Thousand Sons – Datasheets
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Characters


Ahriman
(⌀40mm)
M
6"
T
4
Sv
3+
W
5
Ld
6+
OC
1
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
Psychic Stalk [precision, psychic]
Psychic Stalk [precision, psychic]
18"
1
2+
6
-1
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Staff of Ahriman [psychic]
Black Staff of Ahriman [psychic]
Melee
5
2+
7
-1
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 3
Rubric Lord: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.
Arch-Sorcerer of Tzeentch (Psychic): Once per battle, you can select this model to use a Ritual for 0 Cabal points. If you do, all the other rules for using Rituals still apply.
UNIT COMPOSITION
  • 1 Ahriman – EPIC HERO
This model is equipped with: inferno bolt pistol; Psychic Stalk; Black Staff of Ahriman.
1 model
140
LEADER
This model can be attached to the following unit:
AHRIMAN
Your army cannot contain both AHRIMAN and AHRIMAN ON DISC OF TZEENTCH.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, 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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – 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
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Methodical Conquest


Ahriman On Disc Of Tzeentch
(⌀40mm)
M
10"
T
4
Sv
3+
W
6
Ld
6+
OC
1
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
Psychic Stalk [precision, psychic]
Psychic Stalk [precision, psychic]
18"
1
2+
6
-1
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Staff of Ahriman [psychic]
Black Staff of Ahriman [psychic]
Melee
5
2+
7
-1
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 3
Rubric Lord: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.
Arch-Sorcerer of Tzeentch (Psychic): Once per battle, you can select this model to use a Ritual for 0 Cabal points. If you do, all the other rules for using Rituals still apply.
UNIT COMPOSITION
  • 1 Ahriman – EPIC HERO
This model is equipped with: Psychic Stalk; inferno bolt pistol; Black Staff of Ahriman.
1 model
150
LEADER
This model can be attached to the following unit:
AHRIMAN
Your army cannot contain both AHRIMAN and AHRIMAN ON DISC OF TZEENTCH.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, FLY, CHAOS, TZEENTCH, AHRIMAN ON 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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees


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
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
Warpflame pistol [ignores cover, pistol, torrent]
Warpflame pistol [ignores cover, pistol, torrent]
12"
D6
N/A
3
-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
3+
5
-2
2
WARGEAR OPTIONS
  • This model’s inferno bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 warpflame pistol
  • This model can be equipped with 1 Prosperine khopesh.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 2
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
110
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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
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
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
Methodical Conquest
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Fires of Change
Warp Mastery
Prescient Authority
Thrallmaster
Astral Predation
Predestined Champion


Exalted Sorcerer 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
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
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
Warpflame pistol [ignores cover, pistol, torrent]
Warpflame pistol [ignores cover, pistol, torrent]
12"
D6
N/A
3
-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
3+
5
-2
2
WARGEAR OPTIONS
  • This model’s inferno bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 warpflame pistol
  • This model can be equipped with 1 Prosperine khopesh.

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 2
Arcane Shield (Psychic): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Binding Tendrils (Psychic): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with its Arcane Fire; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, 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
115
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, FLY, 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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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 [pistol]
Inferno bolt pistol [pistol]
12"
1
2+
4
-1
1
Screamer Invocation – witchfire [psychic, torrent]
Screamer Invocation – witchfire [psychic, torrent]
18"
2D3
N/A
6
-2
1
Screamer Invocation – focused witchfire [hazardous, psychic, torrent]
Screamer Invocation – 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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 2
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, one Damage 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; Screamer Invocation; force weapon.
1 model
105
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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
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
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
Methodical Conquest
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Fires of Change
Warp Mastery
Prescient Authority
Thrallmaster
Astral Predation
Predestined Champion


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+
9
-2
3
Tzeentch’s Firestorm [blast, psychic]
Tzeentch’s Firestorm [blast, psychic]
24"
D6+3
2+
5
-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
1
WARGEAR OPTIONS
  • None

CRIMSON KING
Impossible Form (Psychic): Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from that attack’s Damage characteristic.
Treason of Tzeentch (Psychic): At the start of your opponent’s Shooting phase, you can select one enemy unit within 24" of and visible to 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.
ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Cabal of Sorcerers 4
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 (Aura): While a friendly THOUSAND SONS PSYKER unit is within 6" of this model, each time a model in that unit makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Magnus the Red – EPIC HERO
This model is equipped with: Gaze of Magnus; Tzeentch’s Firestorm; Blade of Magnus.
1 model
465
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.
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: MONSTER, PSYKER, FLY, CHARACTER, EPIC HERO, DAEMON, CHAOS, TZEENTCH, PRIMARCH, 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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees


Thousand Sons Daemon Prince
(⌀60mm)
M
7"
T
10
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
6
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike [psychic]
Hellforged weapons – strike [psychic]
Melee
6
2+
8
-2
3
Hellforged weapons – sweep [psychic]
Hellforged weapons – sweep [psychic]
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Cabal of Sorcerers 2
The Weave of Fate (Psychic): Once per battle, at the start of any phase, you can select one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit within 6" of this model. Until the end of the phase, weapons equipped by models in that unit have the [PRECISION] ability.
Glamour of Tzeentch (Aura, Psychic): While a friendly THOUSAND SONS unit is within 6" of this model, models in that unit have the Stealth ability.
UNIT COMPOSITION
  • 1 Thousand Sons Daemon Prince
This model is equipped with: infernal cannon; hellforged weapons.
1 model
170
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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25


Thousand Sons Daemon Prince With Wings
(⌀60mm)
M
11"
T
9
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
6
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged weapons – strike [psychic]
Hellforged weapons – strike [psychic]
Melee
6
2+
8
-2
3
Hellforged weapons – sweep [psychic]
Hellforged weapons – sweep [psychic]
Melee
14
2+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Cabal of Sorcerers 2
Sorcerous Fire (Psychic): Each time this model ends a Normal move, you can select one enemy unit it moved over this phase and roll nine D6: for each 6, that unit suffers 1 mortal wound.
Aetherstride (Psychic): At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy units, you can remove it from the battlefield and then, in the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield, it is destroyed.
UNIT COMPOSITION
  • 1 Thousand Sons Daemon Prince with Wings
This model is equipped with: infernal cannon; hellforged weapons.
1 model
180
KEYWORDS: MONSTER, CHARACTER, DAEMON, PSYKER, FLY, 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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Prescient Authority
Thrallmaster


Thousand Sons 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
Fires of the Abyss [pistol, psychic, sustained hits 3]
Fires of the Abyss [pistol, psychic, sustained hits 3]
12"
2D6
2+
5
-1
1
Inferno bolt pistol [pistol]
Inferno bolt pistol [pistol]
12"
1
2+
4
-1
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
Warpflame pistol [ignores cover, pistol, torrent]
Warpflame pistol [ignores cover, pistol, torrent]
12"
D6
N/A
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-1
D3
WARGEAR OPTIONS
  • This model’s inferno bolt pistol can be replaced with one of the following:
    • 1 plasma pistol
    • 1 warpflame pistol

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 1
Empyric Guidance (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
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".
UNIT COMPOSITION
  • 1 Thousand Sons Sorcerer
This model is equipped with: Fires of the Abyss; inferno bolt pistol; force weapon.
1 model
105
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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Fires of Change
Warp Mastery
Prescient Authority
Thrallmaster


Thousand Sons 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
Coruscating Flames [anti-monster 4+, anti-vehicle 4+, devastating wounds, psychic]
Coruscating Flames [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
-1
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
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
5
3+
6
-1
D3
Prosperine khopesh
Prosperine khopesh
Melee
4
3+
5
-2
2
WARGEAR OPTIONS
  • This model’s inferno combi-bolter can be replaced with one of the following:
    • 1 inferno combi-weapon
    • 1 Prosperine khopesh

ABILITIES
CORE: Deep Strike, Leader
FACTION: Cabal of Sorcerers 2
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, you can select one enemy unit within 18" of and visible to this model. Until the end of the turn, each time a friendly THOUSAND SONS model makes an attack that targets that unit, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Thousand Sons Sorcerer in Terminator Armour
This model is equipped with: Coruscating Flames; inferno combi-bolter; force weapon.
1 model
115
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
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
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
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
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
Methodical Conquest
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mutating orbs [blast, devastating wounds, psychic]
Mutating orbs [blast, devastating wounds, psychic]
18"
D6
3+
9
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Shaman’s stave [psychic]
Shaman’s stave [psychic]
Melee
3
3+
5
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Cabal of Sorcerers 1
Dark Blessing (Psychic): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
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.
UNIT COMPOSITION
  • 1 Tzaangor Shaman
This model is equipped with: mutating orbs; Shaman’s stave.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, FLY, PSYKER, CHAOS, TZEENTCH, 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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
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
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees
ENHANCEMENTS
Athenaean Scrolls
20
Umbralefic Crystal
20
Arcane Vortex
25
Lord of Forbidden Lore
35
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
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
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 DOMINION
1CP
Cult of Magic – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees
ENHANCEMENTS
Umbralefic Crystal
20
Arcane Vortex
25
Noctilith Mantle
15
Arcane Might
20
Empowered Manifestation
20
Empyric Onslaught
25
Prescient Authority
Thrallmaster

