Thousand Sons – Datasheets
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Characters


Ahriman
(⌀40mm)
M
10"
T
4
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
2+
4
-1
1
Transmogrifying Blast [blast, psychic]
Transmogrifying Blast [blast, psychic]
18"
D6+1
2+
6
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Staff of Ahriman [psychic]
Black Staff of Ahriman [psychic]
Melee
5
2+
7
-1
3
ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Scryer of Fates (Psychic): If your army includes this model, after both players have deployed their armies, you can select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Arch-Sorcerer of Tzeentch (Psychic): Each time this model attempts a Ritual, add 1 to the Psychic test result.
UNIT COMPOSITION
  • 1 Ahriman – EPIC HERO
This model is equipped with: inferno bolt pistol; Transmogrifying Blast; Black Staff of Ahriman.
1 model
100
LEADER
KEYWORDS: INFANTRY, MOUNTED, CHARACTER, EPIC HERO, FLY, PSYKER, CHAOS, TZEENTCH, AHRIMAN
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
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


Daemon Prince of Tzeentch
(⌀60mm)
M
9"
T
10
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark Blessing [ignores cover, psychic, sustained hits 1]
Dark Blessing [ignores cover, psychic, sustained hits 1]
24"
9
2+
4
-1
1
Infernal cannon
Infernal cannon
24"
3
2+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike [devastating wounds, psychic]
Hellforged weapons – strike [devastating wounds, psychic]
Melee
6
2+
8
-2
3
Hellforged weapons – sweep [devastating wounds, psychic]
Hellforged weapons – sweep [devastating wounds, psychic]
Melee
12
2+
6
-1
1
ABILITIES
CORE: Deadly Demise D3
FACTION: Cabal of Sorcerers
Servile Pawns: While this model is within 3" of one or more friendly THOUSAND SONS INFANTRY units, this model has the Lone Operative ability.
Spirit Snare: Each time a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2).
Glamour of Tzeentch (Aura, Psychic): While a friendly THOUSAND SONS INFANTRY unit is within 6" of this model, models in that unit have the Stealth ability.
UNIT COMPOSITION
  • 1 Daemon Prince of Tzeentch
This model is equipped with: Dark Blessing; infernal cannon; heliforged weapons.
1 model
180
KEYWORDS: MONSTER, CHARACTER, DAEMON, PSYKER, CHAOS, TZEENTCH, DAEMON PRINCE
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
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
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
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Lord of Forbidden Lore
20
Umbralefic Crystal
20
Eldritch Vortex of E’taph
25
Nethershriek Mind-eater
10
Duplicitous Malediction
15
Lord of the Rubricae
15
Risen Rubricae
30
Arcane Thralls (Aura)
5
Warp-cursed Runemaster
10
Biomechanical Mutation
15
Warp Syphon
5


Daemon Prince of Tzeentch with Wings
(⌀60mm)
M
13"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark Blessing [ignores cover, psychic, sustained hits 1]
Dark Blessing [ignores cover, psychic, sustained hits 1]
24"
9
2+
4
-1
1
Infernal cannon
Infernal cannon
24"
3
2+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike [devastating wounds, psychic]
Hellforged weapons – strike [devastating wounds, psychic]
Melee
6
2+
8
-2
3
Hellforged weapons – sweep [devastating wounds, psychic]
Hellforged weapons – sweep [devastating wounds, psychic]
Melee
12
2+
6
-1
1
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Cabal of Sorcerers
Hunter of Souls: Each time this model makes an attack that targets a CHARACTER unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 (if that attack targets a PSYKER CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll instead). Each time this model destroys a CHARACTER unit, this model regains up to D3 lost wounds (if that CHARACTER unit was a PSYKER unit, this model regains up to 3 lost wounds instead).
Aetherstride (Psychic): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an aetherstride. If it does:
  • It can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
  • Until the end of the turn, its Dark Blessing has the [SUSTAINED HITS D3] ability.
  • Until the end of the turn, it is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Daemon Prince of Tzeentch with Wings
This model is equipped with: Dark Blessing; infernal cannon; heliforged weapons.
1 model
170
KEYWORDS: MONSTER, CHARACTER, DAEMON, FLY, PSYKER, CHAOS, TZEENTCH, DAEMON PRINCE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
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
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
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Fervent Devotees
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Lord of Forbidden Lore
20
Umbralefic Crystal
20
Eldritch Vortex of E’taph
25
Nethershriek Mind-eater
10
Duplicitous Malediction
15
Lord of the Rubricae
15
Risen Rubricae
30
Arcane Thralls (Aura)
5
Warp-cursed Runemaster
10
Biomechanical Mutation
15
Warp Syphon
5
Prescient Authority
Thrallmaster


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


Exalted Sorcerer on Disc of Tzeentch
(⌀40mm)
M
10"
T
4
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model can be equipped with 1 Prosperine khopesh.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Illusions of Tzeentch (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Binding Tendrils (Psychic): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
UNIT COMPOSITION
  • 1 Exalted Sorcerer
This model is equipped with: Arcane Fire; inferno bolt pistol; force weapon.
1 model
100
LEADER
KEYWORDS: INFANTRY, MOUNTED, CHARACTER, FLY, 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
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
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


Infernal Master
(⌀40mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno bolt pistol
Inferno bolt pistol
12"
1
2+
4
-1
1
Fires of the Abyss – witchfire [psychic, torrent]
Fires of the Abyss – witchfire [psychic, torrent]
18"
D6
N/A
6
-2
1
Fires of the Abyss – focused witchfire [hazardous, psychic, torrent]
Fires of the Abyss – focused witchfire [hazardous, psychic, torrent]
18"
2D6
N/A
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Malefic Maelstrom (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Glimpse of Eternity (Psychic): Once per turn, you can change the result of one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6.
UNIT COMPOSITION
  • 1 Infernal Master
This model is equipped with: inferno bolt pistol; Fires of the Abyss; force weapon.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, PSYKER, CHAOS, TZEENTCH, INFERNAL MASTER
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
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
Bray Lord
15
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


Kairos Fateweaver
(⌀100mm)
M
12"
T
10
Sv
6+
W
20
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal Gateway – witchfire [blast, indirect fire, psychic]
Infernal Gateway – witchfire [blast, indirect fire, psychic]
24"
D6+3
2+
9
-2
D3
Infernal Gateway – focused witchfire [blast, indirect fire, hazardous, psychic]
Infernal Gateway – focused witchfire [blast, indirect fire, hazardous, psychic]
24"
D3+6
2+
9
-3
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Staff of Tomorrow [psychic]
Staff of Tomorrow [psychic]
Melee
5
3+
8
-2
2D3
ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Pact of Sorcery
One Head Looks Forward: At the end of your Command phase, if this model is on the battlefield, take a Leadership test for this model; if that test is passed, you gain 1CP.
One Head Looks Back (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Kairos Fateweaver – EPIC HERO
This model is equipped with: Infernal Gateway; Staff of Tomorrow.
1 model
260
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, SUMMONED, KAIROS FATEWEAVER
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
DETACHMENT ABILITY
Infernal Pacts
Fervent Devotees


Lord of Change
(⌀100mm)
M
12"
T
10
Sv
6+
W
18
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rod of sorcery [psychic]
Rod of sorcery [psychic]
12"
6
2+
8
-1
D3
Bolt of Change – witchfire [psychic]
Bolt of Change – witchfire [psychic]
18"
9
2+
9
-1
1
Bolt of Change – focused witchfire [hazardous, psychic]
Bolt of Change – focused witchfire [hazardous, psychic]
18"
9
2+
9
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Baleful sword [extra attacks]
Baleful sword [extra attacks]
Melee
3
3+
7
-2
3
Staff of Tzeentch [psychic]
Staff of Tzeentch [psychic]
Melee
5
3+
6
-1
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 rod of sorcery
    • 1 baleful sword

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Pact of Sorcery
Daemon Lord of Tzeentch (Aura): While a friendly SCINTILLATING LEGIONS unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.
Master of Magicks (Psychic): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability.
UNIT COMPOSITION
  • 1 Lord of Change
This model is equipped with: Bolt of Change; staff of Tzeentch.
1 model
250
DAMAGED: 1-7 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, FLY, PSYKER, CHAOS, DAEMON, TZEENTCH, SUMMONED, LORD OF CHANGE
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
DETACHMENT ABILITY
Infernal Pacts
Fervent Devotees
ENHANCEMENTS
Nethershriek Mind-eater
10
Duplicitous Malediction
15
Prescient Authority
Thrallmaster


