The tang of sorcery taints the air as the Thousand Sons attack. Coruscating bolts of warp energy explode in washes of mutating fire, while hails of ensorcelled shot mow down rank after rank of the foe. Those not reduced to smouldering corpses are transmogrified by the magicks of Tzeentch, leaving the battlefield strewn with crystal statues, clouds of screaming vapour and writhing mounds of flesh.
This section contains a selection of datasheets for Thousand Sons miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.2 | January 2023 |
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![]() | Expansion | 9 | April 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Expansion | 9 | Indomitus 1.0 | July 2022 |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Boxset | 9 | Indomitus 1.0 | September 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Datasheet | 8 | December 2019 |
Q: | Can the Dilettante Legion Command upgrade be used to give a Relic to a model that doesn’t already have one? |
A: | Yes. Note that the cost of this upgrade includes the value of the Relic, and you are not required to pay any additional cost (e.g. 1 Command point for the Sorcerous Arcana Stratagem) for that Relic. |
Q: | Can you use the Schemes of Change Stratagem multiple times to replace more than one secondary objective? |
A: | Yes, as long as each use is before the end of the Select Secondary Objectives step of the mission sequence. |
Q: | When using the Pact From Beyond Cabbalistic Ritual, if the minimum value required is enough to trigger an effect that requires a particular unmodified value on the Psychic test, does this effect trigger? (e.g. If Pact From Beyond is used on the fifth attempt during that Psychic phase to manifest Smite, where the warp charge value would be 9, could I then use the Warped Regeneration Stratagem?) |
A: | Yes. |
Q: | Can I wait until after a Deny the Witch attempt has been made to decide whether to use the Kindred Sorcerers or Wrath of the Immaterium Cabbalistic Rituals to adjust the Psychic test above the value of the Deny the Witch roll? |
A: | No. |
Q: | Does the Conniving Plate Relic affect abilities that generate any additional hits, or allow multiple hit rolls to be made for each attack? |
A: | These abilities are unaffected. The Conniving Plate only affects the initial number of attacks made by a model when these are allocated during the Select Targets step of the Make Close Combat Attacks sequence (including any additional attacks granted by abilities of weapons such as an Astartes chainsword). Example: A player’s whole army is from the Space Wolves Chapter. Logan Grimnar on Stormrider has charged in a turn in which the Assault Doctrine is active, and he is within Engagement Range of a THOUSAND SONS model with the Conniving Plate Relic. When Logan Grimnar is selected to fight, that model’s Attacks characteristic grants 5 attacks, the Shock Assault ability grants 1 additional attack, and that model is also permitted to make 6 additional attacks with it’s flurry of teeth and claws weapon, for a total of 12 attacks. The Conniving Plate therefore only allows up to 6 of these attacks to be allocated to the model with that Relic. Because the profile for The Axe Morkai is stronger than that of the flurry of teeth and claws, the Space Wolves player makes 6 attacks against the bearer of the Conniving Plate using that weapon (and can still allocate the 6 attacks granted by the flurry of teeth and claws to a different enemy unit if there is one within Engagement Range). When making the attacks with The Axe Morkai, the Space Wolves player is able to use the ability on that weapon’s ‘one-handed’ profile to make two hit rolls instead of one for each attack made with that weapon, and elects to use that profile for all 6 of the attacks being made with that weapon. As such the Space Wolves player makes 12 hit rolls against the bearer of the Conniving Plate. Because the Assault Doctrine is active, the Savage Fury ability means that any unmodified hit rolls of 6 for these attacks will also score one additional hit. |
Q: | Is the second part of the Decimator’s soulburner petard’s ability affected by abilities that cause wound rolls of a specific number to fail (e.g. the Transhuman Physiology Stratagem)? |
A: | No. Designer’s Note: In this case, this is because the soulburner petard’s ability does not require the wound roll to be successful. |
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full; these abilities are described below.
Even before their fall to Chaos, the doctrines of the Thousand Sons emphasised overwhelming, unrelenting firepower.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:There are those amongst the Thousand Sons who can, through arcane technology, reality-bending sorcery or a blend of both, be teleported directly into the raging fires of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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" away from any enemy models.The Sorcerers that lead units of Rubricae into battle also serve as the foci for the roiling energies of the warp itself.
Each time a psychic power is manifested by this unit, each time this unit would attempt to perform a psychic action, and each time this unit would Deny the Witch, measure distances and draw line of sight from this unit’s Aspiring Sorcerer or Scarab Occult Sorcerer model. If enemy units have any abilities that require measuring distance or drawing line of sight to PSYKER units, do so to this unit’s Aspiring Sorcerer or Scarab Occult Sorcerer model.Favoured as they are by Tzeentch, the Thousand Sons are ever-wreathed in the coiling energies of the empyrean. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge, to enhance their already potent magicks or to ravage their foes with warpfire and mutation.
Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.
Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.
Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.
Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.
Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.The Thousand Sons have spent countless years honing their psychic abilities to sublime perfection and deepening their sorcerous wisdom. Such favoured warriors enjoy a measure of Tzeentch's mystical protection.
The Thousand Sons have always been arrogant. They see their slaves as unreliable in comparison to their own number, never trusting the weak.
To face the masters of the Cult of Mutation is a horrifying experience indeed. Such champions of Tzeentch possess the ability to take all that is pure, natural and ordered and to twist it ever more wildly out of true until all that remains is abomination and monstrosity.
The psyker pulls at the very fabric of reality, causing battlefield features to mutate into warped outcroppings of grasping flesh and entangling crystalline tendrils.
Malediction: Warp Reality has a warp charge value of 6. If manifested, select one terrain feature within 24" of and visible to this PSYKER, then select one enemy unit within 3" of that terrain feature. Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 1 from Advance rolls and charge rolls made for it.The merest touch from this warlord can channel the transfiguring power of the Changer of Ways, mutating the enemy's flesh before their eyes.
Each time a melee attack is made by this WARLORD, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.The Sorcerer proudly displays the boons granted to him by Tzeentch, his flesh and armour mutated into glorious and whimsical manifestations of Chaos. By embracing the God of Change fully, he has become a pre-eminent example of the strength and vitality achievable by those of the Cult of Mutation.
SORCERER model only. Add 1 to the bearers Strength, Toughness and Attacks characteristics.Those who lead the Cult of Prophecy into battle do so with the calm self-possession of those who already know how matters are destined to transpire. Their unholy abilities allow them a dreadful advantage over their foes, for who can fight an enemy that already knows your every move before you make it?
This cunning seer masterfully sieves the burbling morass of dooms and horrors tormenting lesser beings, leaving them to their fate as he clutches at the destinies of the truly great.
Blessing: Divine the Future has a warp charge value of 6. If manifested, roll one D6 and set it to one side. Until the start of your next Psychic phase, you can use that dice roll to replace a single dice rolled for a hit roll, wound roll, Advance roll, charge roll, Psychic test, Deny the Witch test or Morale test for a CULT OF PROPHECY unit from your army.Entities from beyond warn this arcane champion of approaching nemeses before the enemy has even begun their manoeuvre.
Once per turn, when this WARLORD is selected as the target of a charge, before the charge roll is made and after firing any Overwatch, it can make a Normal Move up to 6".Crackling with eldritch warpfire, this ornate brazier billows with smoke that reveals sorcerous portents only the Cult of Prophecy can interpret.
In your Command phase, select one CULT OF PROPHECY CORE or CULT OF PROPHECY CHARACTER unit within 6" of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, one wound roll and one damage roll when resolving that units attacks.The Cult of Time is directed in battle by sorcerous champions whose gift it is to read and to manipulate the linear flow of time itself. Such beings seem almost godlike in their power, for they can alter the time at which events transpire, or prevent them from ever having happened at all.
When their thrallband suffers grievous losses, this chrono-sorcerer traverses temporal pathways to locate his fallen warriors and restore them unscathed.
Blessing: Time Flux has a warp charge value of 6. If manifested, select one friendly CULT OF TIME INFANTRY unit within 6" of this PSYKER. You can return one destroyed model from that unit to the battlefield with all of its wounds remaining, placing it in unit coherency.When this warlord reaches deep into the warp, their psychic passing creates a temporal echo in reality.
In your Psychic phase, if this WARLORD manifests a psychic power with a Psychic test result of 9+, this WARLORD can attempt to manifest one additional psychic power that phase. When attempting to manifest that additional psychic power, if the Psychic test is passed, it cannot be denied. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.It is said that the bearer of this artefact can traverse death nine times, yet none save the fabled Sorcerer Manat have mastered its use more than once.
The first time the bearer is destroyed, keep it to one side; at the end of the current phase, set the bearer back up again, as close as possible to its previous position and more than 1" away from any enemy models, with D3 wounds remaining.Those who rise to rule over the Cult of Scheming are perilously cunning indeed, Their enemies can trust nothing, not even their own thoughts and plans, for the distortion of intent and seeding of mistruths that this cult perpetrates seep into every aspect of their surrounds.
The psyker plants intricate designs into the minds of his allies, opening up lines of attack that were previously inconceivable to them.
Blessing: Seeded Strategy has a warp charge value of 7. If manifested, select one friendly CULT OF SCHEMING CORE unit within 24" of this PSYKER. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which they Fell Back.A master of intricate planning and forethought, this warlord’s schemes have been decades in the making.
While they are within 3" of this WARLORD, friendly CULT OF SCHEMING units gain the Objective Secured ability. If they already have the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls objective markers.Those with the fortitude to band with the daemon Cha’qi’thl can bargain for a formula of great power, recorded within an ever-changing tome. Should they be able to actualise the equations of fate contained within it - a feat which has driven many a Sorcerer to insanity - an elaborate plan unfolds for them at the timeliest of moments.
Once per battle, in any phase, if the bearer is on the battlefield it can use Cha’qi’thl’s Theorem. If it does, select one Thousand Sons Stratagem. Until the end of the phase or until after you have used that Stratagem (whichever comes sooner), reduce the Command point cost of that Stratagem to 0.Mighty indeed are the Cult of Magic, for they embrace one of the most fundamental powers of Tzeentch. With incantation, artefact and terrible will they remake reality to their liking, or else unleash devastating energies upon their enemies that transmogrify their mortal forms and hurl their screaming souls into the empyrean, there to be torn apart by rapacious daemonic entities.
This master of sorcery requires no orbiting void craft to rain fire upon the battlefield. Intoning a jagged incantation they conjure a column of kaleidoscopic lightning from the heavens and bring it crashing down upon their hapless foes.
Witchfire: Astral Blast has a warp charge value of 6. If manifested, the closest enemy unit within 12" of and visible to this PSYKER suffers D3 mortal wounds, and each other unit within 3" of that unit suffers 1 mortal wound.This warlord’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.
Once per Psychic phase, when you attempt to manifest either Smite or a Witchfire psychic power with this WARLORD, you can re-roll that Psychic test.This ritualistic locus is formed from the matter of arcane objects, their substance broken down at a molecular level and added to the nexus of energy the Arcane Focus creates. When battle is joined, the bearer will open the Arcane Focus and become infused with its power, all the better to unleash warp-fuelled destruction upon the enemy and continue the Focus’ cycle once more.
If your army is a Cabal of Sorcerers, the bearer has the following ability: ‘Arcane Focus: At the start of your Psychic phase, select one friendly CULT OF MAGIC PSYKER unit within 6" of the bearer. Until the end of the phase, each time you would use a Cabbalistic Ritual on this unit, it costs 1 fewer Cabal points’.The Cult of Knowledge is drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies, and in the fabric of reality itself.
The psyker delves into the souls of his enemies to uncover their secrets and vulnerabilities. The Cult of Knowledge then exploits the revealed weaknesses to lay low the mighty.
Malediction: Empyric Trespass has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit by a model in a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.The warlord is a tireless student of malevolent texts, seeking out dark truths to aid his wielding of the heinous energies of Chaos.
Each time a Psychic test is taken for this WARLORD, you can re-roll dice rolls of 1.During the destruction wrought upon the forge world Incaladion by the Cult of Knowledge, the soul essences of the planets slaughtered defenders were bound within this baroque pistol. When the bearer unleashes the weapon, the final psychic screams of those unfortunate souls wash over the target and overload their psyche with anguish and pain.
Model equipped with a warpflame pistol only. This Relic replaces a warpflame pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Incaladion’s Cry | |||||
Incaladion’s Cry | 12" | Pistol D6 | 6 | -3 | 1 |
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. |
Anarchy erupts wherever the champions of the Cult of Change cast their gaze. They are agents of instability, instigators of rampant change for changes sake, whether that be in the physical nature of the worlds they invade, the power structures of those who defend them or the fundamental essence of reality itself.
The psyker grasps his enemies’ perception of reality in a sorcerous fist and twists mercilessly, sending the foe reeling in dismayed confusion.
Malediction: Dysmanifestation has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics.With mayhem and anarchy often the end goal, this warlord assaults his foe in ever-shifting patterns that are not patterns at all.
The Capricious Crest is an ancient helm constantly in flux. At any moment it may appear as an avian skull, a plumed helmet, a crown of crystal or countless other strange aspects. The power of change emanates from the relic, its mercurial nature reaching out to cheat the enemy of their psychic gifts while granting sorcerous boons to unworthy allies.
Once per battle round, when a Psychic test is taken for a model within 18" of the bearer, after any re-rolls have been made, you can change the result of that Psychic test as follows: if that model is from your army, you can change any dice result of 1 to a roll of 6; if that model is from your opponent’s army, you can change any dice result of 6 to a roll of 1.It is impossible to predict the actions of those who lead the Cult of Duplicity into battle, for their plans and allegiances are often hidden even from one another. The only constant in such a battle is inconstancy, for perpetual misdirection and the sowing of confusion are the means by which they keep their enemies off balance.
The psyker makes use of illusory simulacra to mask the location of his warriors, concealing the true warriors’ advance behind illusory veils until it is too late.
Blessing: Sorcerous Facade has a warp charge value of 8. If manifested, select one friendly CULT OF DUPLICITY INFANTRY or CULT OF DUPLICITY MONSTER unit within 6" of this PSYKER. Remove that unit from the battlefield, then set it back up on the battlefield anywhere that is more than 9" away from any enemy models.The spreading of lies and confusion characterise this warlord’s approach to command, ensuring the enemy believe their foes will come from entirely the wrong quarter.
At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units (excluding VEHICLES) from your army. Remove those units and this WARLORD from the battlefield then set them up again following the normal deployment rules for the mission being played.Reading from this infernal treatise, the bearer discovers hidden truths on one page, and utter madness on the next.
In each of your Command phases, if the bearer is on the battlefield, it can read from the Perfidious Tome. If it does, roll one D6: on a 1, your opponent gains 1 Command point; on a 4+, you gain 1 Command point.The foe can never be sure whether they are striving to defeat the champions of the Cult of Manipulation, or in fact are being gulled into doing their bidding. The malevolent skill with which these warriors twist all about them to their will is terrifying; their cunning and their spite know no bounds.
The psyker begins a psychic onslaught upon the mind of his foe, battling for control of their consciousness.
Malediction: Attempted Possession has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER:This warlord is a master deceiver, misleading his foes at every turn before striking a killing blow or escaping to safety.
Each time an attack is made against this WARLORD, the hit roll, wound roll and damage roll cannot be re-rolled.This strangely named dagger is made of the purest reflective glass, its dazzling light shining into the minds of the foe. One afflicted by its brilliance becomes a helpless marionette as their mind convulses and they strike against themselves with their own weapons, or lash out at their allies as enemy fighters watch on in confusion and horror.
Each time the bearer is selected to fight, instead of fighting, you can select one enemy INFANTRY model with a Leadership characteristic of 9 or less that is within Engagement Range of it. If you do, the selected enemy model immediately makes close combat attacks against its own unit: until it has resolved these attacks it is treated as being a model from your army for all rules purposes. If, as a result of these attacks, the enemy model destroys its own unit, the bearer counts as having destroyed that unit for all rules purposes.ASPIRING MAGISTER (Thousand Sons – Requisition)
HIGH ACOLYTES (Thousand Sons – Requisition)
SCHEMES OF CHANGE (Thousand Sons – Strategic Ploy)
SORCEROUS ARCANA (Thousand Sons – Requisition)
WARPMELD SPAWN (Warpmeld Pact – Requisition)
RISEN RUBRICAE (Thousand Sons – Strategic Ploy)
WEBWAY INFILTRATION (Thousand Sons – Strategic Ploy)
ENTOMBED AUTOMATA (Thousand Sons – Boarding Actions – Strategic Ploy)
Battle Round
CORUSCATING BEAM (Thousand Sons – Strategic Ploy)
MALEVOLENT MACHINE SPIRIT (Thousand Sons – Epic Deed)
MALIGNANT PACT (Thousand Sons – Epic Deed)
BLESSED TRANSMUTATIONS (Warpmeld Pact – Strategic Ploy)
SLOW AND PURPOSEFUL (Thousand Sons – Strategic Ploy)
VECTOR STRIKE (Thousand Sons – Strategic Ploy)
EPHEMERAL EXISTENCE (Warpmeld Pact – Strategic Ploy)
INESCAPABLE FOREWARNING (Thousand Sons – Strategic Ploy)
EMPYRIC RESERVOIR (Thousand Sons – Strategic Ploy)
UNHOLY SUSURRUS (Thousand Sons – Epic Deed)
AETHERIC SATURATION (Thousand Sons – Strategic Ploy)
GREAT SORCERER (Thousand Sons – Epic Deed)
MALEFIC SCROLL (Thousand Sons – Wargear)
MASTERS OF THE IMMATERIUM (Thousand Sons – Epic Deed)
METAPHYSICAL FOCUS (Thousand Sons – Epic Deed)
WARPED REGENERATION (Thousand Sons – Epic Deed)
MIRROR-MIND (Thousand Sons – Boarding Actions – Epic Deed)
PAX DIABOLUS (Thousand Sons – Boarding Actions – Epic Deed)
GIFT OF CHANGE (Warpmeld Pact – Epic Deed)
PSYCHIC DOMINION (Thousand Sons – Epic Deed)
ENSORCELLED INFUSION (Thousand Sons – Battle Tactic)
INFERNAL FUSILLADE (Thousand Sons – Battle Tactic)
SOUL REAP (Thousand Sons – Wargear)
WRATH OF THE WRONGED (Thousand Sons – Battle Tactic)
ELDRITCH ACCURACY (Thousand Sons – Boarding Actions – Strategic Ploy)
REALITY UNBOUND (Warpmeld Pact – Battle Tactic)
IMPLACABLE GUARDIANS (Thousand Sons – Strategic Ploy)
ARCANE SMOKESCREEN (Thousand Sons – Wargear)
UNWAVERING PHALANX (Thousand Sons – Battle Tactic)
ENDURANCE OF AEONS (Thousand Sons – Boarding Actions – Battle Tactic)
TWISTED MIRAGE (Warpmeld Pact – Strategic Ploy)
SELFLESS AUTOMATA (Thousand Sons – Strategic Ploy)
TWISTED MIRAGE (Warpmeld Pact – Strategic Ploy)
WARPFLAME GARGOYLES (Thousand Sons – Wargear)
SORCEROUS MIGHT (Thousand Sons – Epic Deed)
WRATH OF THE WRONGED (Thousand Sons – Battle Tactic)
FATED MUTATION (Thousand Sons – Battle Tactic)
INHUMAN SAVAGERY (Thousand Sons – Battle Tactic)
VENGEANCE FOR PROSPERO (Thousand Sons – Battle Tactic)
INHUMAN SAVAGERY (Thousand Sons – Boarding Actions – Battle Tactic)
TZAANGOR ONSLAUGHT (Warpmeld Pact – Battle Tactic)
REALITY UNBOUND (Warpmeld Pact – Battle Tactic)
WARPFLAME GARGOYLES (Thousand Sons – Wargear)
SORCEROUS MIGHT (Thousand Sons – Epic Deed)
WRATH OF THE WRONGED (Thousand Sons – Battle Tactic)
FATED MUTATION (Thousand Sons – Battle Tactic)
INHUMAN SAVAGERY (Thousand Sons – Battle Tactic)
VENGEANCE FOR PROSPERO (Thousand Sons – Battle Tactic)
INHUMAN SAVAGERY (Thousand Sons – Boarding Actions – Battle Tactic)
TZAANGOR ONSLAUGHT (Warpmeld Pact – Battle Tactic)
REALITY UNBOUND (Warpmeld Pact – Battle Tactic)
BIOMECHANICAL MUTATION (Thousand Sons – Epic Deed)
GIFT OF CHANGE (Warpmeld Pact – Epic Deed)
If your army includes any THOUSAND SONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
Many minions of Tzeentch possess horrific mutations, which change and fluctuate at random times. The faithful see such an event as proof that Tzeentch’s eye is upon them.
Utilising the fell powers of the warp, thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.
Massed as one, the sheer unnatural resilience of the thousand Sons’ footsoldiers is magnified to a terrifying degree.
Bitterness has consumed the souls of many thousand Sons champions, seeping from their thoughts into their Rubricae.
Arcane invocations imbue the Thousand Sons’ weapons with sorcerous power, rendering them still more lethal to the foe.
Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of combat.
The Thousand Sons have never forgiven the sons of Leman Russ for the devastation of their home world millennia ago.
Those not driven mad by their worship of Tzeentch gain the power to harness the energies of the warp like few others.
It is not uncommon for Sorcerers to offer the souls of others to the creatures of the warp in exchange for power.
The sorceries of the Thousand Sons can alter reality itself, rendering whole that which has been put asunder.
Many lesser warp entities whisper dark secrets to selected individuals that can shift the tide of battle.
The war engines of the Thousand Sons seethe with warp energies that can cause their sundered hulls to flow and reseal like wax.
Even the gathered gheists of the Thousand Sons sing with sorcery. On occasion this manifests in destructive fashion.
To pit oneself against the psychic might of the Thousand Sons is to be trapped, helpless and screaming, within your own mind.
Many Heretic Astartes vehicles’ machine spirits are highly malicious, striking at enemies even without crew or when their critical systems are failing.
Though the empyrean is a dangerous weapon to wield, the Thousand Sons know better than most how to take the greatest risks and remain unharmed.
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 force staves to temporarily boost their lethality.
The greatest champions of Tzeentch can call upon their thralls and other lesser minions to serve as their sorcerous lieutenants in battle.
The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.
Many Thousand Sons Sorcerers seek to rise to the rank of Magister Templi, amassing powerful relics to aid them in their quest.
The complexities of fate are incredibly difficult to grasp, and even the slightest change can have profound consequences.
A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.
By breaking into and traversing the winding paths of the webway, the Thousand Sons are able to outflank their foes.
The Rubricae are superlative, enduring guardians who can absorb great storms of fire directed at their masters.
Silver Towers possess incredible power. When unleashed against the enemy on the ground below, the effect is as horrific as it is devastating.
The aerial daemons bound within the ironclad forms of Thousand Sons Heldrakes are no strangers to soaring nimbly through their enemies, ripping and tearing as they fly.
The Thousand Sons’ mastery of time means they know of an enemy’s arrival on the battlefield before the foe even realises it is to go to war.
The Sorcerers of the Thousand Sons are able to wield their enthralled Rubricae like weapons in their own defence.
The churning and roiling energies that surround Mutalith Vortex Beasts are immense sources of power for those with the talent, skill and will to manipulate them.
The warriors of the Thousand Sons advance inexorably upon their foes while laying down a hail of weapons fire. Unable to falter even if they wished to, they remain deadly accurate at all times.
The Sorcerer absorbs the chaotic energies flowing thickly around a Mutalith Vortex Beast, healing injuries he has sustained.
Faced with numerous enemies, the Thousand Sons psychically enhance their soulreaper cannons to increase their rate of fire.
On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.
Thousand Sons vehicles are often outfitted with smoke launchers. Their brimstone smog obscures the tanks from view.
The Thousand Sons have vast libraries full of ancient texts. The knowledge contained within can enhance the Sorcerers’ power.
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Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Discipline of Change and the Discipline of Vengeance using the following tables. You can either roll one D33 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.
D33 | PSYCHIC POWER |
11 | TZEENTCH’S FIRESTORM The psyker conjures a raging storm of pink and blue fire down from the skies, that mutates his foes and leaves capering daemons that claw and bite in its wake. Witchfire: Tzeentch’s Firestorm has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll nine D6. For each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was an unmodified 9+, that enemy unit suffers 1 mortal wound for each roll of 5+ instead. |
12 | GLAMOUR OF TZEENTCH The psyker twists and obscures the perceptions of his foes to the point that his allies become all but invisible. Blessing: Glamour of Tzeentch has a warp charge value of 6. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll. |
13 | DOOMBOLT The psyker hurls a bolt of roiling energy that horribly twists its target into abhorrent and mutated new shapes. Witchfire: Doombolt has a warp charge value of 6. If manifested, the closest enemy unit within 18" of and visible to this PSYKER suffers 3 mortal wounds. |
21 | TEMPORAL MANIPULATION Fashioning a pocket of dilated time around an injured ally, the psyker accelerates the rate at which their flesh reknits. Blessing: Temporal Manipulation has a warp charge value of 5. If manifested, select one friendly THOUSAND SONS model (excluding VEHICLES) within 12" of this PSYKER. That model is healed and regains up to D3 lost wounds. Each model can only be healed once per turn. |
22 | WEAVER OF FATES The skeins of the future are laid bare to the psyker, revealing the fates of battle. Forewarned of imminent danger, his warriors dodge bullets and sword blows with seemingly supernatural reflexes. Blessing: Weaver of Fates has a warp charge value of 7. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save. |
23 | BALEFUL DEVOLUTION Transmogrifying energies erupt from the psyker’s eyes, playing across the enemy’s ranks and reducing their proud warriors to mewling beasts. Witchfire: Baleful Devolution has a warp charge value of 8. If manifested, select one enemy unit within 18" of and visible to this PSYKER that contains 6 or more models. Roll a number of D6 equal to the result of the Psychic test: for each roll of 6, that enemy unit suffers D3 mortal wounds. |
31 | CACODAEMONIC CURSE With dark invocations, the psyker summons cackling daemon imps to infest the enemy’s weapons. Malediction: Cacodaemonic Curse has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Strength characteristic of ranged weapons models in that unit are equipped with. |
32 | PYRIC FLUX The psykers makes themselves into a bounteous font of unholy warpflame. Blessing: Pyric Flux has a warp charge value of 5. If manifested, select one friendly ARCANA ASTARTES unit within 12" of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers (and any Relics that replace one of these weapons) that models in that unit are equipped with. |
33 | PERPLEX With perspective-warping illusions the psyker obfuscates his enemies’ vision, rendering their targets fluid and indistinct. Malediction: Perplex has a warp charge value of 7. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase, each time that unit is selected to shoot, units more than 24" away cannot be selected as the target of ranged attacks. |
D33 | PSYCHIC POWER |
11 | GAZE OF HATE Pure roiling hatred surges through the psyker, becoming first dark fire in their veins then leaping from their eyes in searing columns of annihilating energy. Those struck by them risk being scoured from existence entirely. Witchfire: Gaze of Hate has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll three D6: for each roll of 4+, that enemy unit suffers 1 mortal wound. |
12 | TWIST OF FATE One with sufficient willpower and disregard for their own soul can glean forbidden lore by looking upon the unfettered tides of the warp, plucking silvery skeins of fate from amongst the deadly morass and spinning them into nooses for their luckless foes. Malediction: Twist of Fate has a warp charge value of 8. If manifested, select one enemy unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves. |
13 | DARK BLESSING Offering bloody sacrifice to the Dark Gods, the psyker calls down their unbridled generosity upon his foe. Their bodies are wracked by hideous mutations, their sanity collapsing as their mortal forms become a heaving, thrashing mass of horror. Witchfire: Dark Blessing has a warp charge value of 6. If manifested, select one enemy model within 6" of and visible to this PSYKER and roll one D6: if the result is greater than the target’s Toughness characteristic, its unit suffers D3+3 mortal wounds. |
21 | PRESAGE The psyker reads signs and omens in the ebb and flow of battle, the whirling patterns of smoke, the spatter of blood as blades bite home. These gleaned warnings he passes on to his warriors, the better for them to predict and thus strike down their enemies. Blessing: Presage has a warp charge value of 7. If manifested, select one friendly THOUSAND SONS unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll. |
22 | SWELLED BY THE WARP The psyker opens a ragged channel to the roiling energies of the warp and funnels them recklessly into a chosen target. That warrior’s form expands with iron-hard muscle, lashing extra limbs, gnashing fangs and vicious talons that allow them to tear a bloody path through the foe. Blessing: Swelled by the Warp has a warp charge value of 6. If manifested, select one friendly THOUSAND SONS model within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic. |
23 | TEMPORAL SURGE With a wrench of mind, body and soul the psyker tears ropey strands of temporal energy through the veil from beyond and hurls them out to wind about his allies. Those so blessed are sped into battle all the faster as their garland of stolen time burns swiftly away. Blessing: Temporal Surge has a warp charge value of 7. If manifested, select one friendly THOUSAND SONS INFANTRY, THOUSAND SONS CAVALRY, or THOUSAND SONS BEASTS unit within 6" of this PSYKER. That unit can make a Normal Move. |
31 | EMPYRIC GUIDANCE The psyker conjures a whirling flock of daemonic imps that bear his comrades’ shells and energy blasts across the battlefield on flickering wings of unholy flame. Blessing: Empyric Guidance has a warp charge value of 4. If manifested, select one friendly THOUSAND SONS unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 6" to the Range characteristic of Rapid Fire and Heavy weapons models in that unit are equipped with. |
32 | PSYCHIC STALK Astrally projecting a portion of his soul into the warp, the psyker circles the flickering witchfires of his victims’ souls. Should their mental defences drop for even a moment, he strikes with predatory swiftness. Witchfire: Psychic Stalk has a warp charge value of 5. If manifested, select one enemy unit that is not a VEHICLE, MONSTER or CHARACTER within 18" of and visible to this PSYKER. Roll 2D6: if the result is greater than the unmodified Leadership characteristic of that unit, one model in that unit selected by your opponent is slain. |
33 | DESECRATION OF WORLDS The worlds of the galaxy shall tremble and shatter beneath the dolorous tread of the Heretic Astartes, starting with this one! The psyker pours their rage and contempt into the bedrock of the battlefield, tainting it with their warpcraft even as they shatter it apart. Malediction: Desecration of Worlds has a warp charge value of 7. If manifested, select one enemy unit within 24" of and visible to this PSYKER. Until the start of your next Psychic phase, each time that unit makes a Normal Move, Advances, Falls Back or makes a charge move, roll one D6 for each model in that unit. For each result of 6, that unit suffers 1 mortal wound. |
D6 | PSYCHIC POWER |
1 | Infernal Gaze Unholy power streams from the psyker’s eyes, charring and melting everything caught in its path. Infernal Gaze has a warp charge value of 5. If manifested, select an enemy unit that is within 18" of the psyker and visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+. |
2 | Death Hex The Sorcerer places a dire hex upon his enemies. Wards and energised shields flicker and fail, leaving the foe exposed. Death Hex has a warp charge value of 8. If manifested, select an enemy unit that is within 12" of the psyker and visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves. |
3 | Gift of Chaos As the power of the warp surges through the psyker’s victim, bones snap and flesh rips as a new form takes shape. Gift of Chaos has a warp charge value of 6. If manifested, select an enemy unit that is within 6" of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is destroyed by this power, you can add one Chaos Spawn to your army within 6" of the character and not within Engagement Range of any enemy units before they are removed as a casualty. |
4 | Prescience By focusing his warp-sight the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes. Prescience has a warp charge value of 7. If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase. |
5 | Diabolic Strength The unholy energies of Chaos course through the recipient, swelling his frame with the strength to tear a tank in two. Diabolic Strength has a warp charge value of 6. If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic. |
6 | Warptime The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies. Warptime has a warp charge value of 6. If manifested, pick a THOUSAND SONS unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase. |
Before the battle, generate pacts for INFERNAL MASTER models from your army that know Infernal Pacts using the table below. You can either roll one D6 to generate each pact randomly (re-rolling duplicate results), or you can select which pacts the Infernal Master knows.
D6 | INFERNAL PACTS |
1 | BLADED MAELSTROM Chanting jagged syllables that tear at his lips and tongue, the Infernal Master cuts through the flesh of reality long enough for an incorporeal storm of blade-finned Tzeentchian daemons to engulf the foe. Their victims are sent ducking for cover, howling in agony as ethereal razors slice through flesh and armour with ease. If this pact is successful, select one enemy unit within 30" of and visible to this INFERNAL MASTER.
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2 | FIRES OF THE ABYSS Scattering the ashes of pyre-burned witches onto the hot winds of war, the Infernal Master draws a pyromutational entity into realspace. The twisted abomination unleashes a gout of warpflame before receding again through the veil. If this pact is successful, the closest enemy unit within 15" of and visible to this INFERNAL MASTER suffers D3 mortal wounds. |
3 | CAPERING IMPS The Infernal Master reads aloud from an ancient scroll, the daemonic names scribed across it glowing like embers as their owners manifest amidst the foe. Leaping and crackling with ferocious ill-temper, the daemonic entities bedevil their victims and drive them from their carefully prepared positions. If this pact is successful, select one enemy unit within 24" of and visible to this INFERNAL MASTER. Until the start of your next Command phase, that unit cannot receive the benefits of cover, cannot fire Overwatch and cannot Set to Defend. |
4 | DIABOLIC SAVANT An offering of blood and a promise of souls proves sufficient to draw a sorcerous Tzeentchian daemon close. It presses against the straining veil of reality, and from its fanged maw spill gibbered secrets of sanity-straining sorcery. If this pact is successful:
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5 | GLIMPSE OF ETERNITY Prostrating himself in supplication before an enneagon of blood, crystal dust and blazing brimstone, the Infernal Master invokes the presence of a mighty daemonic entity. Billowing forth from a pillar of dancing flame and writhing ectoplasm, the abomination offers words of duplicitous prophecy. If this pact is successful, until the start of your next Command phase you can re-roll one dice you have rolled. You cannot re-roll any rolls related to the mission. |
6 | MALEFIC MAELSTROM Calling forth his entire stable of cackling, shimmering tutelaries, the Infernal Master bids them pour the fires of their madness and malice down upon the foe in a blistering bombardment of mutagenic magicks. If this pact is successful, select one friendly THOUSAND SONS unit within 24" of and visible to this INFERNAL MASTER. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. |
If a THOUSAND SONS CHARACTER model is your WARLORD, you can use the Thousand Sons Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.
D6 | WARLORD TRAIT |
1 | ARROGANCE OF AEONS This warlord draws strength from a long-harboured hubris - he will take his due, and will not submit to the will of another.
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2 | SEEKER AFTER SHADOWS Neither dread warning nor threat of damnation can stay this champion’s quest for forbidden knowledge. Every such perilous fragment of lore increases their might and cunning both.
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3 | UNDYING FORM This champion of Tzeentch has been blessed with an ever-shifting and unnatural form, their flesh as much warp-stuff as true matter. To harm such a transmogrified being requires weapons of great power. Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). |
4 | LORD OF FORBIDDEN LORE This warlord has committed many a grimoire and unholy tome to memory, giving him unparalleled knowledge of hexes, curses and destructive rites. Your WARLORD knows one additional psychic power. If your WARLORD is MAGNUS THE RED, it knows all the psychic powers from the disciplines it has access to. |
5 | OTHERWORLDLY PRESCIENCE This warlord sees the weave of fate laid out before him. He knows when peril comes for him, what form it will take and how best to step aside from its dread grasp. Once per battle, before making a saving throw for this WARLORD, empyric entities can grant him visions of fate. If they do, until the end of the turn, this WARLORD has a 3+ invulnerable save. |
6 | AETHERSTRIDE This warlord has mastered the ability to fold time and space, enabling him to cross great distances with a single step and close upon his foes with terrifying speed.
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Named CharactersIf Ahriman gains a Warlord Trait, it must be the Otherworldly Prescience trait. If Magnus the Red gains a Warlord Trait he instead gains three traits, which must be the Arrogance of Aeons, Undying Form and Lord of Forbidden Lore traits.
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If every model in your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, and your WARLORD has the THOUSAND SONS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Thousand Sons secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
Where the Thousand Sons tread, the ever-changing energies of Tzeentch seep into everything. The once stable nature of reality unravels: flora, fauna and even the very land itself erupting into uncontrolled mutation or transmogrifying into weird and unnatural forms.
The Thousand Sons are the ultimate masters of sorcery. Magnus the Red demands that they prove this dominance on every battlefield over which they fight, putting to shame the feeble efforts of those psykers who refuse to recognise their own inferiority.
For the galaxy to be reborn according to Magnus’ glorious vision, first it must be consumed in the fires of change, the old order burned to ash that something better might arise.
One amongst the ranks of the Sorcerers leading this thrallband seeks to complete a sacrificial ritual of great power. The foe’s witches must be slain one by one, and their potent souls offered up in the name of greater glories.
In this section you’ll find additional rules for playing Crusade battles with Thousand Sons, such as Agendas, Battle Traits and Psychic Fortitudes that are bespoke to Thousand Sons units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
The Thousand Sons will conduct sprawling wars, slaughter armies and burn entire worlds to acquire sorcerous lore.
Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.
The Thousand Sons shall see their vengeance writ large in sorcerous flames across the galaxy.
By exhuming the long-buried remains of Rubricae armour, the Thousand Sons can perform rituals of rebinding that soon see the ranks of their thrallbands swollen anew.
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DAEMONIC DEFENDER Bound to Sorcerers by fell pacts, daemons harnessed from the skies of Hexenfast lash out to defend their mortal masters. SORCERER unit only. At the start of the Fight phase, you can select one enemy unit within 6" of this unit. If you do, roll one D6; on a 2+, that enemy unit suffers 1 mortal wound. |
BATHED IN WARP ESSENCE Those who linger beneath the sorcerous aegis of Hexenfast gradually absorb the planet’s roiling energies, and can unleash this power as a protective aura in times of dire need. Once per battle, when this unit is selected as the target of an attack, you can choose for it to release its warp essence. If it does, until the end of the phase, improve the invulnerable saves of models in that unit by 1 (this cannot make an invulnerable save better than 3+). |
THE COST OF KNOWLEDGE The heavy losses sustained by Razyrak's Tzaangors in their greedy pursuit of knowledge made the survivors wary of combats that cannot be swayed by numerical advantage. TZAANGORS BRAY unit only. Each time a Combat Attrition test is taken for this unit, if it is below Half Strength, subtract an additional 1 from that Combat Attrition test. |
BLESSINGS FROM BEYOND Those who fought in the presence of Razyraks flux-cairn felt powers from beyond the veil flow through them, heightening their psychic might but loosening their control of their volatile mental abilities. PSYKER unit only. Each time a Psychic test is taken for this unit to manifest a Witchfire psychic power:
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TZEENTCH SEES ALL Ever watchful of his servants, the Change God looks with displeasure upon those whose eldritch efforts fall short. PSYKER unit only. Each time this unit suffers Perils of the Warp, it suffers 1 additional mortal wound. |
ANTWYR’S MIMIC After sensing the formidable presence of Antwyr, the daemonic entity bound within this weapon resolved to mimic the power of the Black Blade, corrupting the willpower of nearby foes. Model equipped with force sword only. The bearer has the following ability: ‘Antwyr’s Mimic (Aura): While an enemy model is within 1" of this model, each time that enemy model makes an attack, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.’ |
RITUAL FRAGMENTS Even small shards of rock from the ritual site on Sortiarius carry enough residual power to bolster the magic of their bearers. PSYKER model only. Once per battle, after a Psychic test is taken for this model, you can add 3 to that Psychic test. |
MAGISTER’S STAVE After Xentep Korazon slayed his former master, the Magister’s potent force stave fell into the eager hands of other aspirants. Model equipped with a force stave only. This Relic replaces a force stave and has the following profile:
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These daemonic scrolls change constantly, new secrets and arcane lore etching itself in fire across the blackened parchment before flaking away as ash upon an unnatural breeze.
In your Psychic phase, if your army is a Cabal of Sorcerers and this model is on the battlefield, you generate 1 additional Cabal point (generate 2 additional Cabal points if the bearer has the Battle-hardened rank or better).Once this kaleidoscopic crystal is pressed to its owners flesh it fuses with them for evermore, forming a channel through which they can syphon empyric energy at will.
Once per battle, this model can unleash the power of this relic. If it does, add 3 to the next Psychic test taken for this model.To stare into the searing light of the Mesmeric Stave is to peer through an infernal aperture into, it is said, the depths of the Crystal Labyrinth itself. The minds and souls of those who do this are soon forfeit.
Model equipped with a force stave only. This Relic replaces a force stave and has the following profiles:WEAPON | RANGE | TYPE | S | AP | D |
Mesmeric Stave (melee) | |||||
Mesmeric Stave (melee) | Melee | Melee | x2 | -2 | 3 |
Mesmeric Stave (ranged) | |||||
Mesmeric Stave (ranged) | 18" | Assault 1 | 10 | -2 | D3+3 |
This horrific power leeches away its victims future, the time they have left to them and the deeds they are fated to perform, bestowing that flush of potential upon the caster even as it reduces the victim to less than a shadow upon realspace.
Witchfire: Thief of Fate has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. That unit suffers 1 mortal wound. Then roll one D6: on a 3+, that unit suffers 1 additional mortal wound. Repeat this process, each time adding 1 to the required result until either the roll is not successful or the enemy unit is destroyed. This model then regains 1 lost wound for each enemy model that was destroyed by this psychic power.The victim of this power is bombarded with illusions that deceive and bewilder them, and lead them inexorably onto the blades of the Thousand Sons.
Malediction: Visions of Doom has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, while a friendly ARCANA ASTARTES unit is within 3" of this model, each time a model in that unit makes an attack against that enemy unit, you can re-roll the wound roll.The psyker conjures cold, incorporeal flames that wreathe his warriors. These dancing fires melt damaged armour even as it is rent and torn, moulding it like flowing wax and sealing each breach before the ensorcelled dust within can be spilled.
Blessing: Binding Flames has a warp charge value of 7. If manifested, select one friendly ARCANA ASTARTES unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapons or models making the attack may have.This champion’s quest for power takes another step forward as their machinations bear fruit and their status within their cult increases accordingly.
With perilous rituals and unholy offerings are the rent and ruined plates of Rubricae armour made whole, and the damned echoes of their imprisoned wearers conjured back to serve again.
The ultimate reward for a mortal servant of the Changer of the Ways, the mantle of daemonhood confers immortality and unimaginable dark power, though its price is an eternity of servitude to Tzeentch’s will.
Constant power plays, twisted schemes and the puppeting of rivals’ agendas characterise the internal hierarchy of every Thousand Sons cult.
The path to glory is a perilous road indeed, paved with the skulls of fallen foes. Only by seeking out and slaying the enemy’s greatest champions can progress be achieved.
Those who take control of their own fate, and who reshape the galaxy to fit their desires, will always draw the regard - and often the rewards - of the Great Sorcerer.
The climb to power amongst the Thousand Sons is precipitous, the price of failure always seething within the flesh of Magnus’ scions. One slip, one misstep, and hideous damnation awaits.
The Thousand Sons carry out many arcane rituals, crafting powerful spells for their own ends. Often to conduct these evil ceremonies successfully they require the bringing together of many resources, whether that be ancient texts with the correct words for recital, or sacrificial victims and artefacts suffused with unholy energies that have long and dark histories.
In this section you will find a collection of rules that allow the THOUSAND SONS units in your Crusade force to scour the galaxy, searching for the necessary materials they need in order to craft powerful spells and ritual incantations that can bolster your units. In addition, there are more Crusade Relics that you can spend Arcane points on to add to your Order of Battle.
