The tang of sorcery taints the air as the Thousand Sons attack. Coruscating bolts of warp energy explode in washes of mutating fire, while hails of ensorcelled shot mow down rank after rank of the foe. Those not reduced to smouldering corpses are transmogrified by the magicks of Tzeentch, leaving the battlefield strewn with crystal statues, clouds of screaming vapour and writhing mounds of flesh.
Book | Kind | Edition | Version | Last update |
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![]() | Index | 10 | October 2023 | |
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![]() | Expansion | 10 | 1.4 | October 2023 |
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![]() | Datasheet | 10 | July 2023 | |
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![]() | Datasheet | 10 | June 2023 | |
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![]() | Datasheet | 10 | June 2023 |
The Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.WEAVER OF FATES (PSYCHIC) 2 CABAL POINTS |
TEMPORAL SURGE (PSYCHIC) 5 CABAL POINTS |
ECHOES FROM THE WARP (PSYCHIC) 6 CABAL POINTS |
DOOMBOLT (PSYCHIC) 7 CABAL POINTS |
TWIST OF FATE (PSYCHIC) 9 CABAL POINTS |
For an instant, the chanting voices of the Thousand Sons achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell amidst the empyrean.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase.MALEVOLENT CHARGE Psychic weapons equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability. |
PSYCHIC MAELSTROM Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability. |
WRATH OF THE IMMATERIUM Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability. |
This sorcerer has committed many a grimoire and unholy tome to memory, giving him unparalleled knowledge of hexes, curses and destructive rites. THOUSAND SONS PSYKER model only. The bearer can be selected to use a Ritual even if another PSYKER from your army has already been selected to use that Ritual this phase. |
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 in existence. One who possesses these texts has access to techniques that make his spells exceptionally potent. THOUSAND SONS PSYKER model only. In your Command phase, if the bearer is on the battlefield and is not Battle-shocked, it generates you 1 additional Cabal point this phase. |
By siphoning the perpetual gloom from the location where the cursed planet Mangel III once existed in realspace, a cabal of sorcerers from the Cult of Magic created the Umbralefic Crystal. One in command of this powerful relic can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which he or his allies can step. THOUSAND SONS model only. Once per battle, in your Command phase, you can remove the bearer’s unit from the battlefield. If you do, 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 models. |
This ritualistic locus is formed from the matter of arcane objects, their substance broken down at a molecular level and added to a nexus of energy surrounding the creator. When battle is joined, the sorcerer draws upon this power, all the better to unleash warp-fuelled destruction upon the enemy. THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer. |
The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
Some attacks are so powerful that no armour or force field can withstand their fury.
Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.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.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’.Some weapons can inflict strikes of such power that they make a mockery of armour
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.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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.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.
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Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.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.The Thousand Sons channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.
If your Army Faction is THOUSAND SONS, at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one THOUSAND SONS PSYKER model from your army, then apply that Ritual’s effect using that PSYKER.WEAVER OF FATES (PSYCHIC) 2 CABAL POINTS |
TEMPORAL SURGE (PSYCHIC) 5 CABAL POINTS |
ECHOES FROM THE WARP (PSYCHIC) 6 CABAL POINTS |
DOOMBOLT (PSYCHIC) 7 CABAL POINTS |
TWIST OF FATE (PSYCHIC) 9 CABAL POINTS |