RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Arcane Fire [ignores cover, psychic, torrent] | |||||||
Arcane Fire [ignores cover, psychic, torrent] | 18" | D6 | N/A | 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 |
1 model | 100 |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.
If your Army Faction is , at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has manifested this turn, then take a Psychic test for that model by following the sequence below.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
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).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’.The CHAOS keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
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The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
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.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.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.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: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:
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: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.The INFANTRY keyword is used in the following Thousand Sons datasheets:
The CHARACTER keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The GRENADES keyword is used in the following Thousand Sons datasheets:
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.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.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.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 RUBRICAE keyword is used in the following Thousand Sons datasheets:
The MONSTER keyword is used in the following Thousand Sons datasheets:
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.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.With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power.
Flow of Magic. Models in that unit cannot be selected to use any Rituals.
model only. While the bearer’s unit is on the battlefield, it is wholly within your army’sDrawing 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.
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.
model only. Add 1 to the Strength characteristic ofThe 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.
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.
model only. While the bearer’s unit is wholly within your army’sSuffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies.
Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer.
model only. While the bearer’s unit is wholly within your army’sOne 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.
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.
model only. Once per battle, in yourWhen 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.
Psychic weapons equipped by the bearer.
model only. Add 1 to the Strength and Damage characteristics ofThis 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.
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.
orThis magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods.
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.
orBy 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.
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.
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.
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.A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.
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.
model only. At the start of theThis 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.
RUBRICAE unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit.
model only. While a friendlyThis malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy.
VEHICLE units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
model only. While the bearer is within 6" of one or more friendlyThe 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.
Command phase, you can select one friendly VEHICLE model within 6" of this model. That model regains up to D3 lost wounds.
model only. In yourWoven 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.
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.
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.
model only. While the bearer is within 6" of one or more friendlyThose 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.
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.
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".
Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.The FLY keyword is used in the following Thousand Sons datasheets:
The MOUNTED keyword is used in the following Thousand Sons datasheets:
The EXALTED SORCERER keyword is used in the following Thousand Sons datasheets:
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.