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Some Thousand Sons bind the souls of powerful warriors they kill to objects and weapons. These objects become potent tools in arcane rituals.
The galaxy is replete with lost tomes filled with knowledge of the warp. The Thousand Sons seek these out to further increase their power.
For some Thousand Sons, it is not enough to revere and worship Tzeentch. No, for them they feel they must be seen by their deity to desecrate the shrines of the foes and steal statues, icons and symbols from them for corruption in rituals.
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Through the power of sorcerous rituals, a sorcerer of Chaos can summon daemons and bind them to their will.
Basic Effect: Add one TZEENTCH DAEMON unit with a Power Rating of 8 or less to your Order of Battle and increase your Crusade force’s Supply Limit by the Power Rating of that unit.The sorcerers beseech Tzeentch to bless their warriors with gifts and boons.
Basic Effect: Select one THOUSAND SONS INFANTRY unit from your Order of Battle. That unit gains one Battle Trait. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
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Some rituals give the Thousand Sons who conduct them formidable knowledge into the nature of the warp and how to manipulate it.
Basic Effect: Select one THOUSAND SONS SORCERER or THOUSAND SONS EXALTED SORCERER unit from your Order of Battle. That unit gains one Psychic Fortitude. All the normal rules for Psychic Fortitudes apply (e.g. a unit cannot have the same Psychic Fortitude more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Psychic Fortitude and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
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The energies this blade is imbued with enable it to bypass some of the most potent wards.
Model equipped with force sword or Prosperine khopesh only. This Relic replaces a force sword or Prosperine khopesh and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Warp blade | |||||
Warp blade | Melee | Melee | +2 | -3 | 3 |
Abilities: Each time an attack is made with this weapon, the Damage characteristic of that attack cannot be reduced and the target cannot make use of any abilities that allow them to ignore wounds. |
This arcane relic enables the psyker’s mind to leave the mortal realm, returning to his body re-energised and healed.
Each time the bearer successfully manifests a psychic power or denies a psychic power, it regains 1 lost wound.Any bolt rounds loaded into these magazines are warped and filled with twisted energies, making them far deadlier than they were before.
Each time the bearer makes an attack with a bolt weapon, excluding Relics:Some Thousand Sons warbands see realspace itself as an affront to the power of the warp, or as an imperfect reflection of the immaterium.
These forces, sometimes known as Warpmeld Pacts, specialise in mutagenic powers. They unleash them upon their foes, turning them into Chaos Spawn, Tzaangor or worse. Many Tzaangor join them, delighting in the use of such reality-twisting magicks.
The Warpmeld Pact is an Army of Renown.Blessed Tzaangor and Chaos Spawn seem to blink in and out of existence in multiple locations. This makes it hard to strike and injure them, and somehow they advance at formidable speeds, almost teleporting across the battlefield.
If near other Tzaangor, the Shaman channels the raw magicks flowing through them to augment its powers.
At the start of your Psychic phase, if this unit is within 6" of friendly WARPMELD PACT TZAANGOR units whose combined model count is 15 or more, this unit generates 1 additional Cabal point.Some Thousand Sons sorcerers have learned that sometimes, the shortest distance between two points is not a straight line. This knowledge is a great boon when deploying their troops for battle.
At the start of the first battle round, after any units from your army have performed any Normal Moves as a result of the Touched by Tzeentch ability, you can select up to three friendly TZAANGOR units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is wholly within your deployment zone. If the mission you are playing uses the Strategic Reserves rules, you can place any of those units into Strategic Reserves instead, without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.This precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike.
TZAANGOR SHAMAN model only. In your Command phase, select one friendly WARPMELD PACT TZAANGOR or WARPMELD PACT CHAOS SPAWN unit within 9" of the bearer. Until the start of your next Command phase, models in that unit have a 4+ Invulnerable save.Sorcerers of Warpmeld Pacts pride themselves in the use of the spells that can fashion Tzaangor from raw warp energy, or mutate living creatures into the avian beastmen.
Use this Cabbalistic Ritual before taking a Psychic test for a Blessing or Malediction psychic power. When taking that Psychic test, roll one additional D6. If the result of that Psychic test is 10 or more and it is not denied, select one friendly TZAANGOR unit within 9" of the PSYKER manifesting the psychic power:The power of Tzeentch can unbind reality enabling weapons to pass through multiple planes of existence simultaneously bypassing armour.
Tzaangor gather in great numbers when the power of warp energy is strong, swiftly overwhelming their foes.
The energies of the warp can swiftly remake a being they have destroyed in their own image...
Thanks to a mastery of mutagenic powers, the Chaos Spawn of Warpmeld Pacts are particularly powerful as the magicks of change grants them even greater strength and resilience.
When the energy of Tzeentchian magicks flow so strongly, not only can Tzaangor once slain be restored to life, but more can be created from pure warp power.
The sorcerers and magick-wielders of the Warpmeld Pacts are wreathed in psychic energy They may well appear to be in one place to their foes, but things are not always as they seem.
Through their connection to the Changer of Ways, Tzaangor move through obstacles as if they weren’t there.
The arcane scions of Magnus the Red are the most sorcerous and manipulative of the Heretic Astartes Traitor Legions. Seen as favoured of the Chaos God Tzeentch, they will allow nothing to stand in the way of their accrual of power.
MASTER OF THE MALEFIC CONDUIT This sorcerer’s soul is entwined with a nexus of dark power, enabling him to channel floods of empyric force into the most esoteric of rituals. At the start of your Psychic phase, the bearer generates an additional D3 Cabal points. |
WALKER OF FRACTURED WAYS Hidden to others’ sight, numerous pathways shining with unnatural hues are revealed to this warlord’s piercing gaze. In your Movement phase, each time the bearer is selected to move, it can move through one closed Hatchway as if it was open while making that move (that Hatchway does not open as a result). This model cannot end that move within a Hatchway. |
DOMINATOR OF FATE The threads of future threats quiver before the will of this scry-master as he pares and moulds them, directing his forces to respond to future events with uncanny alacrity and precision. In your Command phase, select one friendly THOUSAND SONS unit within 9" of the bearer that is not within Engagement Range of any enemy units. Until the start of your next Command phase:
|
Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of claustrophobic combat.
The unnatural resilience of the Thousand Sons is magnified to a terrifying degree in the confines of ship-to-ship combat.
Dangerously suffused with the power of the warp, some Thousand Sons sorcerers can duplicate their consciousness. With one portion, they weave fell magicks, while with the other they continue to manipulate the material realm.
Insinuated into this magister’s sorcery is a daemonic bargain forged with a warp entity. With a promise to feed it the souls of his victims, the sorcerer is briefly wreathed in the daemons’ aegis.
A plan decades in the making comes to fruition as Rubricae, clandestinely sealed into the void ship’s structural fabric, break their way free at a fateful hour to deliver the killing blow.
Arcane sigils on weapon casings flare in the dark as the Thousand Sons fire psychically guided shots that seek out their foes’ souls.
If your army is led by a THOUSAND SONS WARLORD, you can, when mustering your army, give one of the following Sorcerous Arcana Relics to a THOUSAND SONS CHARACTER model from your army. Named characters cannot be given any of the following Relics.
Note that some Relics are weapons or items of wargear that replace one of the model’s existing weapons or items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the weapon/item of wargear that is being replaced. Write down any Relics your models have on your army roster.
ATHENAEAN SCROLLS
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.
EXALTED SORCERER only. Once per battle, in your Psychic phase, when the bearer is selected to manifest psychic powers, it can read from the Athenaean Scrolls. If it does, select one psychic power the bearer knows from the Discipline of Change or Discipline of Vengeance. For the rest of the battle, each time the bearer attempts to manifest that psychic power, roll one additional D6 and discard one D6 for that power’s Psychic test.CONNIVING PLATE
This armour was forged across nine hidden and falsified locations by mutant blacksmiths who intoned an endless mantra of lies with every hammer blow. It was quenched in the blood of bureaucrats and priests, and possesses the power to deceive and misdirect even the most skilled of its bearer’s enemies in battle.
ARCANA ASTARTES only.CORUSCATOR
Of all the warp-forged weapons carried to battle by the Thousand Sons, Coruscator is the most revered. Since the time of the Horus Heresy, it has taken the lives of countless loyalist Space Marines, and its daemonic spirit will take any chance to stoke the fires of hatred that eat away at the Imperium from within.
Model equipped with an inferno bolt pistol only. This Relic replaces an inferno bolt pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Coruscator | |||||
Coruscator | 18" | Pistol 3 | 5 | -2 | 2 |
EGLEIGHEN’S ORRERY
He who bears Egleighen’s Orrery to battle perceives the movements of the celestial spheres and their efects upon the ebb and flow of reality itself. By consulting the whirring mechanisms of this stave, the bearer can predict precisely where and when to strike the foe in order to fundamentally unmake them with irresistible force.
At the start of each of your Command phases, you can select one enemy unit that is visible to the bearer. If you do, then until the end of the turn the bearer has the following ability: ‘Fated Doom (Aura): While a friendly THOUSAND SONS CORE unit is within 6" of the bearer, each time a model in that unit makes an attack against the enemy unit you just selected, you can ignore any or all Weapon Skill modifiers, Ballistic Skill modifiers, hit roll modifiers, wound roll modifiers and abilities that reduce the Damage characteristic of that attack.’HELM OF THE DAEMON’S EYE
This warped battle-helm is set with the crystallized eye of the daemon-seer Yzmaxis the Perceptor. When donned, the helm exudes crystalline strands that bore into the wearer’s scalp and conjoin the daemon’s eye with their living mind. So do they perceive the artefact’s unnatural warnings, perceiving the shadows of things yet to come and gleaning how best to react to these events before they even transpire.
Each time your opponent uses a Stratagem, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.INCANDAEUM
This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling tides of apocalyptic flame surge constantly within Incandaeum’s iron-hard prison, but only through twisted incantation can they be unleashed.
Model equipped with a force stave only. This Relic replaces a force stave and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
lncandaeum (shooting) | |||||
lncandaeum (shooting) | 12" | Assault D6 | 5 | -2 | 1 |
Abilities (shooting): Each time an attack is made with the Incandaeum (shooting) profile of this weapon, that attack automatically hits the target. | |||||
lncandaeum (melee) | |||||
lncandaeum (melee) | Melee | Melee | +3 | -1 | D3 |
PARADOXICAL CHATTERFOWL
Worked into the bearer’s wargear, this flock of daemonically enchanted skulls clatter their avian beaks as they jabber sanity-twisting riddles, shriek broken prophecies and harangue their bearer’s foes with secrets they should not know.
INFANTRY model only. At the start of the Fight phase, select one enemy model within 3" of the bearer and roll one D3. Until the start of the next Fight phase, reduce that model’s Weapon Skill and Ballistic Skill characteristics by the result, and subtract the result from Psychic tests made for that model.PENTAKAIRIC ARMOUR
Only an Infernal Master who has mastered the nine-hundred and ninety-nine rites of ascension may wear the Pentakairic Armour. A ward-etched prison for trammelled daemonic entities, this glowing plate compels its luckless prisoners to wield their full unnatural might in its wearer’s defence.
INFERNAL MASTER only.SEER’S BANE
The Seer’s Bane is a daemon weapon, quenched in the blood of a grand vizier and bound tight with a thousand curses. Its magic-infused alloys form the prison for the disgraced Lord of Change Malach'raccatax, who once uttered an unvarnished truth in the presence of Lord Tzeentch. It is said this ensorcelled weapon is the bane of learned foes, and that it can cut through the thoughts of those that earn its master’s ire as easily as it slices apart their flesh.
Model equipped with a force sword or Prosperine khopesh only. This Relic replaces a force sword or Prosperine khopesh and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Seer’s Bane | |||||
Seer’s Bane | Melee | Melee | +2 | -4 | D3 |
Abilities: Each time an attack is made with this weapon against a PSYKER unit, this weapon has a Strength characteristic of x2. Each time an attack made with this weapon is allocated to a PSYKER unit, that attack has a Damage characteristic of D6. |
SKAELOCH’S TALON
Scrimshawed from the severed talon of the great daemon Skaeloch, this stave seethes with his twisting magicks. The slightest touch to mortal flesh triggers rampant and irreversible mutation.
Model equipped with a force stave only. This Relic replaces a force stave and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Skaeloch’s Talon | |||||
Skaeloch’s Talon | Melee | Melee | x2 | 0 | 2D3 |
THE CHANGE-WROUGHT CHALICE
This goblet takes many forms, appearing differently to all who look upon it. The steaming potion that wells up within it is deadly poison to all but the Tzaangor of Tzeentch; should one of those avian mutants sip from the chalice, they instead gain incredible sorcerous insights as the potion’s power burns through their veins.
TZAANGOR SHAMAN only. The bearer knows one additional power from either the Discipline of Change or the Discipline of Vengeance.THE CHRONOS TUTORUM
Within this segmented clockwork amulet dwells a daemon whose essence is stretched forever between realspace and the warp. Within the immaterium time is meaningless; past, present and future laid out to the daemon’s eyes in an infinite moment. By twisting the amulet’s intricate workings, its owner can compel the daemon to snatch fragments of knowledge from across the temporal skein, gaining vital insights that aid them in battle.
Model with a Warlord Trait only. Once per battle, in your Command phase, you can give this model one additional Warlord Trait. You must select a Warlord Trait the bearer could have, and each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).THE PRISM OF ECHOES
This ancient crystal is said to have been recovered from amongst the despoiled ruins of Prospero. It resonates with the psychic death-agonies of all those who fell along with their world on its final day, so that even the gheists of the Rubricae are moved to vengeful fury by its presence.
Each time the bearer successfully manifests a Blessing psychic power, double the first range specified in that power’s effects.THE STAVE ABOMINUS
This stave is a compressed and runically imprisoned warp rift given physical form. Every blow struck with it allows clamouring tentacular horrors to lash out from beyond the veil, their ethereal fangs and lashing pseudopods wreaking bloody havoc.
Model equipped with a force stave only. This Relic replaces a force stave and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Stave Abominus | |||||
The Stave Abominus | Melee | Melee | +3 | -1 | 1 |
Abilities: Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
THRYDDERGHYRE
Amongst the mightiest of all the Discs of Tzeentch ever to manifest, Thrydderghyre seeks out the most worthy champions and deigns to bear them to war. The daemon cackles and gibbers as it streaks through the air, for it delights that no foe can catch it.
Model equipped with a Disc of Tzeentch only.UMBRALEFIC CRYSTAL
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.
Once per battle, in your Command phase, you can select the bearer or one friendly THOUSAND SONS INFANTRY unit within 6" of the bearer and remove it from the battlefield. In the Reinforcements step of that turn's Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.WARPWEAVE MANTLE
This flowing cloak flickers through myriad textures and hues, describing the rune of Tzeentch in every shadow it casts and shape it takes. its wearer enjoys the favour of Tzeentch and - should they be wounded and their mantle torn - they can harness the magicks that spill from its sundered weave.
Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the case, the unit may take any item from the appropriate list below. | ||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+20 Aiolos missile launcher | ||||||
+20 Aiolos missile launcher | 48" | Heavy 3D3 | 6 | -1 | 1 | Blast |
Blast | ||||||
Anvillus autocannon battery | ||||||
Anvillus autocannon battery | 36" | Heavy 8 | 7 | -2 | 2 | - |
Arachnus heavy lascannon battery | ||||||
Arachnus heavy lascannon battery | 48" | Heavy 2 | 9 | -3 | D3+3 | - |
Autogun | ||||||
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Autopistol | ||||||
Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Baleflamer | ||||||
Baleflamer | 18" | Assault 2D3 | 6 | -2 | 2 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
+20 Boreas air defence missiles | ||||||
+20 Boreas air defence missiles | 48" | Heavy 1 | 9 | -3 | D6 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. | ||||||
Cerberus neutron pulse array | ||||||
Cerberus neutron pulse array | 48" | Heavy 4 | 14 | -4 | 2D3 | Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6. |
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6. | ||||||
+0..5 Combi-bolter | ||||||
+0..5 Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+0..5 Conversion beam cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+0..5 Conversion beam cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Short range | ||||||
- Short range | 0"-24" | Heavy D3 | 6 | -1 | 2 | Blast |
Blast | ||||||
- Medium range | ||||||
- Medium range | 24"-48" | Heavy D3 | 7 | -2 | 3 | Blast |
Blast | ||||||
- Long range | ||||||
- Long range | 48"-72" | Heavy D3 | 8 | -3 | 4 | Blast |
Blast | ||||||
+20 Cyclonic melta lance | ||||||
+20 Cyclonic melta lance | 18" | Heavy D6 | 9 | -4 | D6 | Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Decimator butcher cannon | ||||||
Decimator butcher cannon | 36" | Heavy 4 | 7 | -2 | 2 | - |
Decimator conversion beamer | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Decimator conversion beamer | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Short range | ||||||
- Short range | 0"-24" | Heavy D3 | 6 | -1 | 2 | Blast |
Blast | ||||||
- Medium range | ||||||
- Medium range | 24"-48" | Heavy D3 | 7 | -2 | 3 | Blast |
Blast | ||||||
- Long range | ||||||
- Long range | 48"-72" | Heavy D3 | 8 | -3 | 4 | Blast |
Blast | ||||||
Defiler cannon | ||||||
Defiler cannon | 72" | Heavy D6 | 8 | -2 | 3 | Blast |
Blast | ||||||
Demolisher cannon | ||||||
Demolisher cannon | 24" | Heavy D6 | 10 | -3 | D6 | Blast |
Blast | ||||||
Demolisher siege cannon | ||||||
Demolisher siege cannon | 24" | Heavy D3+3 | 10 | -4 | D6 | Blast |
Blast | ||||||
Dreadhammer siege cannon | ||||||
Dreadhammer siege cannon | 24" | Heavy 2D6 | 10 | -4 | 3 | Blast |
Blast | ||||||
+15 Ectoplasma cannon | ||||||
+15 Ectoplasma cannon | 36" | Heavy D3 | 7 | -3 | 3 | Blast |
Blast | ||||||
Fatecaster greatbow | ||||||
Fatecaster greatbow | 30" | Assault 1 | 5 | -1 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon (including when firing Overwatch), an unmodified hit roll of 2+ is always successful. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon (including when firing Overwatch), an unmodified hit roll of 2+ is always successful. | ||||||
Fellblade accelerator cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Fellblade accelerator cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- HE shells | ||||||
- HE shells | 72" | Heavy 2D6 | 8 | -3 | 2 | Blast |
Blast | ||||||
- AE shells | ||||||
- AE shells | 72" | Heavy 2 | 14 | -4 | 6 | - |
Flamer | ||||||
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Frag grenade | ||||||
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
24" | Heavy 2D3 | 8 | -3 | 2 | Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3. | |
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3. | ||||||
+5 Graviton blaster | ||||||
+5 Graviton blaster | 18" | Assault 2 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Graviton cannon | ||||||
Graviton cannon | 36" | Heavy D6 | 6 | -3 | 2 | Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2. |
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2. | ||||||
Hades autocannon | ||||||
Hades autocannon | 36" | Heavy 4 | 8 | -2 | 2 | - |
Havoc autocannon | ||||||
Havoc autocannon | 48" | Heavy 2 | 7 | -2 | 2 | - |
+0..5 Havoc launcher | ||||||
+0..5 Havoc launcher | 48" | Heavy D6 | 5 | 0 | 1 | Blast |
Blast | ||||||
+0..15 Heavy bolter | ||||||
+0..15 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
+0..15 Heavy flamer | ||||||
+0..15 Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+0..15 Heavy flamer | ||||||
+0..15 Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+25 Heavy hades autocannon | ||||||
+25 Heavy hades autocannon | 48" | Heavy 4 | 8 | -2 | 2 | - |
Heavy stubber | ||||||
Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
+5 Heavy warpflamer | ||||||
+5 Heavy warpflamer | 12" | Heavy D6 | 5 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Helbrute plasma cannon | ||||||
Helbrute plasma cannon | 36" | Heavy D3 | 8 | -3 | 3 | Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
+10 Hellfire plasma carronade | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Hellfire plasma carronade | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy 6 | 7 | -3 | 2 | - |
- Supercharge | ||||||
- Supercharge | 36" | Heavy 6 | 8 | -3 | 3 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Hellflamer | ||||||
Hellflamer | 12" | Heavy D6 | 5 | -1 | 2 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+25 Hellforged cyclone missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+25 Hellforged cyclone missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 36" | Heavy 2D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 36" | Heavy 2 | 8 | -2 | D6 | - |
Hellforged heavy plasma cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Hellforged heavy plasma cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy D3 | 7 | -3 | 2 | Blast |
Blast | ||||||
- Supercharge | ||||||
- Supercharge | 36" | Heavy D3 | 8 | -3 | 3 | Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
+5 Hellforged hunter-killer missile | ||||||
+5 Hellforged hunter-killer missile | 48" | Heavy 1 | 10 | -2 | D6 | The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle. |
The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle. | ||||||
+10 Hellforged kheres-pattern assault cannon | ||||||
+10 Hellforged kheres-pattern assault cannon | 24" | Heavy 6 | 7 | -1 | 1 | - |
+5 Hellforged plasma blaster | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Hellforged plasma blaster | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 18" | Assault 2 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 18" | Assault 2 | 8 | -3 | 2 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Hellforged typhoon missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Hellforged typhoon missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy 2D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 48" | Heavy 2 | 8 | -2 | D6 | - |
+10 Hellfyre missile rack | ||||||
+10 Hellfyre missile rack | 36" | Heavy 2 | 8 | -2 | D3 | - |
Hellstrike missile battery | ||||||
Hellstrike missile battery | 72" | Heavy 4 | 8 | -3 | 3 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. | ||||||
Herakles-pattern autocannon | ||||||
Herakles-pattern autocannon | 48" | Heavy 6 | 7 | -2 | 3 | - |
Inferno bolt pistol | ||||||
Inferno bolt pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
Inferno boltgun | ||||||
Inferno boltgun | 24" | Rapid Fire 1 | 4 | -2 | 1 | - |
+0..5 Inferno combi-bolter | ||||||
+0..5 Inferno combi-bolter | 24" | Rapid Fire 2 | 4 | -2 | 1 | - |
+0..10 Inferno combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+0..10 Inferno combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Inferno boltgun | ||||||
- Inferno boltgun | 24" | Rapid Fire 1 | 4 | -2 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+0..10 Inferno combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+0..10 Inferno combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Inferno boltgun | ||||||
- Inferno boltgun | 24" | Rapid Fire 1 | 4 | -2 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+20 Infernus cannon | ||||||
+20 Infernus cannon | 18" | Heavy 2D6 | 6 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Kharybdis storm launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Kharybdis storm launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 36" | Heavy 2D6 | 4 | -1 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 36" | Heavy 2 | 8 | -3 | D6 | - |
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
+0..20 Lascannon | ||||||
+0..20 Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
+0..35 Laser destroyer | ||||||
+0..35 Laser destroyer | 36" | Heavy 3 | 10 | -4 | D3+3 | - |
Laser volley cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Laser volley cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Volley fire | ||||||
- Volley fire | 36" | Heavy 3 | 9 | -3 | D3+3 | - |
- Overcharge fire | ||||||
- Overcharge fire | 36" | Heavy 3 | 10 | -4 | 6 | Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon. |
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon. | ||||||
Magma cutters | ||||||
Magma cutters | 6" | Assault 2 | 8 | -4 | D6+2 | - |
+25 Magna-melta cannon | ||||||
+25 Magna-melta cannon | 36" | Heavy 2D3 | 8 | -4 | D6 | Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Meltagun | ||||||
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
+0..25 Multi-melta | ||||||
+0..25 Multi-melta | 24" | Heavy 2 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+0..25 Multi-melta | ||||||
+0..25 Multi-melta | 24" | Heavy 2 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+15 Plasma destroyer | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+15 Plasma destroyer | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy D3 | 7 | -4 | 1 | Blast |
Blast | ||||||
- Supercharge | ||||||
- Supercharge | 36" | Heavy D3 | 8 | -4 | 2 | Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. |
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Predator autocannon | ||||||
Predator autocannon | 48" | Heavy 2D3 | 7 | -1 | 3 | - |
Punisher rotary cannon | ||||||
Punisher rotary cannon | 36" | Heavy 18 | 6 | -1 | 1 | - |
+0..30 Quad heavy bolter | ||||||
+0..30 Quad heavy bolter | 36" | Heavy 12 | 5 | -1 | 2 | - |
Quad lascannon | ||||||
Quad lascannon | 48" | Heavy 4 | 9 | -3 | D6 | - |
+0..35 Quad launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+0..35 Quad launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Shatter shells | ||||||
- Shatter shells | 24" | Heavy 4 | 8 | -2 | 3 | - |
- Thunderfire shells | ||||||
- Thunderfire shells | 60" | Heavy 4D3 | 4 | 0 | 1 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
Reaper autocannon | ||||||
Reaper autocannon | 36" | Heavy 4 | 7 | -2 | 1 | - |
Scorpius multi-launcher | ||||||
Scorpius multi-launcher | 48" | Heavy 3D3 | 6 | -2 | 2 | Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. |
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer. | ||||||
Shotgun | ||||||
Shotgun | 18" | Assault 2 | 3 | 0 | 1 | - |
Sicaran laser cannon | ||||||
Sicaran laser cannon | 48" | Heavy 3 | 12 | -3 | D6 | Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in its previous Movement phase, that attack has a Damage characteristic of 6. |
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in its previous Movement phase, that attack has a Damage characteristic of 6. | ||||||
Siege melta array | ||||||
Siege melta array | 24" | Heavy 6 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Skyreaper battery | ||||||
Skyreaper battery | 48" | Heavy 8 | 7 | -2 | 2 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4. | ||||||
+10 Soulburner petard | ||||||
+10 Soulburner petard | 24" | Assault 2D3 | 1 | 0 | 1 | Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends. |
Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends. | ||||||
+5 Soulreaper cannon | ||||||
+5 Soulreaper cannon | 24" | Heavy 5 | 6 | -3 | 1 | - |
+10 Storm cannon | ||||||
+10 Storm cannon | 36" | Heavy 8 | 7 | -1 | 2 | - |
+20 Storm Eagle multi-melta | ||||||
+20 Storm Eagle multi-melta | 24" | Heavy 4 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Storm laser | ||||||
Storm laser | 36" | Assault 6 | 6 | -2 | 1 | - |
Terrax combi-bolter | ||||||
Terrax combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Terrax heavy flamer | ||||||
Terrax heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Terrax melta cutter | ||||||
Terrax melta cutter | 12" | Heavy 5 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Thunderhawk heavy cannon | ||||||
Thunderhawk heavy cannon | 48" | Heavy 2D6 | 8 | -2 | D3+2 | Blast |
Blast | ||||||
Turbo-laser destructor | ||||||
Turbo-laser destructor | 96" | Heavy 3 | 16 | -5 | 6 | - |
+30 Twin autocannon | ||||||
+30 Twin autocannon | 48" | Heavy 4 | 7 | -1 | 2 | - |
Twin avenger bolt cannon | ||||||
Twin avenger bolt cannon | 36" | Heavy 10 | 6 | -2 | 2 | - |
Twin Falchion volcano cannon | ||||||
Twin Falchion volcano cannon | 120" | Heavy 2D3 | 14 | -5 | 6 | Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll. |
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll. | ||||||
+0..30 Twin heavy bolter | ||||||
+0..30 Twin heavy bolter | 36" | Heavy 6 | 5 | -1 | 2 | - |
+0..30 Twin heavy bolter | ||||||
+0..30 Twin heavy bolter | 36" | Heavy 6 | 5 | -1 | 2 | - |
+0..20 Twin heavy flamer | ||||||
+0..20 Twin heavy flamer | 12" | Heavy 2D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+0..15 Twin hellforged autocannon | ||||||
+0..15 Twin hellforged autocannon | 48" | Heavy 4 | 7 | -1 | 2 | - |
+20 Twin hellforged multi-melta | ||||||
+20 Twin hellforged multi-melta | 24" | Heavy 4 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Twin hellstrike launcher | ||||||
Twin hellstrike launcher | 72" | Heavy 2 | 8 | -3 | 3 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3. | ||||||
+0..25 Twin lascannon | ||||||
+0..25 Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
+0..25 Twin lascannon | ||||||
+0..25 Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
+5 Twin Terrax volkite charger | ||||||
+5 Twin Terrax volkite charger | 20" | Heavy 4 | 5 | 0 | 2 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Twin volkite caliver | ||||||
Twin volkite caliver | 30" | Heavy 4 | 5 | 0 | 2 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
+0..15 Twin volkite culverin | ||||||
+0..15 Twin volkite culverin | 45" | Heavy 8 | 6 | 0 | 2 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Vengeance launcher | ||||||
Vengeance launcher | 48" | Heavy 2D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
+10 Volkite falconet battery | ||||||
+10 Volkite falconet battery | 36" | Heavy 6 | 8 | -2 | 2 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage. | ||||||
Warpflame pistol | ||||||
Warpflame pistol | 12" | Pistol D6 | 3 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+3 Warpflamer | ||||||
+3 Warpflamer | 12" | Assault D6 | 4 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Xiphon missile battery | ||||||
Xiphon missile battery | 60" | Heavy 3 | 7 | -2 | 3 | Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. |
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Betentacled maw | ||||||
Betentacled maw | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, make 3 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 3 hit rolls instead of 1. | ||||||
Black Staff of Ahriman | ||||||
Black Staff of Ahriman | Melee | Melee | +3 | -1 | 3 | - |
Blade struts | ||||||
Blade struts | Melee | Melee | x2 | -4 | 3 | - |
Brutal assault weapon | ||||||
Brutal assault weapon | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
+1 Chainaxe | ||||||
+1 Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
Chainsword | ||||||
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Crushing tracks | ||||||
Crushing tracks | Melee | Melee | User | -2 | D3 | - |
+10 Daemonic axe | ||||||
+10 Daemonic axe | Melee | Melee | +2 | -2 | 3 | - |
Decimator claw | ||||||
Decimator claw | Melee | Melee | x2 | -3 | 3 | - |
Defiler claws | ||||||
Defiler claws | Melee | Melee | x2 | -3 | D6 | - |
Defiler scourge | ||||||
Defiler scourge | Melee | Melee | +4 | -2 | 2 | Each time the bearer fights, it makes 3 additional attacks with this weapon. |
Each time the bearer fights, it makes 3 additional attacks with this weapon. | ||||||
Disc blades | ||||||
Disc blades | Melee | Melee | 4 | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Divining spear | ||||||
Divining spear | Melee | Melee | +1 | -1 | 2 | - |
Force axe | ||||||
Force axe | Melee | Melee | +2 | -2 | D3 | - |
Force stave | ||||||
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Force sword | ||||||
Force sword | Melee | Melee | +1 | -3 | D3 | - |
Forgefiend jaws | ||||||
Forgefiend jaws | Melee | Melee | User | -1 | 2 | - |
Helbrute fist | ||||||
Helbrute fist | Melee | Melee | x2 | -3 | 3 | Each time the bearer fights, if it is equipped with 2 Helbrute fists, it makes 1 additional attack with this weapon. |
Each time the bearer fights, if it is equipped with 2 Helbrute fists, it makes 1 additional attack with this weapon. | ||||||
Helbrute hammer | ||||||
Helbrute hammer | Melee | Melee | x2 | -4 | D6 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Heldrake claws | ||||||
Heldrake claws | Melee | Melee | User | -2 | 2 | Each time an attack made with this weapon is allocated to an AIRCRAFT, that attack has a Damage characteristic of 4. |
Each time an attack made with this weapon is allocated to an AIRCRAFT, that attack has a Damage characteristic of 4. | ||||||
+5 Hellforged Dreadnought chainfist | ||||||
+5 Hellforged Dreadnought chainfist | Melee | Melee | x2 | -4 | 2D3 | Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6. |
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6. | ||||||
Hellforged Dreadnought combat weapon | ||||||
Hellforged Dreadnought combat weapon | Melee | Melee | x2 | -3 | 3 | - |
+10 Hellforged sword | ||||||
+10 Hellforged sword | Melee | Melee | +1 | -3 | 3 | - |
Hideous mutations | ||||||
Hideous mutations | Melee | Melee | User | -2 | 2 | - |
+10 Lasher tendrils | ||||||
+10 Lasher tendrils | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 6 additional attacks with this weapon. |
Each time the bearer fights, it makes 6 additional attacks with this weapon. | ||||||
Leviathan siege claw | ||||||
Leviathan siege claw | Melee | Melee | x2 | -3 | 3 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Leviathan siege drill | ||||||
Leviathan siege drill | Melee | Melee | x2 | -4 | 2D3 | Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6. |
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6. | ||||||
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Malefic talons | ||||||
Malefic talons | Melee | Melee | User | -1 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Maulerfiend fists | ||||||
Maulerfiend fists | Melee | Melee | x2 | -3 | D3+3 | - |
Melta array | ||||||
Melta array | Melee | Melee | 8 | -4 | D6+2 | Each time the bearer fights, it makes 1 additional attack with this weapon and no more than one attack can be made with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than one attack can be made with this weapon. | ||||||
Mutalith claws | ||||||
Mutalith claws | Melee | Melee | +1 | -2 | 3 | - |
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power scourge | ||||||
Power scourge | Melee | Melee | +1 | -2 | 2 | Each time the bearer fights, it makes 3 additional attacks with this weapon. |
Each time the bearer fights, it makes 3 additional attacks with this weapon. | ||||||
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
Prosperine khopesh | ||||||
Prosperine khopesh | Melee | Melee | +1 | -3 | 2 | - |
Termite drill | ||||||
Termite drill | Melee | Melee | x2 | -4 | D3+3 | Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6. |
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6. | ||||||
The Blade of Magnus | ||||||