Magnus The Red
(⌀100mm)
M
14"
T
11
Sv
2+
W
16
Ld
5+
OC
6
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gaze of Magnus [devastating wounds, psychic]
Gaze of Magnus [devastating wounds, psychic]
24"
3D3
2+
11
-2
3
Tzeentch’s Firestorm [blast, ignores cover, psychic]
Tzeentch’s Firestorm [blast, ignores cover, psychic]
24"
D6+3
2+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blade of Magnus – strike [devastating wounds, psychic]
Blade of Magnus – strike [devastating wounds, psychic]
Melee
7
2+
16
-3
3
Blade of Magnus – sweep [psychic]
Blade of Magnus – sweep [psychic]
Melee
14
2+
8
-1
2
CRIMSON KING
Impossible Form (Psychic): Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from the Damage characteristic of that attack.
Treason of Tzeentch (Psychic): At the start of your opponent’s Shooting phase, select one enemy unit within 24" of this PSYKER. Until the end of the phase, ranged weapons equipped by models in that unit have the [HAZARDOUS] ability.
Time Flux (Aura, Psychic): While a friendly THOUSAND SONS unit is within 6" of this PSYKER, add 2" to the Move characteristic of models in that unit.
SUPREME COMMANDER
If this model is in your army, it must be your WARLORD.
ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Cabal of Sorcerers
Unearthly Power: At the start of the battle round, select one of the abilities in the Crimson King section (see left). Until the start of the next battle round, this model has that ability.
Lord of the Planet of the Sorcerers (Psychic): This model can attempt up to two Rituals per turn instead of one, and each time this model attempts a Ritual, add 2 to the Psychic test result.
UNIT COMPOSITION
  • 1 Magnus the Red – EPIC HERO
This model is equipped with: Gaze of Magnus; Tzeentch’s Firestorm; blade of Magnus.
1 model
420
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, DAEMON, PRIMARCH, PSYKER, CHAOS, TZEENTCH, MAGNUS THE RED
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
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
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
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
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Fervent Devotees


Sorcerer
(⌀32mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
3+
4
-1
1
Pandaemonic Delusion [psychic, sustained hits 3]
Pandaemonic Delusion [psychic, sustained hits 3]
24"
6
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Prosperine khopesh
Prosperine khopesh
Melee
3
3+
5
-2
2
WARGEAR OPTIONS
  • This model can be equipped with 1 Prosperine khopesh.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Empyric Guidance (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Twisted Sorceries (Psychic): Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3.
UNIT COMPOSITION
  • 1 Sorcerer
This model is equipped with: inferno bolt pistol; Pandaemonic Delusion; force weapon.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, CHAOS, TZEENTCH, 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
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
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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
Bray Lord
15
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


Sorcerer In Terminator Armour
(⌀40mm)
M
5"
T
5
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Gaze of Hate [anti-monster 4+, anti-vehicle 4+, devastating wounds, psychic]
Gaze of Hate [anti-monster 4+, anti-vehicle 4+, devastating wounds, psychic]
18"
3
3+
4
-3
2
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
5
3+
6
-1
D3
WARGEAR OPTIONS
  • This model’s inferno combi-bolter can be replaced with 1 inferno combi-weapon.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Cabal of Sorcerers
Empyric Guidance (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Marked by Fate (Psychic): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. Until the end of the phase, each time a friendly THOUSAND SONS unit makes an attack that targets that enemy unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Sorcerer In Terminator Armour
This model is equipped with: Gaze of Hate; inferno combi-bolter; force weapon.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, TERMINATOR, CHAOS, TZEENTCH, 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
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
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
Bray Lord
15
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


Tzaangor Shaman
(⌀40mm)
M
10"
T
4
Sv
5+
W
4
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleful Devolution [blast, devastating wounds, psychic]
Baleful Devolution [blast, devastating wounds, psychic]
18"
D6
3+
9
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force stave [psychic]
Force stave [psychic]
Melee
3
3+
5
-1
D3
ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers
Bestial Prophet: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Sacrificial Blessing: While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model.
UNIT COMPOSITION
  • 1 Tzaangor Shaman
This model is equipped with: Baleful Devolution; force stave.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, MOUNTED, CHARACTER, FLY, PSYKER, CHAOS, TZEENTCH, MUTANT, TZAANGOR SHAMAN
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
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
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
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
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice
Fervent Devotees
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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
Flowing Flesh
10
Warpmeld Dagger
10
Diamond of Distortion
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
Prescient Authority
Thrallmaster


Chaos Lord On Disc Of Tzeentch
(⌀40mm)
M
12"
T
4
Sv
3+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
2+
4
0
1
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
2+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
2+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainsword
Astartes chainsword
Melee
7
2+
4
-1
1
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Paired accursed weapons [twin-linked]
Paired accursed weapons [twin-linked]
Melee
7
2+
4
-1
1
Power fist
Power fist
Melee
5
2+
8
-2
2
WARGEAR OPTIONS
  • This model’s bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 combi-bolter
    • 1 combi-weapon
    • 1 accursed weapon
    • 1 power fist
  • This model’s Astartes chainsword can be replaced with one of the following:
    • 1 bolt pistol
    • 1 plasma pistol
    • 1 accursed weapon
    • 1 power fist
  • This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 1
Lord of Chaos: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Lord of Fate: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
UNIT COMPOSITION
  • 1 Chaos Lord on Disc of Tzeentch
This model is equipped with: bolt pistol; Astartes chainsword; close combat weapon.
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, TZEENTCH, FLY, CHAOS LORD, DISC OF TZEENTCH
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
ARDENT AUTOMATA
1CP
Rubricae Phalanx – Strategic Ploy
GIFT OF CHANGE
1CP
Warpmeld Pact – Epic Deed
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Fervent Devotees
ENHANCEMENTS
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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
Prescient Authority
Thrallmaster

Battleline


Blue Horrors
M
6"
T
3
Sv
7+
W
1
Ld
8+
OC
0
Blue Horrors/Brimstone Horror(⌀25mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Coruscating blue flames [pistol, psychic]
Coruscating blue flames [pistol, psychic]
18"
2
4+
3
-1
1
Coruscating yellow flames [pistol, psychic]
Coruscating yellow flames [pistol, psychic]
18"
2
5+
2
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blue claws
Blue claws
Melee
1
5+
3
0
1
Yellow claws
Yellow claws
Melee
2
5+
2
0
1
ABILITIES
CORE: Deep Strike, Infiltrators
FACTION: Pact of Sorcery
Split: Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit.
Sullen Malevolence (Aura): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1.
Exploding Horrors: Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 10 Blue Horrors
Every Blue Horror is equipped with: coruscating blue flames; blue claws.

Every Brimstone Horror added to this unit using the Split ability is equipped with: coruscating yellow flames; yellow claws.
10 models
90
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, DAEMON, TZEENTCH, SUMMONED, HORRORSBLUE HORRORS: BLUEBRIMSTONE HORRORS: BRIMSTONE
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
DETACHMENT ABILITY
Infernal Pacts


Pink Horrors
M
6"
T
3
Sv
7+
W
1
Ld
7+
OC
1
PINK HORROR(⌀32mm)
INVULNERABLE SAVE
4+
6"
3
7+
1
8+
0
BLUE HORROR/BRIMSTONE HORROR(⌀25mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Coruscating blue flames [pistol, psychic]
Coruscating blue flames [pistol, psychic]
18"
2
4+
3
-1
1
Coruscating pink flames [pistol, psychic]
Coruscating pink flames [pistol, psychic]
18"
2
3+
4
-1
1
Coruscating yellow flames [pistol, psychic]
Coruscating yellow flames [pistol, psychic]
18"
2
5+
2
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blue claws
Blue claws
Melee
1
5+
3
0
1
Pink claws
Pink claws
Melee
1
4+
3
0
1
Yellow claws
Yellow claws
Melee
2
5+
2
0
1
WARGEAR OPTIONS
  • 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos.
  • 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon.

ABILITIES
CORE: Deep Strike
FACTION: Pact of Sorcery
Split: Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit.
WARGEAR ABILITIES
Daemonic Icon: Models in the bearer’s unit have a Leadership characteristic of 6+.
Instrument of Chaos: Add 1 to Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 10 Pink Horrors
Every Pink Horror is equipped with: coruscating pink flames; pink claws.

Every Blue Horror added to this unit using the Split ability is equipped with: coruscating blue flames; blue claws.

Every Brimstone Horror added to this unit using the Split ability is equipped with: coruscating yellow flames; yellow claws.
10 models
115
HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.
If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit.

