Thousand Sons – Exalted Sorcerer
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Exalted Sorcerer
(⌀32mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Astral Blast [blast, devastating wounds, psychic]
Astral Blast [blast, devastating wounds, psychic]
18"
D6
2+
6
-2
D3
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
5
2+
6
-1
D3
Prosperine khopesh
Prosperine khopesh
Melee
4
2+
5
-2
2
WARGEAR OPTIONS
  • This model can be equipped with 1 Prosperine khopesh.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Arcane Shield (Psychic): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Rebind Rubricae (Psychic): In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit.
UNIT COMPOSITION
  • 1 Exalted Sorcerer
This model is equipped with: Astral Blast; inferno bolt pistol; force weapon.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, PSYKER, CHAOS, TZEENTCH, EXALTED SORCERER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
TZEENTCH’S BOON
1CP
Chosen Cabal – Battle Tactic
COSTLY BLESSING
1CP
Chosen Cabal – Epic Deed
EMPYRIC DESECRATION
1CP
Chosen Cabal – Epic Deed
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
INVISIBLE ASSAILANTS
1CP
Fateseekers – Strategic Ploy
PHANTASMIC MUNITIONS
1CP
Fateseekers – Strategic Ploy
STRATEGIC VISION
1CP
Fateseekers – Strategic Ploy
ENDURING ANIMUS
1CP
Fateseekers – Strategic Ploy
DESTINED BY FATE
1CP
Grand Coven – Epic Deed
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
DESECRATION OF WORLDS
1CP
Grand Coven – Epic Deed
EGOTISTICAL POWER
1CP
Grand Coven – Strategic Ploy
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
DEVASTATING SORCERY
2CP
Grand Coven – Battle Tactic
WARDING HEX
1CP
Hexwarp Thrallband – Epic Deed
STRANDS OF TIME
1CP
Hexwarp Thrallband – Strategic Ploy
SCOURING WARPFLAME
1CP
Hexwarp Thrallband – Strategic Ploy
KALEIDOSCOPIC TEMPEST
1CP
Hexwarp Thrallband – Battle Tactic
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
ARDENT AUTOMATA
1CP
Rubricae Phalanx – Strategic Ploy
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
GIFT OF CHANGE
1CP
Warpmeld Pact – Epic Deed
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Witchsight
Fervent Devotees
Methodical Conquest
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Incandaeum
15
Lord of Forbidden Lore
20
Umbralefic Crystal
20
Eldritch Vortex of E’taph
25
Nethershriek Mind-eater
10
Duplicitous Malediction
15
Diabolic Savant
20
Tome of True Names
20
Lord of the Rubricae
15
The Stave Abominus
20
Risen Rubricae
30
Arcane Thralls (Aura)
5
Warp-cursed Runemaster
10
Biomechanical Mutation
15
The Perplexing Cloak
20
Warp Syphon
5
Fires of Change
Warp Mastery
Prescient Authority
Thrallmaster
Astral Predation
Predestined Champion
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.
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.
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.
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.
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).
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.

Before selecting targets for this weapon, select one of its profiles to make attacks with.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
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.
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.
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.
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.
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.
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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

EFFECT: Your unit fights next.

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

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 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 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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
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.
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.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

EFFECT: Your unit fights next.
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.
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 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.
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 model from your army that Channelled the Warp (before resolving that Ritual).

TARGET: That model.

EFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
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.
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 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.
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 VEHICLE unit from your army Falls Back.

TARGET: That VEHICLE unit, and one friendly 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.
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.

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

Infernal Pacts
Changehost of Deceit Detachment

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 PSYKER unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.

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 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.

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Alternative models by Artel W:

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).
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.

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

BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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 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).
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.
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 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.
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.
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 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 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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
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.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
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 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.
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 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.
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 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.

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.

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 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.
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 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.
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 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.
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 PSYKER unit from your army Falls Back.

TARGET: That 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.
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.
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 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 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.

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

Battleline
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.
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 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.
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 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.

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

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 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.
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 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.
Witchsight
Chosen Cabal Detachment

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 models from your army have the [iGNORES COvER] ability.
Fervent Devotees
Devoted Thralls Detachment

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 models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker.
  • Noctilith Mantle
    15 pts
Hexwarp Thrallband Detachment

With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power.

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.

  • Arcane Might
    20 pts
Hexwarp Thrallband Detachment

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.

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
Hexwarp Thrallband Detachment

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.

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
Hexwarp Thrallband Detachment

Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies.

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.

  • Lord of Forbidden Lore
    20 pts
Grand Coven Detachment

This Sorcerer has committed many a grimoire and unholy tome to memory, giving them unparalleled knowledge of hexes, curses and destructive rites.

model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.

  • Umbralefic Crystal
    20 pts
Grand Coven Detachment

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.

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
Grand Coven Detachment

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.

model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.

  • Nethershriek Mind-eater
    10 pts
Changehost of Deceit Detachment

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.

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.

  • Duplicitous Malediction
    15 pts
Changehost of Deceit Detachment

This magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods.

or LORD OF CHANGE model only. After both players have deployed their armies, select up to three 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.

  • Diabolic Savant
    20 pts
Changehost of Deceit Detachment

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.

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.

  • Tome of True Names
    20 pts
Changehost of Deceit Detachment

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.

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.

  • Lord of the Rubricae
    15 pts
Rubricae Phalanx Detachment

This champion draws power from the Immaterium and channels it into his Rubricae to enhance their might.

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
Rubricae Phalanx Detachment

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.

INFANTRY model only. The bearer’s melee weapons have the [sustained hits D3] and [devastating wounds] abilities.

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.
  • Risen Rubricae
    30 pts
Rubricae Phalanx Detachment

A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.

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
Rubricae Phalanx Detachment

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.

model only. While a friendly RUBRICAE unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit.

  • Warp-cursed Runemaster
    10 pts
Warpforged Cabal Detachment

This malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy.

model only. While the bearer is within 6" of one or more friendly VEHICLE units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.

  • Biomechanical Mutation
    15 pts
Warpforged Cabal Detachment

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.

model only. In your Command phase, you can select one friendly VEHICLE model within 6" of this model. That model regains up to D3 lost wounds.

  • The Perplexing Cloak
    20 pts
Warpforged Cabal Detachment

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.

INFANTRY model only. While the bearer is within 3" of one or more friendly VEHICLE units, the bearer has the Lone Operative ability.

  • Warp Syphon
    5 pts
Warpforged Cabal Detachment

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.

model only. While the bearer is within 6" of one or more friendly 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.

Fires of Change
Chosen Cabal Detachment

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.

Warp Mastery
Chosen Cabal Detachment

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.

Prescient Authority
Devoted Thralls Detachment

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 CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1.

Thrallmaster
Devoted Thralls Detachment

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".

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.
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 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.
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 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.
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 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).
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 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.
Methodical Conquest
Fateseekers Detachment

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 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.
Astral Predation
Fateseekers Detachment

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).

Predestined Champion
Fateseekers Detachment

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.

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

  • Incandaeum
    15 pts
Grand Coven Detachment

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.

© Vyacheslav Maltsev 2013-2025