RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Combi-bolter [rapid fire 2] | |||||||
Combi-bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
Conversion beam cannon [conversion, sustained hits d3] | |||||||
Conversion beam cannon [conversion, sustained hits d3] | 24" | 1 | 3+ | 7 | -1 | 3 | |
Cyclone missile launcher – frag [BLAST] | |||||||
Cyclone missile launcher – frag [BLAST] | 36" | 2D6 | 3+ | 4 | 0 | 1 | |
Cyclone missile launcher – krak | |||||||
Cyclone missile launcher – krak | 36" | 2 | 3+ | 9 | -2 | D6 | |
Graviton blaster [anti-vehicle 2+] | |||||||
Graviton blaster [anti-vehicle 2+] | 18" | 2 | 3+ | 5 | -1 | 1 | |
Twin autocannon [TWIN-LINKED] | |||||||
Twin autocannon [TWIN-LINKED] | 48" | 2 | 3+ | 9 | -1 | 3 | |
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1] | |||||||
Twin heavy bolter [TWIN-LINKED, SUSTAINED HITS 1] | 36" | 3 | 3+ | 5 | -1 | 2 | |
Twin lascannon [TWIN-LINKED] | |||||||
Twin lascannon [TWIN-LINKED] | 48" | 1 | 3+ | 12 | -3 | D6+1 | |
Heavy flamer [IGNORES COVER, TORRENT] | |||||||
Heavy flamer [IGNORES COVER, TORRENT] | 12" | D6 | N/A | 5 | -1 | 1 | |
Heavy plasma cannon – standard [blast] | |||||||
Heavy plasma cannon – standard [blast] | 36" | D3 | 3+ | 7 | -2 | 2 | |
Heavy plasma cannon – supercharge [blast, hazardous] | |||||||
Heavy plasma cannon – supercharge [blast, hazardous] | 36" | D3 | 3+ | 8 | -3 | 3 | |
Kheres-pattern assault cannon [devastating wounds] | |||||||
Kheres-pattern assault cannon [devastating wounds] | 24" | 6 | 3+ | 7 | -1 | 1 | |
Multi-melta [MELTA 2] | |||||||
Multi-melta [MELTA 2] | 18" | 2 | 3+ | 9 | -4 | D6 | |
Plasma blaster – standard | |||||||
Plasma blaster – standard | 18" | 2 | 3+ | 7 | -2 | 1 | |
Plasma blaster – supercharge [HAZARDOUS] | |||||||
Plasma blaster – supercharge [HAZARDOUS] | 18" | 2 | 3+ | 8 | -3 | 2 | |
Twin volkite culverin [devastating wounds, twin-linked] | |||||||
Twin volkite culverin [devastating wounds, twin-linked] | 36" | 4 | 3+ | 6 | 0 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured feet | |||||||
Armoured feet | Melee | 5 | 3+ | 6 | 0 | 1 | |
Dreadnought chainfist [anti-vehicle 3+] | |||||||
Dreadnought chainfist [anti-vehicle 3+] | Melee | 4 | 3+ | 12 | -2 | 3 | |
Dreadnought combat weapon | |||||||
Dreadnought combat weapon | Melee | 5 | 3+ | 12 | -2 | 3 |
1 model | 180 |
Some attacks are so powerful that no armour or force field can withstand their fury.
Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").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).Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Some weapons can inflict strikes of such power that they make a mockery of armour
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.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’.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:
The VEHICLE keyword is used in the following Thousand Sons datasheets:
The CHAOS keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.
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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.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.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.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.For an instant, the chanting voices of the Thousand Sons achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell amidst the empyrean.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase.MALEVOLENT CHARGE Psychic weapons equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability. |
PSYCHIC MAELSTROM Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability. |
WRATH OF THE IMMATERIUM Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability. |
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.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.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.The WALKER keyword is used in the following Thousand Sons datasheets:
The DREADNOUGHT keyword is used in the following Thousand Sons datasheets: