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.


Books

BookKindEditionVersionLast update
  Thousand Sons
  Thousand SonsCodex9Indomitus 1.2January 2023
  Arks of Omen: Lion
  Arks of Omen: LionExpansion9April 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  War Zone Nachmund: Rift War
  War Zone Nachmund: Rift WarExpansion9Indomitus 1.0July 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Hexfire
  HexfireBoxset9Indomitus 1.0September 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Legends: Thousand Sons
  Warhammer Legends: Thousand SonsDatasheet8December 2019

FAQ

Codex: Thousand Sons

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.

Index: Imperial Armour: Compendium

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.

The <GREAT CULT> Keyword

Many Thousand Sons datasheets have the <GREAT CULT> keyword. This is a keyword that you can select from the nine Great Cults of the Legion, which are as follows:
Most ARCANA ASTARTES units are drawn from a Great Cult. When you include such a unit in your army, you must nominate which Great Cult it is from and then replace the <GREAT CULT> keyword in every instance on its datasheet with the name of one of the Great Cults mentioned above.

Example: If you include an Exalted Sorcerer in your army, and you decide it is from the Cult of Knowledge, its <GREAT CULT> keyword becomes CULT OF KNOWLEDGE and its Lord of the Thousand Sons ability reads ‘While a friendly CULT OF KNOWLEDGE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different Great Cults in the same Detachment (AHRIMAN does not belong to any one cult, and so can be included in any THOUSAND SONS Detachment). You can fnd out more about Battle-forged armies in the Warhammer 40,000 Core Book.

Abilities

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.

Malicious Volleys

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:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

Teleport Strike

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.

Sorcerous Master

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.

Cabbalistic Rituals

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.

If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, if your army is a Cabal of Sorcerers, generate Cabal points for your army for each model with this ability that is on the battlefield:


In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals from the list below. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has this ability.

Note that when a Cabbalistic Ritual specifies a ‘unit from your army’ with regard to when it can be used (e.g. ‘when a unit from your army is selected to manifest psychic powers’), that Cabbalistic Ritual can only be used if that unit has the THOUSAND SONS keyword.

IMBUED MANIFESTATION
4 Cabal Points

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).

MALEVOLENT CHARGE
4 Cabal Points

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.

KINDRED SORCERERS
5 Cabal Points

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.

WARP SIGHT
3 Cabal Points

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.

ECHOES FROM THE WARP
4 Cabal Points

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.

PACT FROM BEYOND
7 Cabal Points

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.

CABBALISTIC FOCUS
8 Cabal Points

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.

PSYCHIC MAELSTROM
8 Cabal Points

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.

WRATH OF THE IMMATERIUM
9 Cabal Points

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.

Weapon Definitions

Bolt Weapons

Some rules refer to ‘bolt weapons’. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (inferno boltgun, inferno combi-bolter etc.), and any Relic that replaces a bolt weapon (e.g. Coruscator). Rules that apply to bolt weapons only apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.

Detachment Rules

A THOUSAND SONS Detachment is one that only includes models with the THOUSAND SONS keyword (excluding models with the UNALIGNED keyword).
  • THOUSAND SONS Detachments gain the Mere Servants and Jealous Tyrant abilities.
  • THOUSAND SONS units in THOUSAND SONS Detachments gain the Brotherhood of Sorcerers ability.
  • All RUBRIC MARINES, SCARAB OCCULT TERMINATORS and BRAY units in THOUSAND SONS Detachments gain the Objective Secured ability.

Brotherhood of Sorcerers

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.

  • Add 1 to Psychic tests taken for this unit.
  • If this unit is ARCANA ASTARTES or TZAANGOR, each model in this unit has a 5+ invulnerable save.

Mere Servants

The Thousand Sons have always been arrogant. They see their slaves as unreliable in comparison to their own number, never trusting the weak.

  • You cannot include more THOUSAND SONS CULTISTS units than you do RUBRIC MARINES and SCARAB OCCULT TERMINATORS units in each THOUSAND SONS Detachment in your army.
  • You cannot include more BRAY units than you do RUBRIC MARINES and SCARAB OCCULT TERMINATORS units in each THOUSAND SONS Detachment in your army.

Example: If a Detachment includes 2 RUBRIC MARINES units and 1 SCARAB OCCULT TERMINATORS unit, it can also include up to 3 THOUSAND SONS CULTISTS units and up to 3 BRAY units.

Jealous Tyrant

Daemonhood is the greatest prize for a servant of Chaos, and none who have attained this power entertain the idea of sharing it.

You can include a maximum of one DAEMON PRINCE unit in each THOUSAND SONS Detachment in your army.

Cults of the Legion

If your army is Battle-forged, <GREAT CULT> units in THOUSAND SONS Detachments gain access to the following Cults of the Legion rules, provided every model in that Detachment that is drawn from a Great Cult is from the same Great Cult. Such a Detachment is referred to as a Cult of the Legion Detachment.

PSYCHIC POWERS
Each Great Cult has an associated Cult psychic power. All THOUSAND SONS <GREAT CULT> PSYKERS in a Cult of the Legion Detachment know the relevant Cult psychic power in addition to any other psychic powers they know.

WARLORD TRAITS
Each Great Cult has an associated Cult Warlord Trait. If a THOUSAND SONS <GREAT CULT> CHARACTER model gains a Warlord Trait, they can have the relevant Cult Warlord Trait instead of a Thousand Sons Warlord Trait.

SORCEROUS ARCANA
Each Great Cult has an associated Cult Sorcerous Arcana Relic. If your army is led by MAGNUS THE RED or a THOUSAND SONS <GREAT CULT> WARLORD, you can give the relevant Cult Sorcerous Arcana Relic to a THOUSAND SONS <GREAT CULT> CHARACTER model from your army instead of giving them a Sorcerous Arcana Relic. Named characters (such as Ahriman) cannot be given a Sorcerous Arcana Relic.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Sorcerous Arcana Relics your models have on your army roster.

Example: A Battle-forged army includes a THOUSAND SONS Detachment in which every unit has the CULT OF TIME keyword. PSYKER units in that Detachment gain the Time Flux psychic power, a CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Immaterial Echo trait, and if the army’s WARLORD is selected from this Detachment, then a CULT OF TIME CHARACTER model from your army that could be given a Sorcerous Arcana Relic can instead be given the Hourglass of Manat.

Cult of Mutation

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.

PSYCHIC POWER: WARP REALITY

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.

WARLORD TRAIT: TOUCH OF VICISSITUDE

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.

SORCEROUS ARCANA: EXALTED MUTATION

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.

Cult of Prophecy

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?

PSYCHIC POWER: DIVINE THE FUTURE

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.

WARLORD TRAIT: GUIDED BY THE WHISPERS

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".

SORCEROUS ARCANA: ORACULAE BRAZIER

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.

Cult of Time

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.

PSYCHIC POWER: TIME FLUX

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.

WARLORD TRAIT: IMMATERIAL ECHO

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.

SORCEROUS ARCANA: HOURGLASS OF MANAT

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.

Cult of Scheming

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.

PSYCHIC POWER: SEEDED STRATEGY

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.

WARLORD TRAIT: GRAND SCHEMER (AURA)

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.

SORCEROUS ARCANA: CHA’QI’THL’S THEOREM

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.

Cult of Magic

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.

PSYCHIC POWER: ASTRAL BLAST

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.

WARLORD TRAIT: DEVASTATING SORCERY

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.

SORCEROUS ARCANA: ARCANE FOCUS

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’.

Cult of Knowledge

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.

PSYCHIC POWER: EMPYRIC TRESPASS

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.

WARLORD TRAIT: ARDENT SCHOLAR

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.

SORCEROUS ARCANA: INCALADION’S CRY

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.

Cult of Change

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.

PSYCHIC POWER: DYSMANIFESTATION

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.

WARLORD TRAIT: FICKLE NATURE

With mayhem and anarchy often the end goal, this warlord assaults his foe in ever-shifting patterns that are not patterns at all.

  • You can re-roll charge rolls made for this WARLORD.
  • This WARLORD is eligible to shoot and charge in a turn in which it Fell Back.

SORCEROUS ARCANA: CAPRICIOUS CREST

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.

Cult of Duplicity

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.

PSYCHIC POWER: SORCEROUS FACADE

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.

WARLORD TRAIT: MASTER MISINFORMATOR

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.

SORCEROUS ARCANA: PERFIDIOUS TOME

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.

Cult of Manipulation

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.

PSYCHIC POWER: ATTEMPTED POSSESSION

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:
  • That unit suffers 1 mortal wound.
  • Until the start of your next Psychic phase, each time a Psychic test is taken for that unit, subtract 2 from that Psychic test.

WARLORD TRAIT: BEGUILING INFLUENCE

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.

SORCEROUS ARCANA: SORTHIS’ MIRROR

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.

Stratagems by Phase

Before battle

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)

During deployment

RISEN RUBRICAE (Thousand Sons – Strategic Ploy)

WEBWAY INFILTRATION (Thousand Sons – Strategic Ploy)

ENTOMBED AUTOMATA (Thousand Sons – Boarding Actions – Strategic Ploy)

Battle Round

Command phase

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)

Movement phase

SLOW AND PURPOSEFUL (Thousand Sons – Strategic Ploy)

VECTOR STRIKE (Thousand Sons – Strategic Ploy)

EPHEMERAL EXISTENCE (Warpmeld Pact – Strategic Ploy)

Enemy Movement phase

INESCAPABLE FOREWARNING (Thousand Sons – Strategic Ploy)

Psychic phase

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)

Enemy Psychic phase

PSYCHIC DOMINION (Thousand Sons – Epic Deed)

Shooting phase

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)

Enemy Shooting phase

IMPLACABLE GUARDIANS (Thousand Sons – Strategic Ploy)

Being targeted

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)

Enemy Charge phase

SELFLESS AUTOMATA (Thousand Sons – Strategic Ploy)

TWISTED MIRAGE (Warpmeld Pact – Strategic Ploy)

Fight phase

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)

Enemy Fight phase

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)

Taking casualties

BIOMECHANICAL MUTATION (Thousand Sons – Epic Deed)

Enemy taking casualties

GIFT OF CHANGE (Warpmeld Pact – Epic Deed)

Stratagems

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.

