RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Coruscating blue flames pistol psychic | |||||||
| Coruscating blue flames pistol psychic | 18" | 2 | 4+ | 3 | -1 | 1 | |
| Coruscating yellow flames pistol psychic | |||||||
| Coruscating yellow flames pistol psychic | 18" | 2 | 5+ | 2 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Blue claws | |||||||
| Blue claws | Melee | 1 | 5+ | 3 | 0 | 1 | |
| Yellow claws | |||||||
| Yellow claws | Melee | 2 | 5+ | 2 | 0 | 1 | |
| YOUR UNIT COSTS | |
| 10 models | 90 |
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:




| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.The BATTLELINE keyword is used in the following Thousand Sons datasheets:
The BLUE keyword is used in the following Thousand Sons datasheets:
The BRIMSTONE keyword is used in the following Thousand Sons datasheets:
The CHAOS keyword is used in the following Thousand Sons datasheets:
The DAEMON keyword is used in the following Thousand Sons datasheets:
The HORRORS keyword is used in the following Thousand Sons datasheets:
The INFANTRY keyword is used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
The SUMMONED keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
The SCINTILLATING LEGIONS and PSYKER keywords are used in the following Thousand Sons datasheets:
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
The SCINTILLATING LEGIONS and MONSTER keywords are used in the following Thousand Sons datasheets:
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigil carried by his mortal servants wear away at the fragile skein of reality.
SCINTILLATING LEGIONS units from your army have the following the ability:The daemons of Tzeentch are drawn through the barriers of the Warp by rituals of transmutation.
When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.