Battleline


Rubric Marines
(⌀32mm)
M
5"
T
4
Sv
3+
W
2
Ld
6+
OC
2
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
-1
1
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
Soulreaper cannon [devastating wounds]
Soulreaper cannon [devastating wounds]
24"
6
3+
6
-1
1
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
18"
2
3+
4
-3
1
Warpflame pistol [pistol, ignores cover, torrent]
Warpflame pistol [pistol, ignores cover, 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 one of the following:
    • 1 plasma pistol
    • 1 warpflame pistol
  • Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer.
  • 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon.
  • 1 Rubric Marine can be equipped with 1 icon of flame.

ABILITIES
FACTION: Cabal of Sorcerers 1*,
*Aspiring Sorcerer model only
Bringers of Change: Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker you do not control, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Icon of Flame: Each time a model in the bearer’s unit makes a ranged attack, if a Critical Wound is scored, improve the Armour Penetration characteristic of that attack by 1.
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
110
10 models
200
KEYWORDS – ALL MODELS: INFANTRY, BATTLELINE, CHAOS, TZEENTCH, RUBRIC MARINESASPIRING SORCERER: 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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy
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
LED BY
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight


Tzaangors
(⌀32mm)
M
6"
T
4
Sv
6+
W
1
Ld
7+
OC
2
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
-1
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
Relic Hunters: At the end of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it: for each 4+, you gain 1 Cabal point.
WARGEAR ABILITIES
Herd Banner: You can re-roll Battle-shock tests taken for the bearer’s unit.
Brayhorn: You can re-roll Advance and Charge rolls made for the bearer’s unit.
UNIT COMPOSITION
  • 1 Twistbray
  • 9-19 Tzaangors
Every model is equipped with: Tzaangor blades.
10 models
65
20 models
130
KEYWORDS: INFANTRY, BATTLELINE, CHAOS, TZEENTCH, 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
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
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy
FLESH CHANGE
1CP
Devoted Thralls – Battle Tactic
BESTIAL SURGE
1CP
Devoted Thralls – Strategic Ploy
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees

Dedicated Transports


Thousand Sons 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
-1
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
-1
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.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Thousand Sons Rhino
This model is equipped with: inferno combi-bolter; armoured tracks.
1 model
75
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models (excluding CULTIST, TZAANGOR and 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic

Other


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]
24"
1
3+
18
-4
D6+6
Warp vortex – torrent [ignores cover, torrent]
Warp vortex – torrent [ignores cover, torrent]
12"
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+
9
-2
4
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Feel No Pain 5+
Mutating Vortex (Aura): At the end of your Movement phase, roll one D6 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 unit is within 6" of this model, each time that unit uses a Ritual that specifies a range, you can double that range while resolving that Ritual.
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, DAEMON, CHAOS, TZEENTCH, 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Scarab Occult Terminators
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
1
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
-1
1
Soulreaper cannon [devastating wounds]
Soulreaper cannon [devastating wounds]
24"
6
3+
6
-1
1
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
Warpsmite [anti-infantry 4+, devastating wounds, pistol, psychic]
18"
3
3+
4
-3
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 1*,
*Scarab Occult Sorcerer model only
Implacable Guardians: While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, 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; Warpsmite; force weapon.

Every Scarab Occult Terminator is equipped with: inferno combi-bolter; Prosperine khopesh.
5 models
190
10 models
380
KEYWORDS – ALL MODELS: INFANTRY, TERMINATOR, CHAOS, TZEENTCH, SCARAB OCCULT TERMINATORSSCARAB OCCULT SORCERER: 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
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
Cult of Magic – Epic Deed
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed
WARP SIGHT
2CP
Cult of Magic – 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
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
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Methodical Conquest


Thousand Sons 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
WARGEAR OPTIONS
  • None

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 D3 lost wounds.
UNIT COMPOSITION
  • 2 Chaos Spawn
Every model is equipped with: hideous mutations.
2 models
65
KEYWORDS: BEAST, CHAOS, TZEENTCH, 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
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
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
ENDURING ANIMUS
1CP
Fateseekers – Strategic Ploy
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees
Methodical Conquest


Thousand Sons Cultists
(⌀25mm)
M
6"
T
3
Sv
6+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cultist firearm
Cultist firearm
24"
1
4+
3
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Grenade launcher – frag [blast]
Grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
4+
9
-2
D3
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Brutal assault weapon
Brutal assault weapon
Melee
2
4+
3
0
1
WARGEAR OPTIONS
  • For every 10 models in this unit, 1 Thousand Sons Cultist’s Cultist firearm can be replaced with 1 flamer.
  • For every 10 models in this unit, 1 Thousand Sons Cultist’s Cultist firearm can be replaced with 1 heavy stubber.
  • For every 10 models in this unit, 1 Thousand Sons Cultist’s Cultist Firearm can be replaced with 1 grenade launcher.

ABILITIES
CORE: Scouts 6"
Pawns of Fate: Each time this unit destroys an enemy unit, roll one D6: on a 2+, you gain 1CP. When this unit is destroyed, roll one D6: on a 2+, you gain 1CP.
UNIT COMPOSITION
  • 1 Thousand Sons Cultist Champion
  • 9-19 Thousand Sons Cultists
Every model is equipped with: Cultist firearm; brutal assault weapon.
10 models
55
20 models
110
KEYWORDS: INFANTRY, CHAOS, TZEENTCH, CULTISTS
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
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
PSYCHIC DOMINION
1CP
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Witchsight
Fervent Devotees


Thousand Sons Defiler
(⌀Use model)
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
-1
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
-1
1
Reaper autocannon [DEVASTATING WOUNDS, SUSTAINED HITS 1]
Reaper autocannon [DEVASTATING WOUNDS, SUSTAINED HITS 1]
36"
4
3+
7
-1
1
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
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
Scuttling Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move over friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Thousand Sons Defiler
This model is equipped with: Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws.
1 model
190
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons 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
-1
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 that was 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 Thousand Sons Forgefiend
This model is equipped with: 2 Hades autocannons; 1 Forgefiend jaws.
1 model
145
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons Helbrute
(⌀60mm)
M
6"
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
-1
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
-1
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
-1
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
Arcane Knowledge Amidst Babbling Insanity (Aura): Each time a friendly THOUSAND SONS PSYKER model within 9" of this model is selected to use a Ritual, you gain 1 Cabal point.
Helbrute Fists: If this model is equipped with two Helbrute fists, those weapons have the [TWIN-LINKED] ability.
UNIT COMPOSITION
  • 1 Thousand Sons Helbrute
This model is equipped with: missile launcher; multi-melta; close combat weapon.
1 model
130
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons Heldrake
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
-
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
-1
2
Hades autocannon
Hades autocannon
36"
6
3+
8
-1
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, you can 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 Thousand Sons Heldrake
This model is equipped with: Hades autocannon; Heldrake claws.
1 model
195
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees


Thousand Sons 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
-1
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
-1
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 Thousand Sons 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 12 THOUSAND SONS INFANTRY models (excluding CULTIST and TZAANGOR 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons 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
Prophetic Hunters: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 1 Thousand Sons Maulerfiend
This model is equipped with: lasher tendrils; Maulerfiend fists.
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, 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons Predator Annihilator
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
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
-1
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
-1
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
Annihilator: Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll.
UNIT COMPOSITION
  • 1 Thousand Sons 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons Predator Destructor
(⌀Use model)
M
10"
T
10
Sv
3+
W
11
Ld
6+
OC
4
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
-1
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
-1
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
Destructor: Each time this model makes a ranged attack that targets an INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Thousand Sons Predator Destructor
This model is equipped with: Predator autocannon; 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 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Thousand Sons Vindicator
(⌀Use model)
M
10"
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
-1
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
-1
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 Thousand Sons Vindicator
This model is equipped with: demolisher cannon; armoured tracks.
1 model
175
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Tzaangor Enlightened
(⌀40mm)
M
10"
T
4
Sv
5+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Fatecaster greatbow [lethal hits, precision]
Fatecaster greatbow [lethal hits, precision]
30"
2
4+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
4
4+
4
0
1
Close combat weapon
Close combat weapon
Melee
2
4+
4
0
1
Divining spear [lance, precision]
Divining spear [lance, precision]
Melee
3
4+
5
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their divining spear replaced with one of the following:
    • 1 autopistol and 1 chainsword
    • 1 fatecaster greatbow and 1 close combat weapon