The Blade of Magnus | Melee | Melee | x2 | -4 | 3 | Each time after the bearer has fought, select one enemy model that lost any wounds as a result of attacks made with this weapon but was not destroyed. That model’s unit suffers D3 mortal wounds. |
Each time after the bearer has fought, select one enemy model that lost any wounds as a result of attacks made with this weapon but was not destroyed. That model’s unit suffers D3 mortal wounds. | ||||||
Tzaangor blades | ||||||
Tzaangor blades | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. |
OTHER WARGEAR | ABILITIES | ||||||
Brayhorn | |||||||
Add 1 to Advance rolls and charge rolls made for the bearer’s unit. | |||||||
Brayhorn | Add 1 to Advance rolls and charge rolls made for the bearer’s unit. | ||||||
+0..25 Disc of Tzeentch | |||||||
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword. | |||||||
+0..25 Disc of Tzeentch | The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword. | ||||||
+15 Explorator augury web | |||||||
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 THOUSAND SONS INFANTRY models, instead of 10. | |||||||
+15 Explorator augury web | Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 THOUSAND SONS INFANTRY models, instead of 10. | ||||||
+10 Familiar | |||||||
If this model is accompanied by a Familiar, add 1 to the first Psychic test you take for him in each of your Psychic phases. | |||||||
+10 Familiar | If this model is accompanied by a Familiar, add 1 to the first Psychic test you take for him in each of your Psychic phases. | ||||||
+15 Heavy armour | |||||||
The bearer has a 5+ invulnerable save. | |||||||
+15 Heavy armour | The bearer has a 5+ invulnerable save. | ||||||
Each time a Morale test is taken for the bearer’s unit, you can re-roll that test. | |||||||
Each time a Morale test is taken for the bearer’s unit, you can re-roll that test. | |||||||
Icon of Flame | |||||||
At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point. | |||||||
Icon of Flame | At the start of your Psychic phase, if your army is a Cabal of Sorcerers and the bearer is on the battlefield, you generate 1 additional Cabal point. | ||||||
Infernal bomb | |||||||
Once per turn, if the bearer has any infernal bombs remaining, it can drop one of them. Immediately after the bearer has moved, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each infernal bomb can only be dropped once per battle. | |||||||
Infernal bomb | Once per turn, if the bearer has any infernal bombs remaining, it can drop one of them. Immediately after the bearer has moved, you can select one point on the battlefield the bearer moved across this phase. Roll one D6 for each unit within 6" of that point, subtracting 1 if that model is a CHARACTER (excluding VEHICLE or MONSTER units): on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each infernal bomb can only be dropped once per battle. | ||||||
Thermal jet array | |||||||
After the bearer has moved, you can select one unit this model moved across and roll one D6, subtracting 1 from the roll if that unit has the CHARACTER keyword: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 2D3 mortal wounds. | |||||||
Thermal jet array | After the bearer has moved, you can select one unit this model moved across and roll one D6, subtracting 1 from the roll if that unit has the CHARACTER keyword: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 2D3 mortal wounds. | ||||||
Thermal jets | |||||||
After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. | |||||||
Thermal jets | After the bearer has moved, you can select one unit the bearer moved across and roll one D6, subtracting 2 from the roll if that unit has the CHARACTER keyword: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. | ||||||
Thunderhawk cluster bombs | |||||||
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of 18): for each 4+, that unit suffers 1 mortal wound. | |||||||
Thunderhawk cluster bombs | Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of 18): for each 4+, that unit suffers 1 mortal wound. | ||||||
+10 Vindicator siege shield | |||||||
Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack. | |||||||
+10 Vindicator siege shield | Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack. | ||||||
+35 Wings | |||||||
The bearer has a Move characteristic of 12" and the FLY keyword. | |||||||
+35 Wings | The bearer has a Move characteristic of 12" and the FLY keyword. |
Below you will find a glossary that contains a number of terms used in this Codex. These are intended to provide precise definitions to help resolve some of the more complex rules interactions that may arise, and players should feel under no obligation to memorise this list.
This section includes a bullet-pointed summary of several Thousand Sons rules. In most games, you may find referencing this summary is all you need to resolve a rule, but if not, follow the page reference to read the entirety of the rule.
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The complexities of fate are incredibly difficult to grasp, and even the slightest change can have profound consequences.
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:
Favoured as they are by Tzeentch, the Thousand Sons are ever-wreathed in the coiling energies of the empyrean. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, beseeching the Changer of the Ways to gift them forbidden knowledge, to enhance their already potent magicks or to ravage their foes with warpfire and mutation.
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Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.
Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.
Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.
Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.
Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.The sorceries of the Thousand Sons can alter reality itself, rendering whole that which has been put asunder.
The ARCANA ASTARTES keyword is used in the following Thousand Sons datasheets:
CONNIVING PLATE
This armour was forged across nine hidden and falsified locations by mutant blacksmiths who intoned an endless mantra of lies with every hammer blow. It was quenched in the blood of bureaucrats and priests, and possesses the power to deceive and misdirect even the most skilled of its bearer’s enemies in battle.
ARCANA ASTARTES only.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
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The PRIMARIS keyword is used in the following Space Marines datasheets:
Space Marines can fight through even the most grievous of wounds.
The CULT OF KNOWLEDGE and CORE keywords are used in the following Thousand Sons datasheets:
The AHRIMAN keyword is used in the following Thousand Sons datasheets:
The INFANTRY keyword is used in the following Thousand Sons datasheets:
The TERMINATOR keyword is used in the following Thousand Sons datasheets:
CORUSCATOR
Of all the warp-forged weapons carried to battle by the Thousand Sons, Coruscator is the most revered. Since the time of the Horus Heresy, it has taken the lives of countless loyalist Space Marines, and its daemonic spirit will take any chance to stoke the fires of hatred that eat away at the Imperium from within.
Model equipped with an inferno bolt pistol only. This Relic replaces an inferno bolt pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Coruscator | |||||
Coruscator | 18" | Pistol 3 | 5 | -2 | 2 |
The RUBRIC MARINES keyword is used in the following Thousand Sons datasheets:
The SCARAB OCCULT TERMINATORS keyword is used in the following Thousand Sons datasheets:
The BRAY keyword is used in the following Thousand Sons datasheets:
The TZAANGOR keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS CULTISTS keyword is used in the following Thousand Sons datasheets:
The DAEMON PRINCE keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS, and PSYKER keywords are used in the following Thousand Sons datasheets:
The THOUSAND SONS, and CHARACTER keywords are used in the following Thousand Sons datasheets:
The MAGNUS THE RED keyword is used in the following Thousand Sons datasheets:
The SORCERER keyword is used in the following Thousand Sons datasheets:
The CULT OF PROPHECY keyword is used in the following Thousand Sons datasheets:
The CULT OF PROPHECY and CORE keywords are used in the following Thousand Sons datasheets:
The CULT OF PROPHECY and CHARACTER keywords are used in the following Thousand Sons datasheets:
The CULT OF TIME and INFANTRY keywords are used in the following Thousand Sons datasheets:
The CULT OF SCHEMING and CORE keywords are used in the following Thousand Sons datasheets:
The CULT OF MAGIC and PSYKER keywords are used in the following Thousand Sons datasheets:
The CULT OF DUPLICITY and INFANTRY keywords are used in the following Thousand Sons datasheets:
The CULT OF DUPLICITY and MONSTER keywords are used in the following Thousand Sons datasheets:
Many Thousand Sons Sorcerers seek to rise to the rank of Magister Templi, amassing powerful relics to aid them in their quest.
The ARCANA ASTARTES and CHARACTER keywords are used in the following Thousand Sons datasheets:
The greatest champions of Tzeentch can call upon their thralls and other lesser minions to serve as their sorcerous lieutenants in battle.
The THOUSAND SONS and CHARACTER keywords are used in the following Thousand Sons datasheets:
The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.
The CHAOS SPAWN keyword is used in the following Thousand Sons datasheets:
Thanks to a mastery of mutagenic powers, the Chaos Spawn of Warpmeld Pacts are particularly powerful as the magicks of change grants them even greater strength and resilience.
A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.
The THOUSAND SONS and INFANTRY keywords are used in the following Thousand Sons datasheets:
By breaking into and traversing the winding paths of the webway, the Thousand Sons are able to outflank their foes.
A plan decades in the making comes to fruition as Rubricae, clandestinely sealed into the void ship’s structural fabric, break their way free at a fateful hour to deliver the killing blow.
Silver Towers possess incredible power. When unleashed against the enemy on the ground below, the effect is as horrific as it is devastating.
The THOUSAND SONS and MACHINE SPIRIT keywords are used in the following Thousand Sons datasheets:
Many Heretic Astartes vehicles’ machine spirits are highly malicious, striking at enemies even without crew or when their critical systems are failing.
The INFERNAL MASTER keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS and CAVALRY keywords are used in the following Thousand Sons datasheets:
It is not uncommon for Sorcerers to offer the souls of others to the creatures of the warp in exchange for power.
The PSYKER keyword is used in the following Thousand Sons datasheets:
When the energy of Tzeentchian magicks flow so strongly, not only can Tzaangor once slain be restored to life, but more can be created from pure warp power.
The ARCANA ASTARTES and INFANTRY keywords are used in the following Thousand Sons datasheets:
The warriors of the Thousand Sons advance inexorably upon their foes while laying down a hail of weapons fire. Unable to falter even if they wished to, they remain deadly accurate at all times.
The THOUSAND SONS and HELDRAKE keywords are used in the following Thousand Sons datasheets:
The aerial daemons bound within the ironclad forms of Thousand Sons Heldrakes are no strangers to soaring nimbly through their enemies, ripping and tearing as they fly.
Through their connection to the Changer of Ways, Tzaangor move through obstacles as if they weren’t there.
The ARCANA ASTARTES and PSYKER keywords are used in the following Thousand Sons datasheets:
The ARCANA ASTARTES and CORE keywords are used in the following Thousand Sons datasheets:
The Thousand Sons’ mastery of time means they know of an enemy’s arrival on the battlefield before the foe even realises it is to go to war.
The MUTALITH VORTEX BEAST keyword is used in the following Thousand Sons datasheets:
The churning and roiling energies that surround Mutalith Vortex Beasts are immense sources of power for those with the talent, skill and will to manipulate them.
The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets: