SUPPLY LIMIT1RP

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.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
FLESH-CHANGE1RP

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.

Purchase this Requisition either before or after a battle. Select one CHARACTER unit from your Crusade force that has one or more Boons of Tzeentch (excluding DAEMON units). That unit immediately gains one additional Boon of Tzeentch and is then removed from your Order of Battle and replaced with one THOUSAND SONS CHAOS SPAWN unit containing 1 model (this new unit has the same points value as CHAOS SPAWN unit containing 2 models). 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), and it gains the Lone Operative ability. The new unit also keeps any Boons of Tzeentch the unit it replaced had, even though CHAOS SPAWN units cannot normally have Boons of Tzeentch. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
Spawndom

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.
DESTINED ASCENSION2RP

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.

Purchase this Requisition when a CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Tzeentch reaches the Heroic or Legendary rank. Remove that unit from your Order of Battle and replace it with one DAEMON PRINCE OF TZEENTCH or DAEMON PRINCE OF TZEENTCH WITH WINGS model. The new model has the same number of Battle Honours, XP, Arcana and Lore points as the unit it replaced. The new model can keep any Boons of Tzeentch the unit it replaced had, even though DAEMON models cannot normally have Boons of Tzeentch. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
Torrent

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.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

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