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 any enemy units, it can make a Normal move of up to D6" as if it were your Movement phase.
UNIT COMPOSITION
  • 1 Aviarch
  • 2-5 Enlightened
Every model is equipped with: divining spear.
3 models
50
6 models
90
KEYWORDS: MOUNTED, FLY, CHAOS, TZEENTCH, 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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees


Hell Blade
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
3+
W
10
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
Fervent Devotees


Hell Talon
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
14
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Chaos Thunderhawk
(⌀120 x 92mm flying base)
M
20+"
T
12
Sv
2+
W
30
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Fire Raptor Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Sokar-pattern Stormbird
(⌀Use model)
M
20+"
T
13
Sv
2+
W
40
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Storm Eagle Gunship
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
18
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic


Xiphon Interceptor
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
6+
OC
-
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
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
Cult of Magic – Epic Deed
WRATH OF THE DOOMED
1CP
Hexwarp Thrallband – Strategic Ploy
DETACHMENT ABILITY
Kindred Sorcery
Flow of Magic
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.
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.
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 channel their arcane power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge or ravage their foes with warpfire and mutation.

If your Army Faction is , at the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding Battle-shocked models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool. During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one PSYKER model from your army (excluding models that have already been selected for this rule this turn), then apply that Ritual’s effect using that PSYKER.

WEAVER OF FATES (PSYCHIC)

2 CABAL POINTS
Use this Ritual at the start of any phase. Once during that phase, when a saving throw is failed for a friendly model whose unit is within 18" of this PSYKER, you can re-roll that saving throw.

TEMPORAL SURGE (PSYCHIC)

5 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one friendly unit within 18" of this PSYKER; unless that unit is within Engagement Range of one or more enemy units, it can make a Normal move. If it does, that unit is not eligible to declare a charge this turn. The same unit cannot be selected for this Ritual more than once per phase.

ECHOES FROM THE WARP (PSYCHIC)

6 CABAL POINTS
Use this Ritual at the start of any phase. Once this phase, you can select this PSYKER’s unit as the target of a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

DOOMBOLT (PSYCHIC)

7 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER(excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, that enemy unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D3+3 mortal wounds; on a 6, that enemy unit suffers D3+6 mortal wounds.

TWIST OF FATE (PSYCHIC)

9 CABAL POINTS
Use this Ritual at the start of your Shooting phase. Select one enemy unit within 18" of and visible to this PSYKER; until the end of the phase, each time a model from your army makes a ranged attack that targets that unit, improve the Armour Penetration characteristic of that attack by 2.

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

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

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

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

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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.
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.
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).
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.
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.
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.
DESTINED BY FATE
1CP
Cult of Magic – Epic Deed Stratagem
The Architect of Fate has great designs for his pawns, which do not include their untimely demise just yet…
WHEN: Any phase, when a saving throw is failed for a PSYKER model from your army.

TARGET: That PSYKER model.

EFFECT: Change the Damage characteristic of that attack to 0.
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
Cult of Magic – Epic Deed Stratagem
To pit one’s own psychic prowess against the sorcerous might of the Thousand Sons is to be trapped, helpless and screaming, within one’s own 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, all attacks made against your unit with Psychic weapons have the [HAZARDOUS] ability and all models in your unit have the Feel No Pain 4+ ability against Psychic Attacks
DEVASTATING SORCERY
1CP
Cult of Magic – Battle Tactic Stratagem
This warrior’s veins burn with raw sorcery. The sheer unstoppable might of their conjurations is such that, when unleashed with destructive intent, there is little that can prevent them from devastating manifestation.
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, each time a model in your unit makes a Psychic Attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
ENSORCELLED INFUSION
1CP
Cult of Magic – Strategic Ploy Stratagem
Utilising the fell powers of the warp, Thousand Sons Sorcerers infuse their minions’ bolter rounds with empyric energies to render them even deadlier.
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.
SORCEROUS MIGHT
1CP
Cult of Magic – Epic Deed Stratagem
The most powerful sorcerers of the Thousand Sons are battle-psykers who can, if the need is dire enough, siphon a sliver of their corrupted souls into their eldritch assaults to temporarily boost their potency.
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 of Psychic weapons equipped by your unit.
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.
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.
WARP SIGHT
2CP
Cult of Magic – Strategic Ploy Stratagem
With their tainted souls melded as one in the warp, what one champion of the cabal sees, all their fellows see also.
WHEN: Your Shooting phase.

TARGET: One PSYKER unit from your army and one enemy unit that is visible to that unit.

EFFECT: Until the end of the phase, each time a friendly PSYKER model makes an attack with a Psychic weapon that targets that enemy unit, that attack has the [INDIRECT FIRE] and [IGNORES COVER] abilities.
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.
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.
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.
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.
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.
Kindred Sorcery
Cult of Magic Detachment

For an instant, the chanting voices of the Thousand Sons achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell amidst the empyrean.

In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase.

MALEVOLENT CHARGE

Psychic weapons equipped by models from your army have the [LETHAL HITS] ability.

PSYCHIC MAELSTROM

Psychic weapons equipped by models from your army have the [SUSTAINED HITS 1] ability.

WRATH OF THE IMMATERIUM

Psychic weapons equipped by models from your army have the [DEVASTATING WOUNDS] ability.

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.
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.
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.
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.
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.
Alternative models by Artel W:

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 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.
  • Athenaean Scrolls
    20 pts
Cult of Magic Detachment

Ahriman consumed the knowledge contained in the Athenaeum of Kallimakus long ago, but not all of the Athenaeum’s founders were slain when their repository of knowledge was destroyed. Some of their lore has since been transcribed to keep an echo of that great library in existence. One who possesses these texts has access to techniques that make his spells exceptionally potent.

PSYKER model only. In your Command phase, if the bearer is on the battlefield and is not Battle-shocked, it generates you 1 additional Cabal point this phase.

  • Umbralefic Crystal
    20 pts
Cult of Magic Detachment

By siphoning the perpetual gloom from the location where the cursed planet Mangel III once existed in realspace, a cabal of sorcerers from the Cult of Magic created the Umbralefic Crystal. One in command of this powerful relic can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which he or his allies can step.

model only. Once per battle, in your Command phase, you can remove the bearer’s unit from the battlefield. If you do, in the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

  • Arcane Vortex
    25 pts
Cult of Magic Detachment

This ritualistic locus is formed from the matter of arcane objects, their substance broken down at a molecular level and added to a nexus of energy surrounding the creator. When battle is joined, the sorcerer draws upon this power, all the better to unleash warp-fuelled destruction upon the enemy.

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

  • Lord of Forbidden Lore
    35 pts
Cult of Magic Detachment

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

PSYKER model only. The bearer can be selected to use a Ritual even if another PSYKER from your army has already been selected to use that Ritual this phase.

  • 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, 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.

Fires of Change
Chosen Cabal Detachment

Those struck by this psyker s sorcery are engulfed in vibrant, flickering flames that inflict horrifying mutations upon their bodies.

Each time the bearer shoots, after it has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. That unit must take a Battle-shock test, subtracting 1 from the result.

Warp Mastery
Chosen Cabal Detachment

This psyker is steeped in the malefic secrets of the warp. Their powers are manifested with a terrifying and destructive intensity.

Each time you roll to determine the number of attacks made with a Psychic weapon equipped by the bearer, you can re-roll the result.

Prescient Authority
Devoted Thralls Detachment

This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they lash out at the enemy with beak, blade and talon.

Once per turn, when a friendly THOUSAND SONS CULTISTS or TZAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1.

Thrallmaster
Devoted Thralls Detachment

In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon fodder to be used as living shield.

At the start of the first battle round, you can select one friendly THOUSAND SONS CULTISTS or TZAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6".

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.

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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.

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

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

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 MOUNTED keyword is used in the following Thousand Sons datasheets:

Characters
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:

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.
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.
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.
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).
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.
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.
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.
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.
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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

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

Characters

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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