



RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Heavy warpflamer ignores cover torrent | |||||||
| Heavy warpflamer ignores cover torrent | 12" | D6 | N/A | 5 | -2 | 1 | |
| Hellfyre missile rack | |||||||
| Hellfyre missile rack | 36" | 2 | 3+ | 10 | -2 | 3 | |
| Inferno combi-bolter rapid fire 2 | |||||||
| Inferno combi-bolter rapid fire 2 | 24" | 2 | 3+ | 4 | -2 | 1 | |
| Malefic Curse anti-infantry 4+ devastating wounds psychic | |||||||
| Malefic Curse anti-infantry 4+ devastating wounds psychic | 24" | 3 | 3+ | 4 | -3 | 1 | |
| Soulreaper cannon devastating wounds | |||||||
| Soulreaper cannon devastating wounds | 24" | 6 | 3+ | 6 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Force weapon psychic | |||||||
| Force weapon psychic | Melee | 4 | 3+ | 6 | -1 | D3 | |
| Prosperine khopesh | |||||||
| Prosperine khopesh | Melee | 3 | 3+ | 5 | -2 | 2 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 5 models | 180 |
| 10 models | 385 |
| YOUR 3RD + UNIT COSTS | |
| 5 models | 195 |
| 10 models | 400 |









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 |
Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.
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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). |
The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.
If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
| Q: | Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase? |
| A: | No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both. |
| Q: | When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice? |
| A: | No. |
| Q: | When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp? |
| A: | Yes. |
The MONSTER keyword is used in the following Thousand Sons datasheets:
The CHARACTER keyword is used in the following Thousand Sons datasheets:
The RUBRICAE keyword is used in the following Thousand Sons datasheets:
The CHAOS keyword is used in the following Thousand Sons datasheets:
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
The INFANTRY keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The RUBRICAE keyword is used in the following Thousand Sons datasheets:
The TERMINATOR keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS 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 hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.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. |
For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words of malign incantation roll out like the peal of some cursed bell amidst the Empyrean to signal the onset of the next fateful tide of ritual power.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army. |
Psychic Maelstrom Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. |
Wrath of the Immaterium Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability. |
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 |
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Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).The THOUSAND SONS and VEHICLE keywords are used in the following Thousand Sons datasheets:
The INFANTRY, THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The MOUNTED, THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
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:| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.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].Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.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: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 THOUSAND SONS models from your army have the [iGNORES COvER] ability.The sorcerous workings unleashed by this coven draw upon the energies of the Warp to effect relentless change, reknitting damaged flesh, sealing shattered armour and infusing even the most gruesomely mangled bodies with relentless life.
(Once per turn, per unit) When a friendly THOUSAND SONS PSYKER unit (excluding MONSTER units) successfully manifests a Ritual, that unit heals D3 wounds.Some amongst the sorcerers of the Thousand Sons have learned to channel their wills through the mechanical bodies of Sekhetar Robots, rendering the constructs extensions of their own subtle bodies.
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 THOUSAND SONS 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.When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.