Thousand Sons – Sorcerer in Terminator Armour
This datasheet does not meet the selection criteria (see Settings tab).
6

Sorcerer in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
105
Sorcerer in Terminator Armour (base: 40mm)
1
105
Sorcerer in Terminator Armour
5" 3+ 3+ 4 4 5 4 9 2+ 40mm
A Sorcerer in Terminator Armour is equipped with: inferno combi-bolter; force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno combi-bolter
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+5
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.
+5
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.
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Prosperine khopesh
Prosperine khopesh
Melee
Melee
+1
-3
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's inferno combi-bolter can be replaced with one of the following: 1 inferno combi-melta; 1 Prosperine khopesh.
 • This model’s force stave can be replaced with 1 force axe.
ABILITIES
ABILITIES
Malicious Volleys, Cabbalistic Rituals, Teleport Strike
Terminator Armour: This model has a 5+ invulnerable save.
Thrall: For each <GREAT CULT> EXALTED SORCERER unit included in a Detachment, one <GREAT CULT> SORCERER unit can be included in that Detachment without taking up a Battlefield Role slot.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Discipline of Change and/or the Discipline of Vengeance.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, PSYKER, SORCERER

Datasheet-related Stratagems

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.
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.
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.
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.
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).
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, enemy models cannot target that model with ranged weapons.
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.
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).
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.

Inferno combi-melta used in the following datasheets:

Dedicated Transport
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.
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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Prosperine khopesh used in the following datasheets:

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

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.
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.

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 Witchfre 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.
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.
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 <GREAT CULT> and EXALTED SORCERER keywords are used in the following Thousand Sons datasheets:

The <GREAT CULT> and SORCERER keywords are used in the following Thousand Sons datasheets:

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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.
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.

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

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

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

Lords of War
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

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

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

Lords of War
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

Lords of War

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:

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.
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 MUTALITH VORTEX BEAST 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
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.
© Vyacheslav Maltsev 2013-2021