Designer’s Note: While this unit contains one or more PINK HORROR models, the Sullen Malevolence and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, DAEMON, TZEENTCH, SUMMONED, HORRORSPINK HORRORS: PINKBLUE HORRORS: BLUEBRIMSTONE HORRORS: BRIMSTONE
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
DETACHMENT ABILITY
Infernal Pacts


Rubric Marines
M
6"
T
4
Sv
3+
W
2
Ld
7+
OC
2
Rubric Marine(⌀32mm)
INVULNERABLE SAVE
5+
6"
4
3+
3
6+
2
Aspiring Sorcerer(⌀32mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
3+
4
-1
1
Inferno boltgun
Inferno boltgun
24"
2
3+
4
-2
1
Malefic Curse [anti-infantry 4+, devastating wounds, psychic]
Malefic Curse [anti-infantry 4+, devastating wounds, psychic]
24"
3
3+
4
-3
1
Soulreaper cannon [devastating wounds]
Soulreaper cannon [devastating wounds]
24"
6
3+
6
-2
1
Warpflame pistol [ignores cover, pistol, torrent]
Warpflame pistol [ignores cover, pistol, torrent]
12"
D6
N/A
3
-1
1
Warpflamer [ignores cover, torrent]
Warpflamer [ignores cover, torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
Force weapon [psychic]
Force weapon [psychic]
Melee
3
3+
6
-1
D3
WARGEAR OPTIONS
  • The Aspiring Sorcerer’s inferno bolt pistol can be replaced with 1 warpflame pistol.
  • 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon.
  • Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer.
  • 1 Rubric Marine can be equipped with 1 icon of flame.

ABILITIES
FACTION: Cabal of Sorcerers (Aspiring Sorcerer only)
Bringers of Change: Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If that attack targets a unit within range of an objective marker you do not control, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Icon of Flame: Ranged weapons equipped by models in the bearer’s unit (excluding CHARACTERS) have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Aspiring Sorcerer
  • 4-9 Rubric Marines
The Aspiring Sorcerer is equipped with: inferno bolt pistol; Warpsmite; force weapon.

Every Rubric Marine is equipped with: inferno boltgun; close combat weapon.
5 models
100
10 models
190
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, TZEENTCH, RUBRICAE, RUBRIC MARINESASPIRING SORCERER ONLY: PSYKER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
INFERNO BOLTERS
1CP
Chosen Cabal – Strategic Ploy
TZEENTCH’S BOON
1CP
Chosen Cabal – Battle Tactic
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
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
THROUGH THE VEIL
1CP
Hexwarp Thrallband – Epic Deed
SCOURING WARPFLAME
1CP
Hexwarp Thrallband – Strategic Ploy
KALEIDOSCOPIC TEMPEST
1CP
Hexwarp Thrallband – Battle Tactic
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
INEXORABLE ADVANCE
1CP
Rubricae Phalanx – Strategic Ploy
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
IMPLACABLE GUARDIANS
2CP
Rubricae Phalanx – Strategic Ploy
REVENGE OF THE RUBRICAE
1CP
Rubricae Phalanx – Strategic Ploy
UNWAVERING PHALANX
1CP
Rubricae Phalanx – Battle Tactic
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
LED BY
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
All is Dust
Witchsight

Dedicated Transports


Chaos Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 additional inferno combi-bolter
    • 1 inferno combi-weapon
  • This model can be equipped with 1 havoc launcher or can replace 1 inferno combi-bolter with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
Sorcerous Support: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes a Psychic Attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Chaos Rhino
This model is equipped with: inferno combi-bolter; armoured tracks.
1 model
90
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models (excluding TERMINATOR models).
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, CHAOS, TZEENTCH, RHINO
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Terrax-pattern Termite
(⌀Use model)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter [rapid fire 2]
Combi-bolter [rapid fire 2]
24"
2
3+
4
0
1
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Terrax melta cutter [melta 2]
Terrax melta cutter [melta 2]
12"
5
3+
9
-4
D6
Twin volkite charger [devastating wounds, twin-linked]
Twin volkite charger [devastating wounds, twin-linked]
18"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Termite drill [anti-vehicle 3+]
Termite drill [anti-vehicle 3+]
Melee
6
4+
14
-2
D3+3
WARGEAR OPTIONS
  • This model’s 2 combi-bolters can be replaced with one of the following
    • 2 heavy flamers
    • 2 twin volkite chargers

ABILITIES
CORE: Deadly Demise D3, Deep Strike
Termite Assault: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models.
UNIT COMPOSITION
  • 1 Terrax-pattern Termite
This model is equipped with: Terrax melta cutter; 2 combi-bolters; Termite drill.
1 model
200
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR, OBLITERATOR, POSSESSED or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit).
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, TRANSPORT, DEDICATED TRANSPORT, TERRAX-PATTERN TERMITE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion

Other


Chaos Land Raider
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
Soulshatter lascannon
Soulshatter lascannon
48"
2
3+
12
-3
D6+1
Twin inferno heavy bolter [sustained hits 1, twin-linked]
Twin inferno heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 inferno combi-bolter
    • 1 inferno combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this TRANSPORT after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Chaos Land Raider
This model is equipped with: 2 soulshatter lascannons; twin inferno heavy bolter; armoured tracks.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 14 THOUSAND SONS INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, TZEENTCH, LAND RAIDER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Chaos Predator Annihilator
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
Inferno heavy bolter [sustained hits 1]
Inferno heavy bolter [sustained hits 1]
36"
3
3+
5
-2
2
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Predator twin lascannon [twin-linked]
Predator twin lascannon [twin-linked]
48"
1
3+
14
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 lascannons
    • 2 inferno heavy bolters
  • This model can be equipped with one of the following:
    • 1 inferno combi-bolter
    • 1 inferno combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
Ensorcelled Annihilation: Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit that was hit by one or more Psychic Attacks made by a THOUSAND SONS PSYKER model from your army this phase (including the Doombolt Ritual), you can re-roll the Hit roll and you can re-roll the Damage roll.
UNIT COMPOSITION
  • 1 Chaos Predator Annihilator
This model is equipped with: Predator twin lascannon; armoured tracks.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, TZEENTCH, PREDATOR ANNIHILATOR
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Chaos Predator Destructor
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
Inferno heavy bolter [sustained hits 1]
Inferno heavy bolter [sustained hits 1]
36"
3
3+
5
-2
2
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Predator autocannon [rapid fire 2]
Predator autocannon [rapid fire 2]
48"
4
3+
9
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 lascannons
    • 2 inferno heavy bolters
  • This model can be equipped with one of the following:
    • 1 inferno combi-bolter
    • 1 inferno combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
Ensorcelled Destruction: Each time this model makes a ranged attack that targets a unit (excluding MONSTERS and VEHICLES) that was hit by one or more Psychic Attacks made by a THOUSAND SONS PSYKER model from your army this phase (including the Doombolt Ritual), improve the Strength and Armour Penetration characteristics of that attack by 1.
UNIT COMPOSITION
  • 1 Chaos Predator Destructor
This model is equipped with: Predator autocannon; armoured tracks.
1 model
140
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, TZEENTCH, PREDATOR DESTRUCTOR
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Chaos Spawn
(⌀50mm)
M
8"
T
5
Sv
4+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hideous mutations
Hideous mutations
Melee
D6+2
4+
5
-1
2
ABILITIES
CORE: Feel No Pain 5+
Regenerating Monstrosities: At the start of each player’s Command phase, one model in this unit regains up to 3 lost wounds.
UNIT COMPOSITION
  • 2 Chaos Spawn
Every model is equipped with: hideous mutations.
2 models
65
KEYWORDS: BEAST, CHAOS, TZEENTCH, MUTANT, CHAOS SPAWN
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
ENDURING ANIMUS
1CP
Fateseekers – Strategic Ploy
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice
Witchsight
Fervent Devotees
Methodical Conquest


Chaos Vindicator
(⌀Use model)
M
9"
T
11
Sv
2+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Inferno combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 inferno combi-bolter
    • 1 inferno combi-weapon
  • This model can be equipped with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
Siege Shield: When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
UNIT COMPOSITION
  • 1 Chaos Vindicator
This model is equipped with: demolisher cannon; armoured tracks.
1 model
185
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, TZEENTCH, VINDICATOR
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Defiler
(⌀160mm)
M
8"
T
10
Sv
3+
W
14
Ld
6+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Defiler cannon [blast]
Defiler cannon [blast]
48"
D6+3
3+
10
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Inferno combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
Inferno combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
24"
1
4+
4
-2
1
Reaper autocannon [DEVASTATING WOUNDS, SUSTAINED HITS 1]
Reaper autocannon [DEVASTATING WOUNDS, SUSTAINED HITS 1]
36"
4
3+
7
-2
1
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-2
1
Twin inferno heavy bolter [SUSTAINED HITS 1, TWIN-LINKED]
Twin inferno heavy bolter [SUSTAINED HITS 1, TWIN-LINKED]
36"
3
3+
5
-2
2
Twin lascannon [TWIN-LINKED]
Twin lascannon [TWIN-LINKED]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Defiler claws
Defiler claws
Melee
5
3+
16
-3
D6+1
Defiler scourge [extra attacks]
Defiler scourge [extra attacks]
Melee
3
3+
12
-1
2
WARGEAR OPTIONS
  • This model’s twin heavy flamer can be replaced with one of the following:
    • 1 Defiler scourge
    • 1 havoc launcher
  • This model’s reaper autocannon can be replaced with one of the following:
    • 1 twin lascannon
    • 1 twin inferno heavy bolter
  • This model can be equipped with 1 inferno combi-weapon.

ABILITIES
CORE: Deadly Demise D3, Feel No Pain 6+
Scuttling Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly MONSTER and VEHICLE models and sections of terrain features that are 4" or less in height.
Destroyer of Futures: Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. For each of those attacks that targets an enemy unit within 9" of one or more THOUSAND SONS PSYKER units from your army, a hit is scored on an unmodified Hit roll of 4+ instead.
UNIT COMPOSITION
  • 1 Defiler
This model is equipped with: Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws.
1 model
165
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, DAEMON, SMOKE, CHAOS, TZEENTCH, DEFILER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Flamers
(⌀32mm)
M
9"
T
4
Sv
7+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flickering flames [ignores cover, psychic, torrent]
Flickering flames [ignores cover, psychic, torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flamer mouths
Flamer mouths
Melee
3
4+
4
0
1
ABILITIES
CORE: Deep Strike
FACTION: Pact of Sorcery
Bounding Leaps: This unit is eligible to shoot in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Pyrocaster
  • 2-5 Flamers
Every model is equipped with: flickering flames; Flamer mouths.
3 models
65
6 models
130
KEYWORDS: INFANTRY, FLY, CHAOS, DAEMON, TZEENTCH, SUMMONED, FLAMERS
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
DETACHMENT ABILITY
Infernal Pacts
Fervent Devotees


Forgefiend
(⌀120 x 92mm)
M
8"
T
10
Sv
3+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ectoplasma cannon [blast]
Ectoplasma cannon [blast]
36"
D3
3+
10
-3
3
Hades autocannon
Hades autocannon
36"
6
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Forgefiend claws
Forgefiend claws
Melee
3
3+
6
0
1
Forgefiend jaws
Forgefiend jaws
Melee
5
3+
7
0
2
WARGEAR OPTIONS
  • This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons.
  • This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 Forgefiend claws.

ABILITIES
CORE: Deadly Demise D3
Blazing Salvoes: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Forgefiend
This model is equipped with: 2 Hades autocannons; 1 Forgefiend jaws.
1 model
140
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, DAEMON, CHAOS, TZEENTCH, FORGEFIEND
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Helbrute
(⌀60mm)
M
8"
T
9
Sv
2+
W
8
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-2
1
Helbrute plasma cannon [blast, hazardous]
Helbrute plasma cannon [blast, hazardous]
36"
D3
3+
8
-3
3
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Missile launcher – frag [blast]
Missile launcher – frag [blast]
48"
D6
3+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
3+
9
-2
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-2
3
Twin inferno heavy bolter [sustained hits 1, twin-linked]
Twin inferno heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-2
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
5
3+
6
0
1
Helbrute fist
Helbrute fist
Melee
5
3+
12
-2
3
Helbrute hammer
Helbrute hammer
Melee
5
4+
14
-3
D6+1
Power scourge
Power scourge
Melee
8
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s multi-melta can be replaced with one of the following:
    • 1 Helbrute plasma cannon
    • 1 twin autocannon
    • 1 twin inferno heavy bolter
    • 1 twin lascannon
    • 1 Helbrute fist
  • This model’s missile launcher can be replaced with one of the following:
    • 1 Helbrute fist
    • 1 Helbrute hammer
    • 1 power scourge
  • For each Helbrute fist this model is equipped with, it can be equipped with one of the following:
    • 1 inferno combi-bolter
    • 1 heavy flamer

ABILITIES
CORE: Deadly Demise 1
Terrifying Assault: In your Shooting phase and the Fight phase, after this model has shot or fought, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test if it is within 9" of one or more THOUSAND SONS PSYKER units from your army.
Devoted to Destruction: If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons.
UNIT COMPOSITION
  • 1 Helbrute
This model is equipped with: missile launcher; multi-melta; close combat weapon.
1 model
110
KEYWORDS: VEHICLE, WALKER, CHAOS, TZEENTCH, HELBRUTE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Heldrake
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleflamer [ignores cover, torrent]
Baleflamer [ignores cover, torrent]
12"
D6+3
N/A
6
-2
2
Hades autocannon
Hades autocannon
36"
6
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Heldrake claws [anti-fly 2+, devastating wounds]
Heldrake claws [anti-fly 2+, devastating wounds]
Melee
5
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s Hades autocannon can be replaced with 1 baleflamer.

ABILITIES
CORE: Deadly Demise D3, Hover
Flame-wreathed: Each time this model ends a Normal move, select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Heldrake
This model is equipped with: Hades autocannon; Heldrake claws.
1 model
215
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, DAEMON, CHAOS, TZEENTCH, HELDRAKE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Maulerfiend
(⌀120 x 92mm)
M
10"
T
10
Sv
3+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Magma cutter [melta 2]
Magma cutter [melta 2]
6"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lasher tendrils [extra attacks]
Lasher tendrils [extra attacks]
Melee
6
3+
7
-1
1
Maulerfiend fists
Maulerfiend fists
Melee
6
3+
14
-2
D6+1
WARGEAR OPTIONS
  • This model’s lasher tendrils can be replaced with 2 magma cutters.

ABILITIES
CORE: Deadly Demise D3
Snarling Protector: You can target this model with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. In addition, each time this model declares a charge that targets an enemy unit within Engagement Range of one or more THOUSAND SONS PSYKER units from your army, you can re-roll the Charge roll.
UNIT COMPOSITION
  • 1 Maulerfiend
This model is equipped with: lasher tendrils; Maulerfiend fists.
1 model
130
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, DAEMON, CHAOS, TZEENTCH, MAULERFIEND
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Mutalith Vortex Beast
(⌀120 x 92mm)
M
10"
T
10
Sv
4+
W
13
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Warp vortex – blast [blast]
Warp vortex – blast [blast]
24"
D6+3
3+
9
-2
2
Warp vortex – beam [devastating wounds]
Warp vortex – beam [devastating wounds]
36"
1
3+
18
-3
D6+6
Warp vortex – torrent [ignores cover, torrent]
Warp vortex – torrent [ignores cover, torrent]
18"
2D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Betentacled maw
Betentacled maw
Melee
15
3+
7
0
1
Mutalith claws
Mutalith claws
Melee
5
3+
10
-2
3
ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+
Mutating Vortex (Aura): At the end of your Movement phase, roll one 06 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must then take a Battle-shock test.
Immaterial Flare (Aura): While a friendly THOUSAND SONS PSYKER model is within 6" of this model, each time that model Channels the Warp, add 1 to the Psychic test result.
UNIT COMPOSITION
  • 1 Mutalith Vortex Beast
This model is equipped with: warp vortex; betentacled maw; Mutalith claws.
1 model
160
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHAOS, TZEENTCH, MUTANT, MUTALITH VORTEX BEAST
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice


Scarab Occult Terminators
M
5"
T
5
Sv
2+
W
3
Ld
7+
OC
1
Scarab Occult Terminator(⌀40mm)
INVULNERABLE SAVE
4+
5"
5
2+
4
6+
1
Scarab Occult Sorcerer(⌀40mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy warpflamer [ignores cover, torrent]
Heavy warpflamer [ignores cover, torrent]
12"
D6
N/A
5
-2
1
Hellfyre missile rack
Hellfyre missile rack
36"
2
3+
10
-2
3
Inferno combi-bolter [rapid fire 2]
Inferno combi-bolter [rapid fire 2]
24"
2
3+
4
-2
1
Malefic Curse [anti-infantry 4+, devastating wounds, psychic]
Malefic Curse [anti-infantry 4+, devastating wounds, psychic]
24"
3
3+
4
-3
1
Soulreaper cannon [devastating wounds]
Soulreaper cannon [devastating wounds]
24"
6
3+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
Prosperine khopesh
Prosperine khopesh
Melee
3
3+
5
-2
2
WARGEAR OPTIONS
  • The Scarab Occult Sorcerer’s inferno combi-bolter can be replaced with 1 Prosperine khopesh.
  • For every 5 models in this unit, 1 Scarab Occult Terminator’s inferno combi-bolter can be replaced with one of the following:
    • 1 heavy warpflamer
    • 1 soulreaper cannon
  • For every 5 models in this unit, 1 Scarab Occult Terminator can be equipped with 1 hellfyre missile rack.