FATED MUTATION1CP
Thousand Sons – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a THOUSAND SONS CHAOS SPAWN unit from your army is selected to fight. Until the end of the phase, instead of rolling for that unit’s Mutated Beyond Reason ability, you can select the result. Until the end of the phase, each time you determine the number of Attacks a model in that unit can make, add 1 to the result.
ENSORCELLED INFUSION1CP
Thousand Sons – Battle Tactic Stratagem

Utilising the fell powers of the warp, thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.

Use this Stratagem in your Shooting phase, when a THOUSAND SONS VEHICLE model from your army within 6" of a friendly ARCANA ASTARTES PSYKER unit is selected to shoot. Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons that model is equipped with by 1.
UNWAVERING PHALANX1CP/3CP
Thousand Sons – Battle Tactic Stratagem

Massed as one, the sheer unnatural resilience of the thousand Sons’ footsoldiers is magnified to a terrifying degree.

Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS RUBRIC MARINES or THOUSAND SONS SCARAB OCCULT TERMINATORS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 3CP.
WRATH OF THE WRONGED2CP
Thousand Sons – Battle Tactic Stratagem

Bitterness has consumed the souls of many thousand Sons champions, seeping from their thoughts into their Rubricae.

Use this Stratagem in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot, or in the Fight phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.
INFERNAL FUSILLADE1CP
Thousand Sons – Battle Tactic Stratagem

Arcane invocations imbue the Thousand Sons’ weapons with sorcerous power, rendering them still more lethal to the foe.

Use this Stratagem in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a bolt weapon, make one additional attack with that weapon. For example, a model shooting an inferno combi-bolter at a target within half range would make 5 attacks.
INHUMAN SAVAGERY2CP
Thousand Sons – Battle Tactic Stratagem

Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of combat.

Use this Stratagem in the Fight phase, when a TZAANGOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
VENGEANCE FOR PROSPERO1CP
Thousand Sons – Battle Tactic Stratagem

The Thousand Sons have never forgiven the sons of Leman Russ for the devastation of their home world millennia ago.

Use this Stratagem in the Fight phase, when a THOUSAND SONS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a SPACE WOLVES unit, you can re-roll the hit roll and the wound roll.
GREAT SORCERER1CP
Thousand Sons – Epic Deed Stratagem

Those not driven mad by their worship of Tzeentch gain the power to harness the energies of the warp like few others.

Use this Stratagem in your Psychic phase. Select one THOUSAND SONS PSYKER model from your army. That unit can attempt to manifest one additional psychic power this turn.
MALIGNANT PACT1CP
Thousand Sons – Epic Deed Stratagem

It is not uncommon for Sorcerers to offer the souls of others to the creatures of the warp in exchange for power.

Use this Stratagem in your Command phase, when an INFERNAL MASTER model from your army is unsuccessful in making a pact. Select one friendly THOUSAND SONS INFANTRY or THOUSAND SONS CAVALRY unit within 6" of that model. That unit suffers 1 mortal wound and that pact is successful.
WARPED REGENERATION1CP
Thousand Sons – Epic Deed Stratagem

The sorceries of the Thousand Sons can alter reality itself, rendering whole that which has been put asunder.

Use this Stratagem in your Psychic phase, after manifesting a psychic power with a THOUSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains up to D3 lost wounds (each model can only be healed once per turn). Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.
UNHOLY SUSURRUS1CP
Thousand Sons – Epic Deed Stratagem

Many lesser warp entities whisper dark secrets to selected individuals that can shift the tide of battle.

Use this Stratagem at the start of your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Select one psychic power from the disciplines it has access to. That psychic power replaces one psychic power that unit knows.
BIOMECHANICAL MUTATION1CP
Thousand Sons – Epic Deed Stratagem

The war engines of the Thousand Sons seethe with warp energies that can cause their sundered hulls to flow and reseal like wax.

Use this Stratagem in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
METAPHYSICAL FOCUS1CP
Thousand Sons – Epic Deed Stratagem

Even the gathered gheists of the Thousand Sons sing with sorcery. On occasion this manifests in destructive fashion.

Use this Stratagem in your Psychic phase, after attempting to perform a psychic action with an ARCANA ASTARTES PSYKER unit from your army. That unit can attempt to manifest one psychic power this phase.
PSYCHIC DOMINION1CP
Thousand Sons – Epic Deed Stratagem

To pit oneself against the psychic might of the Thousand Sons is to be trapped, helpless and screaming, within your own mind.

Use this Stratagem in your opponent’s Psychic phase, when a THOUSAND SONS PSYKER unit from your army is selected to attempt to deny a psychic power. So long as that unit is within 6" of another friendly THOUSAND SONS PSYKER unit that could also attempt to deny that psychic power, when taking that Deny the Witch test, roll one additional D6.
MALEVOLENT MACHINE SPIRIT2CP
Thousand Sons – Epic Deed Stratagem

Many Heretic Astartes vehicles’ machine spirits are highly malicious, striking at enemies even without crew or when their critical systems are failing.

Use this Stratagem in your Command phase. Select one THOUSAND SONS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
MASTERS OF THE IMMATERIUM1CP
Thousand Sons – Epic Deed Stratagem

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.

Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.
SORCEROUS MIGHT1CP
Thousand Sons – Epic Deed Stratagem

The most powerful Sorcerers of the Thousand Sons are battle-psykers who can, if the need is dire enough, siphon a sliver of their corrupted souls into their force staves to temporarily boost their lethality.

Use this Stratagem in the Fight phase, when a THOUSAND SONS SORCERER or THOUSAND SONS EXALTED SORCERER unit from your army that is equipped with a force stave (excluding Relics) is selected to fight. Until the end of the phase, the Damage characteristic of that force stave is changed to D3+1.
HIGH ACOLYTES1CP
Thousand Sons – Requisition Stratagem

The greatest champions of Tzeentch can call upon their thralls and other lesser minions to serve as their sorcerous lieutenants in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one ARCANA ASTARTES CHARACTER model in your army (excluding named characters) and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times).
SORCEROUS ARCANA1CP
Thousand Sons – Requisition Stratagem

The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one THOUSAND SONS CHARACTER model in your army and give them one Sorcerous Arcana Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times).
ASPIRING MAGISTER1CP
Thousand Sons – Requisition Stratagem

Many Thousand Sons Sorcerers seek to rise to the rank of Magister Templi, amassing powerful relics to aid them in their quest.

Use this Stratagem before the battle, when you are mustering your army. Select one THOUSAND SONS Aspiring Sorcerer model or one THOUSAND SONS Scarab Occult Sorcerer model in your army. That model can have one of the following Sorcerous Arcana Relics, even though they are not a CHARACTER: Coruscator; Skaeloch’s Talon; Incandaeum; The Stave Abominus. Each Relic in your army must be unique and be given to a different model.
SCHEMES OF CHANGE1CP
Thousand Sons – Strategic Ploy Stratagem

The complexities of fate are incredibly difficult to grasp, and even the slightest change can have profound consequences.

You can only use this Stratagem if your army only contains THOUSAND SONS Detachments. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
RISEN RUBRICAE2CP
Thousand Sons – Strategic Ploy Stratagem

A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.

Use this Stratagem during deployment, when setting up a RUBRIC MARINES unit from your army. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once.
WEBWAY INFILTRATION2CP/3CP
Thousand Sons – Strategic Ploy Stratagem

By breaking into and traversing the winding paths of the webway, the Thousand Sons are able to outflank their foes.

Use this Stratagem during deployment. If you spend 2CP, you can set up one THOUSAND SONS INFANTRY unit from your army in the webway instead of setting it up on the battlefield. If you spend 3CP, you can set up two THOUSAND SONS INFANTRY units from your army in the webway instead of setting them up on the battlefield. If you do, then for each of those units, in the Reinforcements step of one of your Movement phases you can set them up anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
IMPLACABLE GUARDIANS1CP
Thousand Sons – Strategic Ploy Stratagem

The Rubricae are superlative, enduring guardians who can absorb great storms of fire directed at their masters.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your army (excluding MAGNUS THE RED). Until the end of the phase, while that model is within 3" of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, that model can use the Look Out, Sir rule even if this unit contains fewer than 3 models.
CORUSCATING BEAM3CP
Thousand Sons – Strategic Ploy Stratagem

Silver Towers possess incredible power. When unleashed against the enemy on the ground below, the effect is as horrific as it is devastating.

Use this Stratagem in your Command phase, if a THOUSAND SONS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9" of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.
VECTOR STRIKE1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, after making a Normal Move with a THOUSAND SONS HELDRAKE model from your army. Select one enemy unit this model moved across that is not a CHARACTER with a Wounds characteristic of 9 or less and roll one D6: on a 2+, that unit suffers D3 mortal wounds. If that unit can FLY, on a 2+ it suffers 3 mortal wounds instead.
INESCAPABLE FOREWARNING2CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18" of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6" of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18" of their unit and that ARCANA ASTARTES PSYKER unit when doing so.
SELFLESS AUTOMATA2CP
Thousand Sons – Strategic Ploy Stratagem

The Sorcerers of the Thousand Sons are able to wield their enthralled Rubricae like weapons in their own defence.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that finished a charge move within Engagement Range of any ARCANA ASTARTES CHARACTER units from your army that phase: one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit that is within 12" of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that unit can move up to 2D6" instead of up to 3" and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).
EMPYRIC RESERVOIR1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of your Psychic phase. Select one model from your army within 6" of a friendly MUTALITH VORTEX BEAST model. If that model generates Cabal points, generate D3 additional Cabal points.
SLOW AND PURPOSEFUL1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, when an ARCANA ASTARTES INFANTRY unit from your army makes a Normal Move. Until the start of your next turn, that unit is considered to have Remained Stationary.
AETHERIC SATURATION1CP
Thousand Sons – Strategic Ploy Stratagem

The Sorcerer absorbs the chaotic energies flowing thickly around a Mutalith Vortex Beast, healing injuries he has sustained.

Use this Stratagem in your Psychic phase, when a PSYKER CHARACTER from your army within 12" of a friendly MUTALITH VORTEX BEAST model is selected to manifest psychic powers. Instead of manifesting one psychic power with that model, it is healed and regains up to D3 lost wounds. Each model can only be healed once per turn.
SOUL REAP1CP
Thousand Sons – Wargear Stratagem

Faced with numerous enemies, the Thousand Sons psychically enhance their soulreaper cannons to increase their rate of fire.

Use this Stratagem in your Shooting phase, when a THOUSAND SONS unit from your army is selected to shoot. Until the end of the phase, soulreaper cannons models in that unit are equipped with gain the following ability: ‘Each time an attack is made with this weapon against a unit that contains 11 or more models, make 2 hit rolls instead of 1.’
WARPFLAME GARGOYLES1CP
Thousand Sons – Wargear Stratagem

On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.

Use this Stratagem at the start of the Fight phase. Select one ARCANA ASTARTES VEHICLE model from your army (excluding HELBRUTEs). Roll one D6 for each other unit within Engagement Range of that model, subtracting 2 if the unit being rolled for is a CHARACTER or VEHICLE unit: on a 4+, that unit suffers D3 mortal wounds.
ARCANE SMOKESCREEN1CP
Thousand Sons – Wargear Stratagem

Thousand Sons vehicles are often outfitted with smoke launchers. Their brimstone smog obscures the tanks from view.

Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
MALEFIC SCROLL1CP
Thousand Sons – Wargear Stratagem

The Thousand Sons have vast libraries full of ancient texts. The knowledge contained within can enhance the Sorcerers’ power.

Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army (excluding MAGNUS THE RED) manifests the Smite psychic power. That manifestation inflicts 3 mortal wounds instead of D3 or D6 (no dice roll is made).

Legion Command

If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the following THOUSAND SONS models in your army: Exalted Sorcerer, Sorcerer, Sorcerer in Terminator Armour, Aspiring Sorcerer, Scarab Occult Sorcerer.

Each time you upgrade one of the aforementioned models, select one of the abilities available to it from the table below, increasing the Power Rating of its unit as specified. If you are playing a matched play game, or a game that uses a points limit, then its points value is also increased as specified. Make a note on your army roster each time you upgrade a model using these rules.

Each of the aforementioned models from your army can be upgraded in this manner once, and when you have selected an ability, you cannot select the same ability again for a different model in your army (or your Crusade force). These models and their units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

A Crusade force cannot start with any upgraded models - to include one in a Crusade force, you must use the Ascension to Power Requisition.

LEGION COMMAND
MODELPOWERPOINTSABILITY
Exalted Sorcerer+1+20Rehati: This model can attempt to manifest one additional psychic power in your Psychic phase.
Exalted Sorcerer+1+10Paradigm of Change: Add 1 to this model's Wounds and Attacks characteristics.
Exalted Sorcerer+2+30Dilettante: This model can be given one additional Sorcerous Arcana Relic. This must be a Relic they could have, but can be done even if this model already has a Relic. Each Relic in your army must be unique.
Sorcerer / Sorcerer in Terminator Armour+1+10Loyal Thrall: This model can attempt to perform a psychic action in its Psychic phase instead of attempting to manifest one psychic power, rather than any.
Sorcerer / Sorcerer in Terminator Armour+1+10Witch-warrior: Each time this model manifests Smite or a Witchfire psychic power that inflicts mortal wounds on a dice roll (e.g. D3, or rolling one D6 for each model in the unit), you can re-roll one of the dice to determine the number of mortal wounds inflicted.
Sorcerer / Sorcerer in Terminator Armour+1+5Battle-psyker: Change this model's Ballistic Skill and Weapon Skill characteristic to 2+, and change its Attacks characteristic to 5.
Aspiring Sorcerer / Scarab Occult Sorcerer+1+15Ardent Automata: If this model's unit is performing an action, this model's unit can shoot without that action failing.
Aspiring Sorcerer / Scarab Occult Sorcerer+1+5Protégé: This model knows one additional psychic power from any discipline it has access to.
Aspiring Sorcerer / Scarab Occult Sorcerer+1+10Rites of Coalescence: In your Command phase, another model in this model's unit regains all lost wounds.

Psychic Powers

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.

Discipline of Change

D33PSYCHIC 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.


Discipline of Vengeance

D33PSYCHIC 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.


Dark Hereticus Discipline

D6PSYCHIC 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.

Infernal Pacts

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.

D6INFERNAL 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.

  • If that unit contains 6 or more models, it suffers 1 mortal wound.
  • Until the start of your next Command phase, subtract 2 from Advance and charge rolls made for that unit.

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:

  • At the start of your next Psychic phase, if your army is a Cabal of Sorcerers, you generate 1 additional Cabal point.
  • In your next Psychic phase, you can re-roll Psychic tests taken for this INFERNAL MASTER.

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.

Warlord Traits

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.

D6WARLORD 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.

  • You can re-roll Deny the Witch tests taken for this WARLORD.
  • If your army is a Cabal of Sorcerers, this WARLORD can benefit from one additional Cabbalistic Ritual in each of your Psychic phases.

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.

  • Each time this WARLORD attempts to perform a Psychic action, roll one additional D6 and discard one D6 when taking that Psychic test.
  • If your army is a Cabal of Sorcerers, each time you generate Cabal points, if this WARLORD is on the battlefield you generate 1 additional Cabal point.

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.

  • Add 3" to the Move characteristic of this WARLORD.
  • This WARLORD is eligible to declare a charge during the same turn it Fell Back.
  • Each time this WARLORD makes a Normal Move, a charge move, an Advance or Falls Back, it moves as though it can FLY.


Named Characters

If 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.
CHARACTERWARLORD TRAIT
AhrimanOtherworldly Prescience 
Magnus the RedArrogance of Aeons, Undying Form, Lord of Forbidden Lore 

Chapter Approved Rules

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.).

Warpcraft

MUTATE LANDSCAPE
Progressive Objective

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.

If you select this objective, then THOUSAND SONS PSYKER units from your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Mutate Landscape (Psychic Action - Warp Charge 4): One PSYKER unit from your army can attempt to perform this action in your Psychic phase if it is within range of an objective marker that has not yet been mutated by your army. If this psychic action is successfully completed, that objective marker is said to have been mutated by your army and the warp charge value of the psychic action is increased by 1 for your army for the remainder of the battle.

Score 3 victory points each time a unit from your army completed the Mutate Landscape psychic action.

No Mercy, No Respite

WRATH OF MAGNUS
Progressive Objective

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.

You can only select this objective if your opponent has one or more PSYKER units in their army. Score 3 victory points at the end of the battle round if more enemy models than friendly models were destroyed this battle round as a result of psychic powers.

Shadow Operations

BURN EMPIRES
Progressive and End Game Objective

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.

If you select this objective, then THOUSAND SONS INFANTRY units from your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Burn Empires (Action): One or more THOUSAND SONS INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that is not within your deployment zone and has not been burned. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first. If completed, that objective marker is said to have been burned.

Score 4 victory points each time a unit from your army completed the Burn Empire action.

Purge the Enemy

SORCEROUS PROWESS
End Game Objective

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.

Score 5 victory points at the end of the battle for each enemy PSYKER CHARACTER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army, and 3 victory points for every other enemy PSYKER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.

Crusade Rules

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.

Agendas

If your Crusade army includes any THOUSAND SONS units, you can select one Agenda from the Thousand Sons Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one Thousand Sons Agenda).

PURSUIT OF KNOWLEDGE
Thousand Sons Agenda

The Thousand Sons will conduct sprawling wars, slaughter armies and burn entire worlds to acquire sorcerous lore.

Keep a Pursuit of Knowledge tally for each THOUSAND SONS unit from your army. Add 1 to a unit’s Pursuit of Knowledge tally each time it successfully completes the Pursuit of Knowledge action (see below).

If you selected this Agenda, then THOUSAND SONS PSYKER units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Pursuit of Knowledge (Action): At the end of your Movement phase, one or more THOUSAND SONS PSYKER units from your army can start to perform this action. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not already been plundered by a unit from your army this battle. The action is completed at the end of your turn. If completed, that objective marker is said to have been plundered by a unit from your army.

Each unit gains a number of experience points as follows:
  • Each unit gains 1 experience point if it has any marks on its Pursuit of Knowledge tally.
  • The unit in your army that has the highest Pursuit of Knowledge tally either earns 2 additional experience points or gains one Chaos Boon (only CHARACTERS can gain Chaos Boons). If several units are tied for the highest Pursuit of Knowledge tally, you choose which of those units achieves this Agenda.
MALEFIC RITUAL
Thousand Sons Agenda

Complete the ritual, make the offerings, speak the dark words and power untold shall be yours.

Keep a Malefic Ritual tally for each THOUSAND SONS PSYKER unit in your army. Add 1 to a unit’s Malefic Ritual tally each time it successfully completes the following psychic action (add 2 to its tally instead if it completed it with a Psychic test of 11 or more):

Malefic Ritual (Psychic Action - Warp Charge 7): One THOUSAND SONS PSYKER unit from your army can, if it is within 6" of the centre of the battlefield, attempt to perform this psychic action. A unit that attempts to perform this psychic action cannot shoot or charge in a turn in which it successfully completes this psychic action.

Each unit gains a number of experience points equal to its Malefic Ritual tally. In addition, if the combined Malefic Ritual tallies for all units in your army is 3 or more, gain 1 Requisition point.
WRATH OF THE SORCERERS
Thousand Sons Agenda

The Thousand Sons shall see their vengeance writ large in sorcerous flames across the galaxy.

Keep a Wrath of the Sorcerers tally for each THOUSAND SONS unit in your army. Add 1 to a unit’s Wrath of the Sorcerers tally each time it does any of the following:
  • Manifests the Smite psychic power
  • Manifests a Witchfire psychic power
  • Manifests a Malediction psychic power
  • Destroys an enemy unit in the Psychic phase
The unit in your army that has the highest Wrath of the Sorcerers tally earns 2 experience points. If two or more units are tied, you choose which unit achieves this Agenda.
ARCANA LONG BURIED
Thousand Sons Agenda

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.

Keep an Arcana Long Buried tally for each THOUSAND SONS unit from your army. Add 1 to a unit’s Arcana Long Buried tally each time it successfully completes the Arcana Long Buried action (see below).

If you selected this Agenda, then THOUSAND SONS INFANTRY units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Arcana Long Buried (Action): One INFANTRY unit from your army (excluding CHARACTERS) can start to perform this action at the end of your Movement phase if it is wholly within your opponent’s deployment zone. The action is completed at the start of your next Command phase.

Each unit gains a number of experience points equal to their Arcana Long Buried tally. In addition, if the combined Arcana Long Buried tallies for all units in your army is 3 or more, gain 1 Arcane point.

Chaos Boons

Chaos Boons are a new type of Battle Honour that can be given to ARCANA ASTARTES CHARACTERS. Each time an ARCANA ASTARTES CHARACTER model from your army would gain a Battle Honour, you can instead choose for it to gain a Chaos Boon. DAEMON models and models with the Exalted Mutation Sorcerous Arcana cannot gain a Chaos Boon, and no model in your Crusade force can have more than three Chaos Boons.

Each time a model gains a Chaos Boon, roll a D33 to determine the result on the table below. A model can have more than one Chaos Boon, but if a duplicate result is rolled, the model suffers Spawndom (see below). As with any Battle Honour, make a note on the model’s Crusade card when it gains a Chaos Boon, and increase its Crusade points total by 1.

If a model suffers Spawndom, remove it from your Order of Battle: you can replace it with a THOUSAND SONS CHAOS SPAWN unit containing 1 model. The new CHAOS SPAWN starts with the same number of experience points as the model it replaced and gains the appropriate number of Battle Honours for its rank.

CHAOS BOONS
D33BOON
11Temporal Distortion: Add 3" to this model’s Move characteristic.
12Flesh Sigils: Add 1 to this model’s Wounds characteristic.
13Avian Talons: Each time this model makes an attack, if it made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
21Appended Limbs: Add 1 to this model’s Attacks characteristic.
22Crystalline Body: Add 1 to this model’s Toughness characteristic.
23Warp Strider: You can re-roll Advance and charge rolls made for this model.
31Immaterial Edge: Improve the Armour Penetration characteristic of melee weapons (excluding Relics) that this model is equipped with by 1.
32Aura of Illusion: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.
33Favoured by Fate: Once per turn, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for this model.

Battle Traits

When an ARCANA ASTARTES CHARACTER unit gains a Battle Trait, you can use the table below instead of the table in the Warhammer 40,000 Core Book to determine what Battle Trait is gained. To do so, roll one D3 and consult the table below, or choose an option that tells the best narrative for your unit. 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.

BATTLE TRAITS
D3TRAIT
1Lord of Rubricae

This champion draws power from the immaterium and channels it into his Rubricae to enhance their might.

This model gains the following ability: ‘Lord of Rubricae (Aura): while a friendly THOUSAND SONS RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit is within 6" of this model, each time that unit is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.’
2A Greater Fate

This champion is marked for greatness, and his underlings are fated to facilitate his ascension.

Once per battle, when you use an Epic Deed Stratagem, if this unit is selected as the target of that Stratagem, you can use this ability. If you do, that Stratagem costs 0CP.
3The Eye of Tzeentch

The regard of the Change God is upon this champion, propelling them on towards either glory or ruin.

Each time an Out of Action test is failed for this unit, re-roll the test. Each time this model gains a Chaos Boon, you can re-roll the result.

Psychic Fortitudes

When a THOUSAND SONS unit gains a Psychic Fortitude, you can use the table below instead of the table in the Warhammer 40,000 Core Book to determine what Psychic Fortitude is gained. To do so, roll one D3 and consult the table below, or choose an option that tells the best narrative for your unit. 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.

PSYCHIC FORTITUDES
D3PSYCHIC FORTITUDE
1Thrallmaster

This champion callously plunders his allies’ minds for sorcerous secrets, with or without their consent.

While a friendly THOUSAND SONS PSYKER unit is within 9" of this unit, this unit knows all psychic powers that unit knows.
2Master of the Ritual

Leading their followers in sprawling psychic rituals, this champion unleashes the curses of Tzeentch upon his foes.

Once per battle, in your Psychic phase, this unit can generate D3 additional Cabal points.
3Hand of T’Char

This champion can reach out with empyric talons and sever the fragile strands of his victims’ souls, striking them down from afar without even so much as raising his blade.

Once per battle, after this PSYKER manifests the Smite psychic power, you can select one enemy unit that is in range of and visible to this unit to suffer the mortal wounds, instead of the closest visible enemy unit.

Hexfire Battle Traits

When a THOUSAND SONS unit gains a Battle Trait, you can choose for them to gain one of the Battle Traits below, instead of one from the tables in the Warhammer 40,000 Core Book.

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+).


Hexfire Battle Scars

When a THOUSAND SONS unit gains a Battle Scar, you can choose for them to gain one of the Battle Scars below, instead of one from the tables in the Warhammer 40,000 Core Book.

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:

  • You can re-roll the result.
  • It suffers Perils of the Warp on a roll of any double.

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.


Hexfire Relics

When a THOUSAND SONS CHARACTER model gains a Crusade Relic, you can choose for them to gain one of the Artificer Relics below, instead of one from the Warhammer Core Book.

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:
WEAPON
RANGE
TYPE
S
AP
D
Magister’s Stave
Magister’s Stave
Melee
Melee
+2
-2
D3
Abilities: Each time an attack is made with this weapon, if a hit is scored, then until the start of your next Command phase, the target is psychically stunned. Psychically stunned units cannot manifest psychic powers.


Discover the Arcane

If your Crusade army includes any THOUSAND SONS units you can crusade to discover the arcane. Keep an additional note of your army’s Arcane points total (the crusade goals, information and notable victories box on your Order of Battle is ideal for this). Your Arcane points total will show how much your Thousand Sons have discovered concerning eldritch lore, ancient artefacts and sorcerous intricacies. Once your Crusade force has accumulated enough Arcane points, you can spend these points and be rewarded with unique bonuses.

ACCUMULATING ARCANE POINTS
The discoveries of your Thousand Sons are measured with Arcane points. Each time you complete one of the requirements listed below, your Crusade force gains 1 Arcane point.
  • Win a battle in which you selected the Search for Archeotech, Pursuit of Knowledge, Malefic Ritual and/or Arcana Long Buried Agenda.
  • At the end of the battle, control one or more objective markers in the enemy deployment zone with a THOUSAND SONS PSYKER unit from your Crusade army.
  • Destroy an enemy CHARACTER unit that has a Warlord Trait or Relic with a THOUSAND SONS PSYKER unit from your Crusade army.
  • Destroy an enemy PSYKER CHARACTER with a THOUSAND SONS PSYKER unit from your Crusade army.

SPENDING ARCANE POINTS
If you have accumulated enough Arcane points, you can spend them on Arcane Rewards. Arcane Rewards are unique Crusade Relics and psychic powers.

Before or after a battle, you can choose to spend your Arcane points. Select one ARCANA ASTARTES CHARACTER unit from your army (excluding named characters) that does not have an Arcane Reward, then select one Arcane Reward that costs equal to or less than the total Arcane points you have accumulated for that unit to gain. Any unspent Arcane points in your pool are then lost - you must investigate a new curio instead.

If you selected an Arcane Reward that is a Crusade Relic, that unit gains that Crusade Relic. If you selected an Arcane Reward that is a psychic power, that unit knows that psychic power in addition to any others they know. In either case, when a unit gains an Arcane Reward increase its Crusade points total by 1.

Crusade Relics

  • TEXT OF WARP-BLOWN ASH 10 ARCANE POINTS

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).

  • BOONSTONE 15 ARCANE POINTS

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.

  • MESMERIC STAVE 20 ARCANE POINTS

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

Psychic Powers

  • THIEF OF FATE 10 ARCANE POINTS

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.

  • VISIONS OF DOOM 15 ARCANE POINTS

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.

  • BINDING FLAMES 20 ARCANE POINTS

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.

Requisitions

A Crusade army which includes any THOUSAND SONS units can spend Requisition points (RP) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

ASCENSION TO POWER1RP

This champion’s quest for power takes another step forward as their machinations bear fruit and their status within their cult increases accordingly.

Purchase this Requisition when a THOUSAND SONS EXALTED SORCERER, SORCERER, RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your Crusade force gains the Heroic or Legendary rank. That model (or in the case of a RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit, the Aspiring Sorcerer or Scarab Occult Sorcerer model in that unit) is upgraded to the Legion Command: select one ability for that model as described here, increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if that unit has already been upgraded to the Legion Command or if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
REBINDING RITUAL1RP

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.

Purchase this Requisition when taking Out of Action tests for your army. All tests made for RUBRIC MARINES or SCARAB OCCULT TERMINATORS units from your Crusade force are automatically passed.
DAEMONHOOD1RP

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.

Purchase this Requisition when a THOUSAND SONS unit from your Crusade force that has three Chaos Boons gains a Battle Honour or would gain a Chaos Boon. Remove that unit from your Order of Battle and replace it with a THOUSAND SONS DAEMON PRINCE. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. When adding the new DAEMON PRINCE to your Order of Battle, the following rules apply:
  • The new DAEMON PRINCE starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank.
  • If the original unit had a Warlord Trait and/or a Relic, then so long as the DAEMON PRINCE could have them, it retains them without spending any additional Requisition points.
RUTHLESS POLITICKING1RP

Constant power plays, twisted schemes and the puppeting of rivals’ agendas characterise the internal hierarchy of every Thousand Sons cult.

Purchase this Requisition after a battle, after updating experience points but before determining Battle Honours, if the ARCANA ASTARTES CHARACTER unit from your Crusade force that has the fewest number of experience points earned more experience points during that battle than did the ARCANA ASTARTES CHARACTER unit from your Crusade force that took part in that battle that has the highest number of experience points. The former of these two units gains 3 additional experience points.
PATH TO GLORY1RP

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.

Purchase this Requisition after a battle when you are updating your Crusade cards, if you won that battle and an ARCANA ASTARTES WARLORD unit from your Crusade force destroyed the enemy WARLORD during that battle. If your WARLORD can have a Chaos Boon, it gains one Chaos Boon.
BESEECH THE CHANGER OF THE WAYS1RP

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.

Purchase this Requisition after an ARCANA ASTARTES CHARACTER unit from your Crusade force that can gain a Chaos Boon gains a rank. That CHARACTER gains one Chaos Boon in addition to whatever other Battle Honour it gains.
FLESH CHANGE0RP

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.

Purchase this Requisition either before or after a battle. Select one ARCANA ASTARTES CHARACTER unit from your Crusade force (excluding DAEMONS). Remove that unit from your Order of Battle and replace it with a THOUSAND SONS CHAOS SPAWN unit containing 1 model. The new CHAOS SPAWN starts with the same number of experience points as the CHARACTER it replaced and gains the appropriate number of Battle Honours for its rank.

Arcane Rituals

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.

If your Order of Battle has any THOUSAND SONS SORCERER or THOUSAND SONS INFERNAL MASTER units then you can begin your search for these arcane components.

Arcane Materials

There are three kinds of Arcane Materials that your Crusade force will have to hunt for; each serves a different purpose and different rituals will require these in different amounts.
  • Inscriptions: Whether they take the form of ancient scrolls or tomes of dark knowledge, these provide the words of power needed to invoke the malefic.
  • Souls: The souls of the enemy can be bound and offered up to Chaos to curry daemonic favour.
  • Offerings: The sacred icons and symbols of the enemy carry great weight and their destruction creates waves in the warp.

When your Crusade force begins its search for these items, start a tally, beginning at 0, for each of them on your Order of Battle. You can accrue Arcane Materials through the following means:
  • The Arcane Hunt Agendas.
  • Each time your Crusade force gains an Arcane point, you can choose to roll one D6. If you do, on a 4+, your Crusade force has found an Arcane Material. If it does, instead of gaining that Arcane point, roll one D3 and consult the table below to see what Arcane Material you have accrued.
D3ARCANE MATERIAL
1Inscriptions
2Soul
3Offering

Performing Ritual Incantations

Ritual Incantations can be performed after a Crusade battle has been fought. Your Crusade force can only perform one Ritual Incantation per battle.

Each Ritual Incantation will specify which Arcane Materials it requires and how many are needed. In order to perform a Ritual Incantation, your Order of Battle must contain at least one THOUSAND SONS SORCERER or THOUSAND SONS INFERNAL MASTER unit and you must have enough of each Arcane Material type specified by that Ritual Incantation. On your Order of Battle, reduce your number of each of those Arcane Material types by the relevant amount and make a note of whether any additional Arcane Materials were spent in the process.

Each Ritual Incantation will have two effects:
  • A Basic Effect that takes place each time that Ritual Incantation is performed.
  • An Elevated Effect that takes place only if additional Arcane Materials are offered up to Tzeentch in the ritual. The extra Arcane Materials required to do this are specified in the Ritual Incantations themselves.

Agendas

If your Crusade army includes any THOUSAND SONS units, you can select one Agenda from the Arcane Hunt Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

BIND THEIR SOULS
Arcane Hunt Agenda

Some Thousand Sons bind the souls of powerful warriors they kill to objects and weapons. These objects become potent tools in arcane rituals.

Keep a Soul Binding tally for each unit from your army. Each time a THOUSAND SONS unit from your army destroys an enemy CHARACTER unit, add 1 to its Soul Binding tally.

At the end of the battle, the unit from your army with the highest Soul Binding tally gains 4 experience points and your Crusade force gains 1 Soul for each of the following:
  • The enemy WARLORD is destroyed.
  • All of the enemy CHARACTER units are destroyed.
UNCOVER LOST TOMES
Arcane Hunt Agenda

The galaxy is replete with lost tomes filled with knowledge of the warp. The Thousand Sons seek these out to further increase their power.

If you selected this Agenda, then at the start of the battle, your opponent secretly selects two objective markers, at least one of which cannot be within their deployment zone (if possible), to be locations of hidden tomes. Keep an Uncovered Tomes tally for each unit from your army. THOUSAND SONS INFANTRY units in your army can attempt the following action:

Search For Tome (Action): One THOUSAND SONS INFANTRY unit from your army can start to perform this action at the start of your Command phase if it is within range of an objective marker. This action is completed at the end of your turn. Once completed, your opponent reveals if that objective marker was the location of a tome. If it was, add 1 to the Uncovered Tomes tally for the unit performing this action.

At the end of the battle, each unit gains a number of experience points equal to four times their Uncovered Tomes tally and your Crusade force gains a number of Inscriptions equal to the combined total of all of your units’ Uncovered Tomes tallies.
RANSACK SHRINES
Arcane Hunt Agenda

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.

If you selected this Agenda, then at the start of deployment, before any units are set up on the battlefield, your opponent sets up two Shrine objective markers anywhere on the battlefield not within 9" of any battlefield edges. These objective markers do not count as objective markers for any rules purposes other than for this Agenda. Keep a Ransacked Shrines tally for each unit from your army. Add 1 to a unit’s Ransacked Shrines tally each time it successfully completes the Ransack Shrine action (see below). THOUSAND SONS INFANTRY units in your army can attempt the following action:

Ransack Shrine (Action): Any number of THOUSAND SONS INFANTRY units (excluding CHARACTER units) from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different Shrine objective marker set up by your opponent that has not been ransacked. This action is completed at the end of your turn. Once completed, that objective marker is said to be ransacked.

At the end of the battle, each unit gains a number of experience points equal to double their Ransacked Shrines tally and your Crusade force gains a number of Offerings equal to the combined total of all of your units’ Ransacked Shrines tallies.

Ritual Incantations

The following Ritual Incantations are available:

ARCANE MATERIALS NEEDED
RITUAL INCANTATIONINSCRIP­TIONSSOULSOFFERINGS
Summon Daemon132
Blessing of Tzeentch213
Ethereal Learnings321

Summon Daemon

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.

Elevated Effect (+2 Souls): When adding the DAEMON unit to your Order of Battle while performing this Ritual Incantation, that unit does not have to have a Power Rating of 8 or less.

Blessing of Tzeentch

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.

Elevated Effect (+2 Offerings): When giving a unit a Battle Trait while performing this Ritual Incarnation, you can choose to give them one from the table below instead of using one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit gains. To do so, roll one D3 and consult the table to randomly determine what Battle Trait the unit gains, or choose a Battle Trait that tells the best narrative for your unit.

BATTLE TRAITS
D3TRAIT
1Tzeentch’s Ward

Tzeentch appears to grant a measure of divine protection.

Once per battle, when this unit is selected as the target of an attack, it can use this blessing. If it does so, until the end of the turn, models in this unit have a 4+ invulnerable save.
2Boon of Foresight

When the enemy draws close, the unit is able to predict their movements and detect weak points in bodies and armour with uncanny accuracy.

Each time a model in this unit makes a ranged attack that targets a unit within 12", re-roll a wound roll of 1.
3Warping Form

Warp energy wreathing the blessed troops helps protect them from severe damage or wounds.

Each time a model in this unit would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Ethereal Learnings

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.

Elevated Effect (+2 Inscriptions): When giving a unit a Psychic Fortitude while performing this Ritual Incantation, you can choose to give them one from the table below instead of using one of the tables in the Warhammer 40,000 Core Book to determine what Psychic Fortitude the unit gains. To do so, roll one D3 and consult the table to randomly determine what Psychic Fortitude the unit gains, or choose a Psychic Fortitude that tells the best narrative for your unit.

PSYCHIC FORTITUDES
D3PSYCHIC FORTITUDE
1Power Unbound

This psyker has learned how to make the spells they unleash all but unstoppable.

Each time this unit attempts to manifest a psychic power, if the Psychic test includes a double and is successful, that psychic power cannot be denied.
2Witchfire Shards

Able to shape residual psychic energy into small warp projectiles, the psyker fires them at the enemy.

Each time this unit successfully manifests a psychic power, select one enemy unit within 18" of this unit and roll one D6: on a 3+, that enemy unit suffers 1 mortal wound.
3Multi-plane Form

When casting a spell, this psyker can temporarily move in and out of multiple planes of existence, a state in which it is extremely difficult to cause them injury.

The first time this unit successfully manifests a psychic power in each of your Psychic phases, until the start of your next Psychic phase, each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

Arcane Rewards

You can spend Arcane points on the Crusade Relics shown below in addition to those found in Codex: Thousand Sons. In addition to Arcane points, these Crusade Relics also cost a number of Arcane Materials as specified.

WARP BLADE
15 Arcane Points, 2 Offerings

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.

AETHERIC SYPHON
10 Arcane Points, 2 Inscriptions

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.

ENSORCELLED MAGAZINES
5 Arcane Points, 1 Soul

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:
  • Improve the Armour Penetration characteristic of that attack by 2.
  • Add 1 to the Damage characteristic of that attack. Invulnerable saving throws cannot be made against that attack.

Army of Renown: Warpmeld Pact

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.

Restrictions

  • Your army cannot include any named characters.
  • All units in your army must have the THOUSAND SONS keyword.
  • Your army cannot include any VEHICLE, DAEMON or THOUSAND SONS CULTIST units.
  • Your army cannot include any units that know any psychic powers from the Discipline of Vengeance.
  • Detachments in your army do not gain the Mere Servants ability.
  • Your army must include more BRAY units than the total number of RUBRIC MARINES and SCARAB OCCULT TERMINATORS units in each Detachment.

Benefits

  • All units in your army gain the WARPMELD PACT keyword.
  • You have access to the Warpmeld Pact Warlord Trait, Relic, Stratagems and Cabbalistic Ritual (see below).
  • Units in your army do not gain the Brotherhood of Sorcerers ability.
  • EXALTED SORCERER, INFERNAL MASTER, SORCERER, TZAANGOR and CHAOS SPAWN units in your army gain the Touched by Tzeentch ability.
  • TZAANGOR units (excluding CHARACTER units) in your army gain the CORE keyword.
  • TZAANGOR SHAMAN units in your army gain the Strength of the Brayherd ability.

Touched by Tzeentch

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.

  • Models in this unit have a 5+ invulnerable save.
  • Each time a model in this unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • At the start of the first battle round, before the first turn begins, models in this unit can make a Normal Move of up to 6". They cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Strength of the Brayherd

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.

Warlord Trait

If a WARPMELD PACT CHARACTER model is your WARLORD, they can have the Warlord Trait below instead of one from another source.

MANIPULATOR OF REALITY

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.

Relic

If your army is led by a WARPMELD PACT WARLORD, you can, when mustering your army, give the following Sorcerous Arcana Relic to a WARPMELD PACT CHARACTER model from your army instead of giving them another Relic. Named characters cannot be given the following Relic.

DIAMOND OF DISTORTION

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.

Cabbalistic Ritual

If your army is the Warpmeld Pact, you have access to the Cabbalistic Ritual below in addition to those found in Codex: Thousand Sons. All the usual rules for using Cabbalistic Rituals listed in Codex: Thousand Sons also apply to the one found here.

THE BRAYCHANGE
6 Cabal Points

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:
  • If that unit has the BRAY keyword, return up to 2D3 destroyed models to that unit with their full wounds remaining.
  • Otherwise, return up to D3 destroyed models to that unit with their full wounds remaining.

Stratagems

If your army is the Warpmeld Pact, you have access to these Stratagems, and can spend CPs to use them.

REALITY UNBOUND1CP
Warpmeld Pact – Battle Tactic Stratagem

The power of Tzeentch can unbind reality enabling weapons to pass through multiple planes of existence simultaneously bypassing armour.

Use this Stratagem in your Shooting phase or the Fight phase, when a WARPMELD PACT TZAANGOR ENLIGHTENED unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack with a fatecaster greatbow or divining spear, improve the Armour Penetration characteristic of that attack by 2.
TZAANGOR ONSLAUGHT1CP
Warpmeld Pact – Battle Tactic Stratagem

Tzaangor gather in great numbers when the power of warp energy is strong, swiftly overwhelming their foes.

Use this Stratagem in the Fight phase. Select one WARPMELD PACT BRAY unit from your army. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
GIFT OF CHANGE1CP
Warpmeld Pact – Epic Deed Stratagem

The energies of the warp can swiftly remake a being they have destroyed in their own image...

Use this Stratagem in your Psychic phase, when an enemy CHARACTER unit is destroyed. Set up a new WARPMELD PACT CHAOS SPAWN unit from your army on the battlefield within 6" of that unit and not within Engagement Range of any enemy units. That CHAOS SPAWN unit contains 1 model, and, if you are playing a game that uses a points limit, does not cost any Reinforcement points. If you are playing a Crusade game, at the end of the battle, that CHAOS SPAWN unit is not added to your Order of Battle. You can only use this Stratagem once per battle.
WARPMELD SPAWN1CP
Warpmeld Pact – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army. Select one WARPMELD PACT CHAOS SPAWN unit from your army:
  • Add 1 to the Strength characteristic of models in that unit.
  • Add 1 to the Toughness characteristic of models in that unit.
BLESSED TRANSMUTATIONS2CP
Warpmeld Pact – Strategic Ploy Stratagem

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.

Use this Stratagem in your Command phase. Select one WARPMELD PACT PSYKER model from your army. For each friendly TZAANGOR unit within 6" of that model:
  • If that unit has the BRAY keyword, return up to D3+1 destroyed models to that unit with their full wounds remaining.
  • Otherwise, return up to 1 destroyed model to that unit with its full wounds remaining.
TWISTED MIRAGE2CP
Warpmeld Pact – Strategic Ploy Stratagem

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.

Use this Stratagem in your opponent’s Charge phase, when a WARPMELD PACT PSYKER CHARACTER unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move of up to 6". Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge.
EPHEMERAL EXISTENCE1CP
Warpmeld Pact – Strategic Ploy Stratagem

Through their connection to the Changer of Ways, Tzaangor move through obstacles as if they weren’t there.

Use this Stratagem in your Movement phase, when a WARPMELD PACT TZAANGOR unit from your army is selected to move. Until the end of the turn, each time that unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).

Boarding Actions

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.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is THOUSAND SONS, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the ‘mustering a Boarding Patrol’ rules.
  • All <GREAT CULT> units in your Boarding Patrol must be from the same Great Cult.
  • You can include one Fast Attack slot, but only if it is a CHAOS SPAWN unit.
  • You cannot include more than one unit of CULTISTS and the combined total number of CULTISTS and BRAY units cannot exceed the number of RUBRIC MARINES units.
  • You cannot upgrade any models in your army to have any Legion Command upgrades.

Rules Adaptations

If your Faction is THOUSAND SONS, then the following rules adaptations apply to Thousand Sons rules found in Codex: Thousand Sons.
  • RUBRIC MARINES and SCARAB OCCULT TERMINATORS units that do not contain an Aspiring Sorcerer or Scarab Occult Sorcerer model after you have formed Boarding Squads lose the PSYKER keyword and lose the Sorcerous Master ability.
  • A THOUSAND SONS CHAOS SPAWN unit has the following ability: ‘Fated Mutation: Each time this unit is selected to fight, you do not need to roll to determine which Mutated Beyond Reason ability applies. Simply pick the result you wish to apply for the duration of that fight.’
  • The Malevolent Charge Cabbalistic Ritual costs 5 Cabal points.
  • For the purposes of the Warp Reality (Cult of Mutation) psychic power, only open Hatchways are considered to be terrain features.
  • The Sorcerous Facade (Cult of Duplicity) psychic power has a warp charge value of 11.
  • The Baleful Devolution psychic power has a warp charge value of 9.
  • The Dark Blessing psychic power has a warp charge value of 9.
  • The Temporal Surge psychic power has a warp charge value of 9.

Enhancements

If your WARLORD has the THOUSAND SONS keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

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:

  • Each time that unit fires Overwatch, it counts as Holding Steady.
  • Each time that unit fights, it counts as being Set to Defend.


Boarding Action Stratagems

If your Faction is THOUSAND SONS, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

INHUMAN SAVAGERY1CP
Thousand Sons – Boarding Actions – Battle Tactic Stratagem

Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of claustrophobic combat.

Use this Stratagem in the Fight phase, when a TZAANGORS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
ENDURANCE OF AEONS1CP/2CP
Thousand Sons – Boarding Actions – Battle Tactic Stratagem

The unnatural resilience of the Thousand Sons is magnified to a terrifying degree in the confines of ship-to-ship combat.

Use this Stratagem in any phase, when a RUBRIC MARINES or TERMINATOR unit from your army is selected as the target of an attack. Until the end of the 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 weapon or the model making the attack may have. If that unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
MIRROR-MIND1CP
Thousand Sons – Boarding Actions – Epic Deed Stratagem

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.

Use this Stratagem in your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Until the end of the phase, that unit can manifest psychic powers without any actions it is performing failing (excluding psychic actions).
PAX DIABOLUS1CP
Thousand Sons – Boarding Actions – Epic Deed Stratagem

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.

Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army successfully manifests a psychic power. Until the start of your next Psychic phase, the next time a saving throw is failed for an attack made against that unit, reduce the Damage characteristic of that attack to 0.
ENTOMBED AUTOMATA1CP
Thousand Sons – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem during deployment, when setting up a RUBRIC MARINES unit from your army in an Entry Zone. That unit can be set up anywhere on the battlefield wholly within 6" of that Entry Zone. You can only use this Stratagem once.
ELDRITCH ACCURACY1CP
Thousand Sons – Boarding Actions – Strategic Ploy Stratagem

Arcane sigils on weapon casings flare in the dark as the Thousand Sons fire psychically guided shots that seek out their foes’ souls.

Use this Stratagem in your Shooting phase, when a RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that did not Advance this turn is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack:
  • You can ignore any or all hit roll modifiers for that attack.
  • The target does not receive the benefits of cover against that attack.

Sorcerous Arcana

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.
  • The bearer has a Save characteristic of 2+.
  • In the Fight phase, each time an enemy model within Engagement Range of the bearer selects targets for its attacks, it can only allocate up to half of its close combat attacks against the bearer (rounding up).

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.
  • This model knows one additional pact.
  • Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

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.
  • The bearer is eligible to manifest psychic powers in a turn in which it Fell Back and declare a charge in a turn in which it Advanced.
  • Each time the bearer makes a consolidation move, it can move up to 6" and does not have to end the move closer to the nearest enemy model.

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.

  • Each time the bearer is selected as the target of a charge, an unmodified charge roll of 9+ for that charge always fails.
  • Each time a Psychic test is made for the bearer, if it has lost any wounds, add 1 to that Psychic test.

Optional Wargear

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.

COMBI-WEAPONS

 • Combi-bolter

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

PISTOLS

 • Bolt pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainaxe

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword


Wargear Reference

Ranged Weapons

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
Grav-flux bombard
Grav-flux bombard
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.

Melee Weapons

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

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.
Herd banner
Each time a Morale test is taken for the bearer’s unit, you can re-roll that test.
Herd banner
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.

Glossary

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.

All of the models in the unit can have their Weapon A replaced with 1 Weapon B each: When this wargear option is selected, every single model in that unit that is equipped with Weapon A must have its weapon replaced with Weapon B. It is not possible for only some models in that unit to have their weapon replaced and for others not to.

Any number of models can each have their Weapon A replaced with Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Arcane points: A resource generated by Crusade armies that are attempting to Discover the Arcane (see below).

Arcane Rewards: Psychic powers and Crusade Relics for Crusade armies that can only be accessed via Discover the Arcane (see below). These can only be given to ARCANA ASTARTES CHARACTERS (not named characters) who do not already have a reward.

Bolt weapon: A ranged weapon whose profile includes the word ‘bolt’, or a Relic that replaces a bolt weapon, or the boltgun profile of a combi-weapon.

Brotherhood of Sorcerers: Detachment ability for THOUSAND SONS Detachments.

Cabal of Sorcerers: An army in which every unit (excluding UNALIGNED units) has the THOUSAND SONS keyword is called a Cabal of Sorcerers.

Cabal points: A resource you gain and can spend if you are using the Cabbalistic Rituals ability (see below).

Cabbalistic Rituals: An ability for certain units in your army if every unit from your army has the THOUSAND SONS keyword (excluding UNALIGNED units). This allows you to spend Cabal points to use abilities on units from your army with this ability.

Chaos Boons: A Battle Honour category that can only be taken by ARCANA ASTARTES CHARACTERS (excluding DAEMONS).

Cult of the Legion Detachment: A THOUSAND SONS Detachment in which every THOUSAND SONS unit that is drawn from a Great Cult is from the same Great Cult.

Cult: Shorthand for Great Cult.

Cult psychic power: A psychic power associated with one of the nine Great Cults. These are only known by PSYKER units that are part of a Cult of the Legion Detachment (and only if they are drawn from the associated Great Cult).

Cult Sorcerous Arcana Relic: A Sorcerous Arcana Relic associated with one of the nine Great Cults. These are only available to CHARACTER models that are part of a Cult of the Legion Detachment (and only if they, and your WARLORD, are drawn from the associated Great Cult).

Cult Warlord Trait: A Warlord Trait associated with one of the nine Great Cults. These are only available to WARLORDS that are part of a Cult of the Legion Detachment (and only if they are drawn from the associated Great Cult).

Discover the Arcane: A Crusade system unique to Thousand Sons in which you must complete tasks to gain Arcane points which can then be spent on Arcane Rewards.

Great Cult: THOUSAND SONS units with the <GREAT CULT> keyword will belong to one of the 9 Great Cults. When you include such a unit in your army you must select one of these to replace this keyword with: Cult of Prophecy, Cult of Time, Cult of Mutation, Cult of Scheming, Cult of Magic, Cult of Knowledge, Cult of Change, Cult of Duplicity and Cult of Manipulation.

Jealous Tyrant: Detachment ability for THOUSAND SONS Detachments.

Legion Command: An upgrade that can be applied to Exalted Sorcerer, Sorcerer, Sorcerer in Terminator Armour, Aspiring Sorcerer and Scarab Occult Sorcerer models.

Mere Servants: Detachment ability for THOUSAND SONS Detachments.

Pact: THOUSAND SONS INFERNAL MASTERS can attempt to make pacts that they know from Infernal Pacts.

Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.

Sorcerous Arcana: A type of Relic that can be given to THOUSAND SONS CHARACTER models.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Thousand Sons, Battle Tactic, Epic Deed, Strategic Ploy, Requisition and Wargear. A Stratagem can have more than one label: for example, a Stratagem with ‘Thousand Sons - Wargear Stratagem’ has both the Thousand Sons and Wargear labels.

THOUSAND SONS Detachment: A Detachment in a Battle-forged army where every model has the THOUSAND SONS keyword (excluding UNALIGNED units).

Thousand Sons Agendas: A category of additional Agendas that can be used for THOUSAND SONS units in certain narrative play mission packs.

Thousand Sons secondary objectives: A category of additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is a THOUSAND SONS Detachment.

Reference

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.

BROTHERHOOD OF SORCERERS
  • If every unit in a Detachment is THOUSAND SONS (excluding UNALIGNED). THOUSAND SONS units in that Detachment gain the Brotherhood of Sorcerers ability.
  • Add 1 to Psychic tests taken for units with this ability.
  • If a unit with this ability is ARCANA ASTARTES or TZAANGOR, each model in the unit has a 5+ invulnerable save.

CABBALISTIC RITUALS
  • Cabbalistic Rituals only applies if every model in your army has the THOUSAND SONS keyword (excluding UNALIGNED models).
  • At the start of your Psychic phase, generate Cabal points for your army for each model with this ability that is on the battlefield. The number of Cabal points each model generates is as follows:
  • In your Psychic phase, you can spend Cabal points on Cabbalistic Rituals.
  • In your Psychic phase, you can use each Cabbalistic Ritual once and each unit from your army can only benefit from one Cabbalistic Ritual.
  • At the end of your Psychic phase, any unspent Cabal points are lost.
  • Imbued Manifestation (4 Cabal points): Use after manifesting a psychic power. Increase that power’s range by 6".
  • Malevolent Charge (4 Cabal points): Use after manifesting a psychic power. If that psychic power inflicts any mortal wounds on enemy units, select one of those units to suffer D3 additional mortal wounds.
  • Kindred Sorcerers (5 Cabal points): Use after taking a Psychic test. Add 1 to the Psychic test.
  • Warp Sight (3 Cabal points): Use after manifesting a psychic power. If that psychic power requires you to select a unit visible to the PSYKER, you can select a unit that is visible to any friendly unit with the Cabbalistic Rituals ability.
  • Echoes From the Warp (4 Cabal points): Use in your Psychic phase. One PSYKER unit from your army can perform a psychic action (Warp Charge 3). If successful, gain 1 Command point.
  • Pact From Beyond (7 Cabal points): Use when manifesting a psychic power. Do not take a Psychic test: that Psychic test is passed at the minimum warp charge value.
  • Cabbatistic Focus (8 Cabal points): Use after taking a successful Psychic test. The psychic power/psychic action cannot be denied.
  • Psychic Maelstrom (8 Cabal points): Use when selecting a unit to manifest a psychic power. That unit can attempt to manifest a Witchfire psychic power that has already been attempted this phase.
  • Wrath of the Immaterium (9 Cabal points): Use after taking a Psychic test. Add 2 to the Psychic test.

CULTS OF THE LEGION

DETACHMENT ABILITIES
  • If your army is Battle-forged, THOUSAND SONS Detachments gain the Mere Servants and Jealous Tyrant abilities.
  • If your army is Battle-forged, THOUSAND SONS units in THOUSAND SONS Detachments gain the Brotherhood of Sorcerers ability.
  • If your army is Battle-forged, RUBRIC MARINES, SCARAB OCCULT TERMINATORS and BRAY units in THOUSAND SONS Detachments gain the Objective Secured ability.

<GREAT CULT> KEYWORD
  • When you include a unit with the <GREAT CULT> keyword, nominate which of the nine Great Cults it is drawn from.
  • Replace every instance of the <GREAT CULT> keyword on that unit’s datasheet with the name of your chosen cult.

JEALOUS TYRANT
  • If your army is Battle-forged, you can have a maximum of one Daemon Prince unit in each Thousand Sons Detachment.

LEGION COMMAND
  • If your army is Battle-forged and includes any Thousand Sons Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you can upgrade the following models: Exalted Sorcerer, Sorcerer, Sorcerer in Terminator Armour, Aspiring Sorcerer and Scarab Occult Sorcerer.
  • Doing so increases Power Rating and points value of that model’s unit.
  • The upgraded model will gain a new ability.
  • Each model from your army can be upgraded once.
  • Your army (or your Crusade force) cannot include more than one model with the same upgrade.
  • Crusade armies must use the Ascension to Power Requisition to upgrade models.

MALICIOUS VOLLEYS
  • Make double the number of attacks when shooting a Rapid Fire bolt weapon if the target is within half range, or if the shooting model is an INFANTRY model whose unit Remained Stationary in its previous Movement phase, or if the shooting model is a TERMINATOR or HELBRUTE model.

MERE SERVANTS
  • If your army is Battle-forged, you cannot include more THOUSAND SONS CULTISTS units in each THOUSAND SONS Detachment in your army than RUBRIC MARINES and SCARAB OCCULT TERMINATORS units.
  • If your army is Battle-forged, you cannot include more BRAY units in each THOUSAND SONS Detachment in your army than RUBRIC MARINES and SCARAB OCCULT TERMINATORS units.

SORCEROUS MASTER
  • Each time this unit manifests a psychic power, attempts to perform a psychic action or 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 measure distance or draw line of sight to PSYKER units, do so to this unit’s Aspiring Sorcerer or Scarab Occult Sorcerer model.

TELEPORT STRIKE
  • During deployment, you can set units up in a teleportarium chamber instead of setting them up on the battlefield.
  • Any such unit can then arrive during the Reinforcements step of one of your Movement phases.
  • When such a unit arrives, set it up on the battlefield more than 9" from any enemy models.

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
SCHEMES OF CHANGE1CP
Thousand Sons – Strategic Ploy Stratagem

The complexities of fate are incredibly difficult to grasp, and even the slightest change can have profound consequences.

You can only use this Stratagem if your army only contains THOUSAND SONS Detachments. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent.
Cabbalistic Rituals

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.

If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, if your army is a Cabal of Sorcerers, generate Cabal points for your army for each model with this ability that is on the battlefield:


In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals from the list below. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has this ability.

Note that when a Cabbalistic Ritual specifies a ‘unit from your army’ with regard to when it can be used (e.g. ‘when a unit from your army is selected to manifest psychic powers’), that Cabbalistic Ritual can only be used if that unit has the THOUSAND SONS keyword.

IMBUED MANIFESTATION
4 Cabal Points

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).

MALEVOLENT CHARGE
4 Cabal Points

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.

KINDRED SORCERERS
5 Cabal Points

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.

WARP SIGHT
3 Cabal Points

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.

ECHOES FROM THE WARP
4 Cabal Points

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.

PACT FROM BEYOND
7 Cabal Points

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.

CABBALISTIC FOCUS
8 Cabal Points

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.

PSYCHIC MAELSTROM
8 Cabal Points

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.

WRATH OF THE IMMATERIUM
9 Cabal Points

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.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
WARPED REGENERATION1CP
Thousand Sons – Epic Deed Stratagem

The sorceries of the Thousand Sons can alter reality itself, rendering whole that which has been put asunder.

Use this Stratagem in your Psychic phase, after manifesting a psychic power with a THOUSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains up to D3 lost wounds (each model can only be healed once per turn). Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

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 bearer has a Save characteristic of 2+.
  • In the Fight phase, each time an enemy model within Engagement Range of the bearer selects targets for its attacks, it can only allocate up to half of its close combat attacks against the bearer (rounding up).
Combat Doctrines

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:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

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.

Tactical Doctrine

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.

Assault Doctrine

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.
Shock Assault

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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the 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 weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

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:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

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

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

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:

Troops
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

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

Troops
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

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 MAGNUS THE RED keyword is used in the following Thousand Sons datasheets:

Lords of War
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The CULT OF PROPHECY and CORE keywords are used in the following Thousand Sons datasheets:

The CULT OF TIME and INFANTRY keywords are used in the following Thousand Sons datasheets:

Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The CULT OF SCHEMING and CORE keywords are used in the following Thousand Sons datasheets:

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

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:

ASPIRING MAGISTER1CP
Thousand Sons – Requisition Stratagem

Many Thousand Sons Sorcerers seek to rise to the rank of Magister Templi, amassing powerful relics to aid them in their quest.

Use this Stratagem before the battle, when you are mustering your army. Select one THOUSAND SONS Aspiring Sorcerer model or one THOUSAND SONS Scarab Occult Sorcerer model in your army. That model can have one of the following Sorcerous Arcana Relics, even though they are not a CHARACTER: Coruscator; Skaeloch’s Talon; Incandaeum; The Stave Abominus. Each Relic in your army must be unique and be given to a different model.

The ARCANA ASTARTES and CHARACTER keywords are used in the following Thousand Sons datasheets:

Lords of War
HIGH ACOLYTES1CP
Thousand Sons – Requisition Stratagem

The greatest champions of Tzeentch can call upon their thralls and other lesser minions to serve as their sorcerous lieutenants in battle.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one ARCANA ASTARTES CHARACTER model in your army (excluding named characters) and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times).
SORCEROUS ARCANA1CP
Thousand Sons – Requisition Stratagem

The halls of Tizca are replete with sorcerous esoterica, gathered by Magnus and his gene-sons over thousands of years.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one THOUSAND SONS CHARACTER model in your army and give them one Sorcerous Arcana Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice) or an Onslaught battle (in which case you can use this Stratagem three times).

The CHAOS SPAWN keyword is used in the following Thousand Sons datasheets:

Fast Attack
WARPMELD SPAWN1CP
Warpmeld Pact – Requisition Stratagem

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.

Use this Stratagem before the battle, when you are mustering your army. Select one WARPMELD PACT CHAOS SPAWN unit from your army:
  • Add 1 to the Strength characteristic of models in that unit.
  • Add 1 to the Toughness characteristic of models in that unit.
RISEN RUBRICAE2CP
Thousand Sons – Strategic Ploy Stratagem

A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.

Use this Stratagem during deployment, when setting up a RUBRIC MARINES unit from your army. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once.
WEBWAY INFILTRATION2CP/3CP
Thousand Sons – Strategic Ploy Stratagem

By breaking into and traversing the winding paths of the webway, the Thousand Sons are able to outflank their foes.

Use this Stratagem during deployment. If you spend 2CP, you can set up one THOUSAND SONS INFANTRY unit from your army in the webway instead of setting it up on the battlefield. If you spend 3CP, you can set up two THOUSAND SONS INFANTRY units from your army in the webway instead of setting them up on the battlefield. If you do, then for each of those units, in the Reinforcements step of one of your Movement phases you can set them up anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
ENTOMBED AUTOMATA1CP
Thousand Sons – Boarding Actions – Strategic Ploy Stratagem

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.

Use this Stratagem during deployment, when setting up a RUBRIC MARINES unit from your army in an Entry Zone. That unit can be set up anywhere on the battlefield wholly within 6" of that Entry Zone. You can only use this Stratagem once.
CORUSCATING BEAM3CP
Thousand Sons – Strategic Ploy Stratagem

Silver Towers possess incredible power. When unleashed against the enemy on the ground below, the effect is as horrific as it is devastating.

Use this Stratagem in your Command phase, if a THOUSAND SONS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9" of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.
MALEVOLENT MACHINE SPIRIT2CP
Thousand Sons – Epic Deed Stratagem

Many Heretic Astartes vehicles’ machine spirits are highly malicious, striking at enemies even without crew or when their critical systems are failing.

Use this Stratagem in your Command phase. Select one THOUSAND SONS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

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:


– if equipped with the Disc of Tzeentch this unit gains the CAVALRY keyword.
MALIGNANT PACT1CP
Thousand Sons – Epic Deed Stratagem

It is not uncommon for Sorcerers to offer the souls of others to the creatures of the warp in exchange for power.

Use this Stratagem in your Command phase, when an INFERNAL MASTER model from your army is unsuccessful in making a pact. Select one friendly THOUSAND SONS INFANTRY or THOUSAND SONS CAVALRY unit within 6" of that model. That unit suffers 1 mortal wound and that pact is successful.
BLESSED TRANSMUTATIONS2CP
Warpmeld Pact – Strategic Ploy Stratagem

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.

Use this Stratagem in your Command phase. Select one WARPMELD PACT PSYKER model from your army. For each friendly TZAANGOR unit within 6" of that model:
  • If that unit has the BRAY keyword, return up to D3+1 destroyed models to that unit with their full wounds remaining.
  • Otherwise, return up to 1 destroyed model to that unit with its full wounds remaining.

The ARCANA ASTARTES and INFANTRY keywords are used in the following Thousand Sons datasheets:

SLOW AND PURPOSEFUL1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, when an ARCANA ASTARTES INFANTRY unit from your army makes a Normal Move. Until the start of your next turn, that unit is considered to have Remained Stationary.

The THOUSAND SONS and HELDRAKE keywords are used in the following Thousand Sons datasheets:

Flyers
VECTOR STRIKE1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, after making a Normal Move with a THOUSAND SONS HELDRAKE model from your army. Select one enemy unit this model moved across that is not a CHARACTER with a Wounds characteristic of 9 or less and roll one D6: on a 2+, that unit suffers D3 mortal wounds. If that unit can FLY, on a 2+ it suffers 3 mortal wounds instead.
EPHEMERAL EXISTENCE1CP
Warpmeld Pact – Strategic Ploy Stratagem

Through their connection to the Changer of Ways, Tzaangor move through obstacles as if they weren’t there.

Use this Stratagem in your Movement phase, when a WARPMELD PACT TZAANGOR unit from your army is selected to move. Until the end of the turn, each time that unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).

The ARCANA ASTARTES and PSYKER keywords are used in the following Thousand Sons datasheets:

Lords of War

The ARCANA ASTARTES and CORE keywords are used in the following Thousand Sons datasheets:

INESCAPABLE FOREWARNING2CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18" of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6" of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18" of their unit and that ARCANA ASTARTES PSYKER unit when doing so.

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

EMPYRIC RESERVOIR1CP
Thousand Sons – Strategic Ploy Stratagem

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.

Use this Stratagem at the start of your Psychic phase. Select one model from your army within 6" of a friendly MUTALITH VORTEX BEAST model. If that model generates Cabal points, generate D3 additional Cabal points.

The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:

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