Thousand Sons – Thousand Sons Daemon Prince
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8

Thousand Sons Daemon Prince

NoNAME  M WS BS S T W A Ld Sv Base
140
Thousand Sons Daemon Prince (base: 60mm)
1
140
Thousand Sons Daemon Prince
8" 2+ 2+ 7 6 8 5 10 3+ 60mm
A Daemon Prince of Tzeentch is a single model armed with a hellforged sword and a set of malefic talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+2
-2
3
-
+10
Hellforged sword
+10
Hellforged sword
Melee
Melee
+1
-3
3
-
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.
OTHER WARGEAR
ABILITIES 
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s hellforged sword can be replaced with one of the following: 1 daemonic axe; 1 malefic talons.
 • This model can be equipped with 1 wings (Power Rating +2).
ABILITIES
ABILITIES
Cabbalistic Rituals, Armour of Contempt
Chosen of Tzeentch: This model has a 4+ invulnerable save.
Lord of the Thousand Sons (Aura): While a friendly 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.
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,
KEYWORDS: CHARACTER, MONSTER, DAEMON, PSYKER, DAEMON PRINCE

Datasheet-related Stratagems

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.
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).
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.
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).

Psychic Powers

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.

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.

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
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.
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.
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.

The CELESTIAN SACRESANTS keyword is used in the following Adepta Sororitas datasheets:

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.

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

Lords of War
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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

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

Elites
Flyers
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.

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


– if equipped with the Disc of Tzeentch this unit gains the FLY keyword.
– if equipped with the Wings this unit gains the FLY keyword.
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.
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.
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.
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 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.

The ARCANA ASTARTES and CHARACTER keywords are 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:

Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

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.

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

Fast Attack

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

Lords of War
© Vyacheslav Maltsev 2013-2022