ABILITIES
CORE: Deep Strike
FACTION: Cabal of Sorcerers (Scarab Occult Sorcerer only)
Rites of Coalescence: While this unit contains one or more PSYKER models, each time an attack targets this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 Scarab Occult Sorcerer
  • 4-9 Scarab Occult Terminators
The Scarab Occult Sorcerer is equipped with: inferno combi-bolter; Malefic Curse; force weapon.

Every Scarab Occult Terminator is equipped with: inferno combi-bolter; Prosperine khopesh.
5 models
180
10 models
375
KEYWORDS – ALL MODELS: INFANTRY, TERMINATOR, CHAOS, TZEENTCH, RUBRICAE, SCARAB OCCULTSCARAB OCCULT SORCERER ONLY: PSYKER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
INFERNO BOLTERS
1CP
Chosen Cabal – Strategic Ploy
TZEENTCH’S BOON
1CP
Chosen Cabal – Battle Tactic
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
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
THROUGH THE VEIL
1CP
Hexwarp Thrallband – Epic Deed
SCOURING WARPFLAME
1CP
Hexwarp Thrallband – Strategic Ploy
KALEIDOSCOPIC TEMPEST
1CP
Hexwarp Thrallband – Battle Tactic
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
INEXORABLE ADVANCE
1CP
Rubricae Phalanx – Strategic Ploy
INFERNAL FUSILLADE
2CP
Rubricae Phalanx – Wargear
REVENGE OF THE RUBRICAE
1CP
Rubricae Phalanx – Strategic Ploy
MUTATE LANDSCAPE
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
All is Dust
Witchsight
Methodical Conquest


Screamers
(⌀32mm flying base)
M
14"
T
4
Sv
6+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lamprey bite [anti-monster 4+, anti-vehicle 4+]
Lamprey bite [anti-monster 4+, anti-vehicle 4+]
Melee
3
3+
6
-2
2
ABILITIES
CORE: Deep Strike
FACTION: Pact of Sorcery
Slashing Dive: In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3-6 Screamers
Every model is equipped with: lamprey bite.
3 models
80
6 models
160
KEYWORDS: BEAST, FLY, CHAOS, DAEMON, TZEENTCH, SUMMONED, SCREAMERS
FACTION KEYWORDS:
SCINTILLATING LEGIONS
STRATAGEMS
ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy
CHRONOSORCEROUS BLEED
1CP
Changehost of Deceit – Strategic Ploy
GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
DETACHMENT ABILITY
Infernal Pacts
Fervent Devotees


Sekhetar Robots
(⌀40mm)
M
8"
T
6
Sv
3+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy warpflamer [ignores cover, torrent]
Heavy warpflamer [ignores cover, torrent]
12"
D6
N/A
5
-2
1
Hellfyre missile rack
Hellfyre missile rack
36"
2
4+
10
-2
3
Pyreflux meltagun [melta 2]
Pyreflux meltagun [melta 2]
12"
1
4+
10
-4
D6
Warpflame projector [ignores cover, torrent]
Warpflame projector [ignores cover, torrent]
12"
D3
N/A
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
4+
5
0
1
Power claw
Power claw
Melee
3
4+
10
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their pyreflux meltagun replaced with 1 warpflame projector and 1 power claw.

ABILITIES
CORE: Infiltrators, Stealth
Prophetic Sentinels: Once per battle round, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.
UNIT COMPOSITION
  • 2-4 Sekhetar Robots
Every model is equipped with: heavy warpflamer; hellfyre missile rack; pyreflux meltagun; close combat weapon.
2 models
90
4 models
180
KEYWORDS: VEHICLE, WALKER, CHAOS, TZEENTCH, SEKHETAR ROBOTS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Tzaangor Enlightened
(⌀40mm)
M
10"
T
4
Sv
5+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword [precision]
Chainsword [precision]
Melee
6
4+
4
0
1
Divining spear [lance, precision]
Divining spear [lance, precision]
Melee
3
4+
5
-1
2
WARGEAR OPTIONS
  • Any number of models can each have their divining spear replaced with 1 autopistol and 1 chainsword.

ABILITIES
Prophesied Doom: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Aviarch
  • 2-5 Enlightened
Every model is equipped with: divining spear.
3 models
50
6 models
80
KEYWORDS: MOUNTED, FLY, CHAOS, TZEENTCH, MUTANT, TZAANGOR ENLIGHTENED
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice
Fervent Devotees


Tzaangor Enlightened with Fatecaster Greatbows
(⌀40mm)
M
10"
T
4
Sv
5+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fatecaster greatbow [ignores cover, lethal hits, precision]
Fatecaster greatbow [ignores cover, lethal hits, precision]
30"
2
4+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
4
0
1
ABILITIES
Malign Trickery: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 1 Aviarch
  • 2-5 Enlightened
Every model is equipped with: fatecaster greatbow; close combat weapon.
3 models
50
6 models
80
KEYWORDS: MOUNTED, FLY, CHAOS, TZEENTCH, MUTANT, TZAANGOR ENLIGHTENED, TZAANGOR ENLIGHTENED WITH FATECASTER GREATBOWS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
SULPHUROUS VEIL
1CP
Changehost of Deceit – Battle Tactic
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice
Fervent Devotees


Tzaangors
(⌀32mm)
M
6"
T
4
Sv
6+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
3
4+
4
0
1
Tzaangor blades
Tzaangor blades
Melee
2
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their Tzaangor blades replaced with 1 autopistol and 1 chainsword.
  • 1 Tzaangor not equipped with a herd banner can be equipped with 1 brayhorn.
  • 1 Tzaangor not equipped with a brayhorn can be equipped with 1 herd banner.

ABILITIES
CORE: Scouts 6"
Ambushing Hunters: At the end of your opponent’s turn, if this unit is more than 6" horizontally away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Brayhorn: You can re-roll Advance and Charge rolls made for the bearer’s unit.
Herd Banner: While the bearer’s unit is within range of one or more objective markers you control, improve the Leadership characteristic of models in the bearer’s unit by 1.
UNIT COMPOSITION
  • 1 Twistbray
  • 9-19 Tzaangors
Every model is equipped with: Tzaangor blades.
10 models
70
20 models
160
KEYWORDS: INFANTRY, CHAOS, TZEENTCH, MUTANT, TZAANGORS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
FLESH CHANGE
1CP
Devoted Thralls – Battle Tactic
BESTIAL SURGE
1CP
Devoted Thralls – Strategic Ploy
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
BLESSED TRANSMUTATIONS
1CP
Warpmeld Pact – Strategic Ploy
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy
TWISTED MIRAGE
1CP
Warpmeld Pact – Strategic Ploy
WARPED VICISSITUDE
1CP
Warpmeld Pact – Strategic Ploy
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpmeld Sacrifice
Witchsight
Fervent Devotees


Hell Blade
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
3+
W
10
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-3
3
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 twin autocannons can be replaced with 2 twin lascannons.

ABILITIES
CORE: Deadly Demise D3
Interceptor: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Hell Blade
This model is equipped with: 2 twin autocannons; armoured hull.
1 model
115
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, TZEENTCH, HELL BLADE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Hell Talon
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
14
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • This model’s autocannon can be replaced with 1 havoc launcher.

ABILITIES
CORE: Deadly Demise D3
Bomb Rack: Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Hell Talon
This model is equipped with: autocannon; twin lascannon; armoured hull.
1 model
140
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, AIRCRAFT, FLY, TZEENTCH, HELL TALON
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Cerberus
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cerberus neutron pulse array [twin-linked]
Cerberus neutron pulse array [twin-linked]
48"
3
3+
16
-4
D6+3
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
Atomantic Arc-reactor: Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Cerberus
This model is equipped with: Cerberus neutron pulse array; armoured tracks.
1 model
285
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, CERBERUS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Chaos Thunderhawk
(⌀120 x 92mm flying base)
M
20+"
T
12
Sv
2+
W
30
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 4+]
Hellstrike missile battery [anti-fly 4+]
72"
4
3+
8
-2
3
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Thunderhawk heavy cannon [blast]
Thunderhawk heavy cannon [blast]
48"
D6+6
3+
10
-2
3
Turbo-laser destructor [blast]
Turbo-laser destructor [blast]
96"
D3+1
3+
20
-4
D6+6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
  • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery

ABILITIES
CORE: Deadly Demise D6+2, Hover
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Thunderhawk Cluster Bombs: Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Chaos Thunderhawk
This model is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs.
1 model
840
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 30 THOUSAND SONS INFANTRY or THOUSAND SONS MOUNTED models. Each JUMP PACK, POSSESSED and TERMINATOR model takes up the space of 2 models. Each OBLITERATOR model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models.
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, THUNDERHAWK
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Deredeo Dreadnought
(⌀80mm)
M
6"
T
9
Sv
2+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aiolos missile launcher [blast]
Aiolos missile launcher [blast]
48"
D6+3
3+
5
0
1
Anvilus autocannon battery [twin-linked]
Anvilus autocannon battery [twin-linked]
48"
4
3+
9
-1
3
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
2
3+
12
-3
D6+1
Boreas air defence missiles [anti-fly 2+]
Boreas air defence missiles [anti-fly 2+]
48"
1
3+
12
-3
D6+1
Hellfire plasma cannonade – standard
Hellfire plasma cannonade – standard
36"
6
3+
7
-2
2
Hellfire plasma cannonade – supercharge [hazardous]
Hellfire plasma cannonade – supercharge [hazardous]
36"
6
3+
8
-3
3
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Volkite falconet battery [devastating wounds]
Volkite falconet battery [devastating wounds]
30"
6
3+
9
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
WARGEAR OPTIONS
  • This model’s anvilus autocannon battery can be replaced with one of the following
    • 1 arachnus heavy lascannon battery
    • 1 hellfire plasma carronade
    • 1 volkite falconet battery
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
  • This model can be equipped with one of the following:
    • 1 aiolos missile launcher
    • 1 boreas air defence missiles

ABILITIES
CORE: Deadly Demise D3
Deredeo Strike: Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Deredeo Dreadnought
This model is equipped with: anvilus autocannon battery; twin heavy bolter; armoured feet.
1 model
170
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, TZEENTCH, SMOKE, DREADNOUGHT, DEREDEO DREADNOUGHT
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Falchion
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin Falchion volcano cannon [blast, twin-linked]
Twin Falchion volcano cannon [blast, twin-linked]
120"
D3+1
3+
24
-5
12
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
Titan-killer: Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Falchion
This model is equipped with: 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks.
1 model
515
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, TZEENTCH, SMOKE, FALCHION
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Fellblade
(⌀Use model)
M
9"
T
13
Sv
2+
W
24
Ld
6+
OC
8
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolisher cannon [blast]
Demolisher cannon [blast]
24"
D6+3
3+
14
-3
D6
Fellblade accelerator cannon – AP shells
Fellblade accelerator cannon – AP shells
72"
2
3+
14
-3
6
Fellblade accelerator cannon – HE shells [blast]
Fellblade accelerator cannon – HE shells [blast]
72"
2D6
3+
8
-1
2
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6+2
Rolling Fortress: Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Fellblade
This model is equipped with: demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
535
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, CHAOS, TZEENTCH, SMOKE, FELLBLADE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Fire Raptor Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Quad heavy bolter [twin-linked, sustained hits 1]
Quad heavy bolter [twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
3+
9
-1
3
Twin avenger bolt cannon [twin-linked]
Twin avenger bolt cannon [twin-linked]
36"
10
3+
6
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons
  • This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters.

ABILITIES
CORE: Deadly Demise D6, Hover
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Fire Raptor Gunship
This model is equipped with: twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull
1 model
290
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, TZEENTCH, FIRE RAPTOR GUNSHIP
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Kratos
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
3+
9
-1
3
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
Combi-weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
24"
1
3+
4
0
1
Havoc launcher [blast]
Havoc launcher [blast]
48"
D6
3+
5
0
1
Heavy bolter [SUSTAINED HITS 1]
Heavy bolter [SUSTAINED HITS 1]
36"
3
3+
5
-1
2
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Kratos battle cannon – AP [heavy]
Kratos battle cannon – AP [heavy]
36"
1
3+
18
-4
D6+3
Kratos battle cannon – HE [blast]
Kratos battle cannon – HE [blast]
36"
D6+3
3+
10
-1
3
Lascannons
Lascannons
48"
1
3+
12
-3
D6+1
Melta blast-gun [melta 2]
Melta blast-gun [melta 2]
24"
4
3+
12
-4
D6
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
3+
9
-4
D6
Twin boltgun [twin-linked]
Twin boltgun [twin-linked]
24"
2
3+
4
0
1
Volkite caliver [devastating wounds]
Volkite caliver [devastating wounds]
24"
2
3+
5
0
2
Volkite cardanelle [devastating wounds]
Volkite cardanelle [devastating wounds]
36"
9
3+
9
0
3
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s Kratos battle cannon can be replaced with one of the following:
    • 1 melta blast-gun
    • 1 volkite cardanelle
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 autocannons
    • 2 lascannons
    • 2 volkite calivers
  • 2 of this model’s heavy bolters can be replaced with one of the following:
    • 2 heavy flamers
    • 2 lascannons
    • 2 volkite culverins
  • This model can be equipped with one of the following:
    • 1 combi-weapon
    • 1 havoc launcher
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 twin boltgun
  • This model can be equipped with 1 hunter killer missile

ABILITIES
CORE: Deadly Demise D6
Line-breaker: When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units.
UNIT COMPOSITION
  • 1 Kratos
This model is equipped with: autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks.
1 model
265
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, KRATOS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Land Raider Achilles
(⌀Use model)
M
10"
T
12
Sv
2+
W
16
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Quad launcher – shatter shells
Quad launcher – shatter shells
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, indirect fire]
Quad launcher – thunderfire shells [blast, indirect fire]
60"
D6+4
3+
5
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
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 tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Land Raider Achilles
This model is equipped with: quad launcher; 2 twin volkite culverins; armoured tracks.
1 model
285
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, TZEENTCH, LAND RAIDER ACHILLES
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Land Raider Proteus
(⌀Use model)
M
12"
T
12
Sv
2+
W
16
Ld
6+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [twin-linked, sustained hits 1]
Twin heavy bolter [twin-linked, sustained hits 1]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 multi-melta
    • 1 twin heavy bolter
    • 1 twin heavy flamer
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.
  • This model can be equipped with 1 explorator augury web.

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
WARGEAR ABILITIES
Explorator Augury Web: Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity.
UNIT COMPOSITION
  • 1 Land Raider Proteus
This model is equipped with: 2 twin lascannons; armoured tracks.
1 model
250
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, TRANSPORT, SMOKE, CHAOS, TZEENTCH, LAND RAIDER PROTEUS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Leviathan Dreadnought
(⌀80mm)
M
8"
T
10
Sv
2+
W
12
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cyclonic melta lance [melta 2]
Cyclonic melta lance [melta 2]
18"
D6
3+
9
-4
D6
Grav-flux bombard [anti-vehicle 2+, blast]
Grav-flux bombard [anti-vehicle 2+, blast]
24"
2D3
3+
8
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Storm cannon [twin-linked]
Storm cannon [twin-linked]
36"
4
3+
9
-1
3
Twin volkite caliver [devastating wounds, twin-linked]
Twin volkite caliver [devastating wounds, twin-linked]
24"
2
3+
5
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
5
3+
6
0
1
Leviathan siege claw
Leviathan siege claw
Melee
5
3+
12
-2
3
Leviathan siege drill [anti-vehicle 3+]
Leviathan siege drill [anti-vehicle 3+]
Melee
4
3+
12
-2
3
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Each of this model’s grav-flux bombards can be replaced with one of the following
    • 1 cyclonic melta lance
    • 1 storm cannon
    • 1 meltagun and 1 Leviathan siege claw
    • 1 meltagun and 1 Leviathan siege drill
  • This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers.
  • This model can be equipped with 3 hunter-killer missiles.

ABILITIES
CORE: Deadly Demise D3
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Leviathan Dreadnought
This model is equipped with: 2 heavy flamers; 2 grav-flux bombards; armoured feet.
1 model
215
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, WALKER, CHAOS, TZEENTCH, SMOKE, DREADNOUGHT, LEVIATHAN DREADNOUGHT
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Mastodon
(⌀Use model)
M
9"
T
14
Sv
2+
W
30
Ld
6+
OC
12
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Siege melta array [melta 2]
Siege melta array [melta 2]
24"
6
3+
9
-4
D6
Skyreaper battery [anti-fly 4+]
Skyreaper battery [anti-fly 4+]
48"
8
3+
7
-1
2
Volkite culverin [devastating wounds]
Volkite culverin [devastating wounds]
36"
4
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 heavy flamers can be replaced with one of the following
    • 2 heavy bolters
    • 2 lascannons
    • 2 volkite culverins
  • This model’s 2 lascannons can be replaced with on of the following:
    • 2 heavy bolters
    • 2 heavy flamers
    • 2 volkite culverins

ABILITIES
CORE: Deadly Demise 2D6
Inviolable Transport: Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Mastodon
This model is equipped with: 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks.
1 model
610
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 45 THOUSAND SONS INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 2 DREADNOUGHT or HELBRUTE models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A DREADNOUGHT with a Wounds characteristic of 8 would take up the space of 8 models).
KEYWORDS: VEHICLE, TITANIC, CHAOS, TZEENTCH, TRANSPORT, SMOKE, MASTODON
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Rapier Carrier
(⌀Use model)
M
3"
T
6
Sv
2+
W
6
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun
Boltgun
24"
2
3+
4
0
1
Graviton cannon [anti-vehicle 2+, blast, heavy]
Graviton cannon [anti-vehicle 2+, blast, heavy]
36"
D6
3+
6
-2
2
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
Quad heavy bolter [heavy, twin-linked, sustained hits 1]
36"
6
3+
5
-1
2
Quad launcher – shatter shells [heavy]
Quad launcher – shatter shells [heavy]
24"
4
3+
9
-2
3
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
Quad launcher – thunderfire shells [blast, heavy, indirect fire]
60"
D6+4
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
4
0
1
WARGEAR OPTIONS
  • This model’s quad heavy bolter can be replaced with one of the following
    • 1 graviton cannon
    • 1 laser destroyer
    • 1 quad launcher

ABILITIES
Powerful Volley: Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Rapier Carrier
This model is equipped with: boltgun; quad heavy bolter; close combat weapon.
1 model
100
KEYWORDS: ARTILLERY, VEHICLE, CHAOS, TZEENTCH, RAPIER CARRIER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Relic Contemptor Dreadnought
(⌀60mm)
M
6"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
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
Conversion: Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit.
WARGEAR OPTIONS
  • Each of this model’s heavy plasma cannons can be replaced with one of the following:
    • 1 conversion beam cannon
    • 1 kheres-pattern assault cannon
    • 1 multi-melta
    • 1 twin autocannon
    • 1 twin heavy bolter
    • 1 twin lascannon
    • 1 twin volkite culverin
    • 1 Dreadnought chainfist and 1 combi-bolter
    • 1 Dreadnought combat weapon and 1 combi-bolter
  • Each of this model’s combi-bolters can be replaced with one of the following:
    • 1 graviton blaster
    • 1 heavy flamer
    • 1 plasma blaster
  • This model can be equipped with 1 cyclone missile launcher.

ABILITIES
CORE: Deadly Demise 1
Even In Death I Serve: The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining.
UNIT COMPOSITION
  • 1 Relic Contemptor Dreadnought
This model is equipped with: 2 heavy plasma cannons; armoured feet.
1 model
180
KEYWORDS: VEHICLE, WALKER, CHAOS, TZEENTCH, DREADNOUGHT, RELIC CONTEMPTOR DREADNOUGHT
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Sicaran Battle Tank
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Herakles-pattern autocannon [rapid fire 2]
Herakles-pattern autocannon [rapid fire 2]
48"
6
3+
9
-1
3
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
Armoured Spearhead: Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 1 Sicaran Battle Tank
This model is equipped with: heavy bolter; Herakles-pattern autocannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, SICARAN BATTLE TANK
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Sicaran Punisher
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Punisher rotary cannon [devastating wounds]
Punisher rotary cannon [devastating wounds]
36"
18
4+
6
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
Rotating Death: This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units.
UNIT COMPOSITION
  • 1 Sicaran Punisher
This model is equipped with: heavy bolter; Punisher rotary cannon; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, SICARAN PUNISHER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Sicaran Venator
(⌀Use model)
M
10"
T
11
Sv
2+
W
14
Ld
6+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Venator neutron laser [heavy]
Venator neutron laser [heavy]
48"
3
3+
16
-4
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
Ferocious Assault: Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Sicaran Venator
This model is equipped with: heavy bolter; Venator neutron laser; armoured tracks.
1 model
220
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, SICARAN VENATOR
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Sokar-pattern Stormbird
(⌀Use model)
M
20+"
T
13
Sv
2+
W
40
Ld
6+
OC
0
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellstrike missile battery [anti-fly 3+]
Hellstrike missile battery [anti-fly 3+]
48"
4
3+
10
-3
D6
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
9
4+
9
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 2D6, Hover
Aerial Assault: Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Sokar-pattern Stormbird
This model is equipped with: hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull.
1 model
1100
DAMAGED: 1-13 WOUNDS REMAINING
While this model has 1-13 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 55 THOUSAND SONS INFANTRY or THOUSAND SONS MOUNTED models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each MOUNTED, CENTURION or OBLITERATOR model takes up the space of 3 models. This model can also transport up to 1 RHINO model (this model – and any models embarked within it – take up the space of 25 models).
KEYWORDS: VEHICLE, TITANIC, FLY, AIRCRAFT, TRANSPORT, CHAOS, TZEENTCH, SOKAR-PATTERN STORMBIRD
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Spartan
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Laser destroyer [heavy]
Laser destroyer [heavy]
36"
3
3+
14
-4
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Quad lascannon
Quad lascannon
48"
4
3+
12
-3
D6+1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
  • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
Assault Ramp: Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
UNIT COMPOSITION
  • 1 Spartan
This model is equipped with: 2 quad lascannons; twin heavy bolter; armoured tracks.
1 model
315
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 28 THOUSAND SONS INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS, POSSESSED or TERMINATOR model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, TRANSPORT, SMOKE, SPARTAN
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Storm Eagle Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
3+
5
-1
2
Twin hellstrike launcher [anti-fly 2+, twin-linked]
Twin hellstrike launcher [anti-fly 2+, twin-linked]
72"
2
3+
10
-3
D6
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
Typhoon missile launcher – frag [blast]
Typhoon missile launcher – frag [blast]
48"
2D6
3+
4
0
1
Typhoon missile launcher – krak
Typhoon missile launcher – krak
48"
2
3+
9
-2
D6
Vengeance launcher [blast]
Vengeance launcher [blast]
48"
2D6
3+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model’s twin heavy bolter can be replaced with one of the following:
    • 1 twin multi-melta
    • 1 typhoon missile launcher
  • This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons

ABILITIES
CORE: Deadly Demise D6, Hover
Armoured Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Storm Eagle Gunship
This model is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull.
1 model
255
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 22 THOUSAND SONS INFANTRY models and 1 DREADNOUGHT model. Each JUMP PACK, WULFEN, GRAVIS, TERMINATOR or POSSESSED model takes up the space of 2 models and each CENTURION or OBLITERATOR model takes up the space of 3 models.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, TRANSPORT, CHAOS, TZEENTCH, STORM EAGLE GUNSHIP
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees


Typhon
(⌀Use model)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
6
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dreadhammer siege cannon [blast]
Dreadhammer siege cannon [blast]
24"
D6+6
3+
14
-3
D6
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Heavy flamer [torrent, ignores cover]
Heavy flamer [torrent, ignores cover]
12"
D6
N/A
5
-1
1
Lascannon
Lascannon
48"
1
3+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
3+
9
-4
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
6
4+
8
0
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 2 heavy bolters
    • 2 lascannons
  • This model can be equipped with one of the following:
    • 1 heavy bolter
    • 1 heavy flamer
    • 1 multi-melta
    • 1 storm bolter

ABILITIES
CORE: Deadly Demise D6
Sunderer of Fortresses: Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead).
UNIT COMPOSITION
  • 1 Typhon
This model is equipped with: dreadhammer siege cannon; armoured tracks.
1 model
385
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, CHAOS, TZEENTCH, SMOKE, TYPHON
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Whirlwind Scorpius
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Scorpius multi-launcher [blast, indirect fire]
Scorpius multi-launcher [blast, indirect fire]
48"
2D3+3
3+
6
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.
  • This model can be equipped with 1 storm bolter.

ABILITIES
CORE: Deadly Demise D3
Pinning Bombardment: In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Whirlwind Scorpius
This model is equipped with: Scorpius multi-launcher; armoured tracks.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, SMOKE, CHAOS, TZEENTCH, WHIRLWIND SCORPIUS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion


Xiphon Interceptor
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
Xiphon missile battery [anti-fly 2+]
Xiphon missile battery [anti-fly 2+]
60"
3
3+
7
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
Interceptor: Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Xiphon Interceptor
This model is equipped with: 2 twin lascannons; Xiphon missile battery; armoured hull.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CHAOS, TZEENTCH, XIPHON INTERCEPTOR
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
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
DECEPTIVE GLAMOUR
2CP
Changehost of Deceit – Strategic Ploy
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
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
PSYCHIC DOMINION
1CP
Grand Coven – Epic Deed
ARCANE FOCUS
1CP
Grand Coven – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed
CYBERSPIRIT MACHINATIONS
1CP
Warpforged Cabal – Strategic Ploy
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic
WARPFLAME GARGOYLES
1CP
Warpforged Cabal – Wargear
DETACHMENT ABILITY
Flow of Magic
Kindred Sorcery
Infernal Pacts
Warpfire Infusion
Fervent Devotees
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

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

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

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

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

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

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

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

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

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

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

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

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

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

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

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

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

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

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

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

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

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

The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.

If your Army Faction is , at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has manifested this turn, then take a Psychic test for that model by following the sequence below.

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

DESTINY’S RUIN (PSYCHIC)

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

TEMPORAL SURGE (PSYCHIC)

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

DOOMBOLT (PSYCHIC)

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

TWIST OF FATE (PSYCHIC)

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

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

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

The EPIC HERO keyword is used in the following Thousand Sons datasheets:

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

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

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

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.

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.
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).
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.
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.
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.
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.
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.
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.

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.
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.

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.

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.
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.
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.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

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

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

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

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

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

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

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

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

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

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

  • 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.

  • 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.

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.

  • 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.

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".

Alternative models by Artel W:

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

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

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.
  • 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.

  • 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.

  • 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.

  • 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.

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.

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.

Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

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

SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

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

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

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

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

There are those amongst Magnus’ gene-sons that revel in dominating the twisted mutants of Sortiarius, setting themselves up as demigods over their shrieking flocks.

SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a TZAANGORS unit.

Pact of Sorcery

The daemons of Tzeentch are drawn through the barriers of the Warp by rituals of transmutation.

When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll an unmodified Hit roll of 1-3 always fails, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

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

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

ETHEREAL PHANTASM
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Semi-sentient doppelgangers stalk the battlefield, bewildering attempts to target the daemonic spawn.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

EFFECT: Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly units.

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

GLIMMERSHIFT PORTAL
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Weaving a spell of splintering translocation, Tzeentch's daemons can prise open an unnatural pathway through the Warp.
WHEN: End of your opponent’s Fight phase.

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

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

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

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

Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Rapid Fire

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’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

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

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

Characters

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

Characters
TOUCHED BY TZEENTCH
1CP
Warpmeld Pact – Strategic Ploy Stratagem
The mutagenic vitality flowing through the Thousand Sons' twisted thralls can manifest in flickering bursts of supernatural speed.
WHEN: Start of your Movement phase.

TARGET: One TZEENTCH MUTANT unit from your army.

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

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

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

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

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

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

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
DERANGED FEROCITY
1CP
Warpmeld Pact – Strategic Ploy Stratagem
With insane, bestial ferocity is true change wrought.
WHEN: Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fight.

TARGET: That TZEENTCH MUTANT unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
Warpmeld Sacrifice
Warpmeld Pact Detachment

The flesh and bone ofTzeentch’s malleable servants flow like molten wax when his mutative power is invoked in ritual pleas. Some, such as the devoted Tzaangors, willingly make such requests, while more mindless abominations have their pact made for them by their callous masters. No boon is without its price, however. Some suffer changes so rapid that they burst apart, are absorbed by heaving mounds that were once allies or reduced to mewling piles of bubbling flesh.

Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, that TZEENTCH MUTANT unit suffers D3 mortal wounds and until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll.

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

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

This prophet is favoured by the transmutative boon of Tzeentch’s fell mutations, their body a rippling vessel of constantly reforming flesh and sinew, feather and bone.

TZAANGOR SHAMAN model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.

  • Warpmeld Dagger
    10 pts
Warpmeld Pact Detachment

Sacrifice is ever at the route of infernal power, even better when bought with the grossest of betrayal.

TZAANGOR SHAMAN model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.

  • Diamond of Distortion
    20 pts
Warpmeld Pact Detachment

This precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike.

TZAANGOR SHAMAN model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

Twin-linked

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 BATTLELINE keyword is used in the following Thousand Sons datasheets:

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

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

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

FRACTAL DISJUNCTION
1CP
Changehost of Deceit – Strategic Ploy Stratagem
Tzeentchian daemons can twist perceptions until they seem no longer there, bending light and dissipating technological targeting scans in a dizzying, fractal puzzle.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

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

Battleline
INFERNO BOLTERS
1CP
Chosen Cabal – Strategic Ploy Stratagem
The Thousand Sons inferno bolters make use of warp-imbued ammunition capable of burning through bulkheads to strike unsuspecting targets.
WHEN: Your Shooting phase.

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

EFFECT: Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0.
THROUGH THE VEIL
1CP
Hexwarp Thrallband – Epic Deed Stratagem
With arcane energy flooding the battlefield, the veil between Warp and reality rapidly collapses. From yawning rifts emerge Rubricae reinforcements to ensure their thrallband’s victory.
WHEN: Start of the Reinforcements step of your Movement phase.

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

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

RESTRICTIONS: If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
INEXORABLE ADVANCE
1CP
Rubricae Phalanx – Strategic Ploy Stratagem
The warriors of the Thousand Sons can be driven on relentlessly while laying down a hail of weapons fire. They know no fatigue nor weakness, unable to falter even if they wished to.
WHEN: Your Movement phase.

TARGET: One RUBRICAE unit from your army.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability.
IMPLACABLE GUARDIANS
2CP
Rubricae Phalanx – Strategic Ploy Stratagem
The Rubricae are superlative, enduring guardians who can absorb great storms of fire if it means shielding their masters.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.
REVENGE OF THE RUBRICAE
1CP
Rubricae Phalanx – Strategic Ploy Stratagem
Magnus’ psychic scions are as vindictive as their Daemon Primarch. Many weave arcane curses and runes of spite into the eldritch armour of their guardians. Should they fall, their Rubricae unleash a vengeful doom upon the executioners.
WHEN: Your opponent’s Shooting phase, just after a PSYKER model from your army is destroyed.

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

EFFECT: After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).
UNWAVERING PHALANX
1CP
Rubricae Phalanx – Battle Tactic Stratagem
Massed in an unyielding wall of sorcerous ceramite, the sheer unnatural resilience of the Thousand Sons can withstand the most vicious assault.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

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

EFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.
All is Dust
Rubricae Phalanx Detachment

When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.

Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.

The DEDICATED TRANSPORT keyword is used in the following Thousand Sons datasheets:

SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
MALEVOLENT ANIMUS
1CP
Warpforged Cabal – Epic Deed Stratagem
Whether a corrupted machine spirit or a cackling possessor daemon, the core animus of many Thousand Sons war engines seethe with a malignity that sees them unerringly strike out at prey even when critical systems are compromised.
WHEN: Your Command phase.

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

EFFECT: Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).
HEX-MARKED ARMOUR
1CP
Warpforged Cabal – Battle Tactic Stratagem
Amorphous runes and sigils carved into the armoured flanks of the Cabal's war engines flare with unholy power, leaching the foe's attacks of strength.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
ENSORCELLED INFUSION
1CP
Warpforged Cabal – Battle Tactic Stratagem
Utilising the fell powers of the Warp, Thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.
WHEN: Your Shooting phase.

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

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

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

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

To the Sorcerers of Warpforged Cabals, logic cores and data-wafers, plasma cells and advanced augurs are merely matter, as subservient to their will as flesh and spirit is to others. They infuse dangerous eldritch protocols into the war engines under their command, pouring raw Warp magic into shell casings or capturing malevolent sprites within targeting cogitators, magnifying their vehicles’power. Such battle tanks and combat walkers seem to throb with barely contained sorcery, and their greater danger is apparent to those with empyric senses.

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

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’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.

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

HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

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

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

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

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
BESTIAL SURGE
1CP
Devoted Thralls – Strategic Ploy Stratagem
When struck by enemy fire, the bestial Tzaangors react with instinctive fury, surging towards their assailants in a vengeful flock.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
WARPED VICISSITUDE
1CP
Warpmeld Pact – Strategic Ploy Stratagem
With a shrieked plea to Tzeentch, mutant flesh can flicker between insubstantial states as if not there.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

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

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

Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

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