Thousand Sons – Datasheets

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8

Ahriman

NoNAME  M WS BS S T W A Ld Sv Base
160
Ahriman (base: 40mm)
1
160
Ahriman
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
Ahriman is equipped with: inferno bolt pistol; Black Staff of Ahriman; frag grenades; krak grenades. Your army can only include one AHRIMAN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
Black Staff of Ahriman
Black Staff of Ahriman
Melee
Melee
+3
-1
3
-
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.
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+20
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
+20
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Disc of Tzeentch and 1 disc blades (Power Rating +1).
ABILITIES
ABILITIES
Cabbalistic Rituals
Lord of the Thousand Sons (Aura): While a friendly THOUSAND SONS 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.
Arch-Sorcerer of Tzeentch: Each time a Psychic test is taken for this model, you can re-roll that test.
Sigil of Corruption: This model has a 4+ invulnerable save.
PSYKER
PSYKER
This model can attempt to manifest three psychic powers in your Psychic phase and attempt to deny three psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Discipline of Change and/or the Discipline of Vengeance.
WARLORD TRAIT!
WARLORD TRAIT!
Otherworldly Prescience: 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.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS
KEYWORDS: CHARACTER, INFANTRY, PSYKER, EXALTED SORCERER, AHRIMAN


6

Exalted Sorcerer

NoNAME  M WS BS S T W A Ld Sv Base
100
Exalted Sorcerer (base: 32mm)
1
100
Exalted Sorcerer
6" 2+ 2+ 4 4 5 5 9 3+ 32mm
An Exalted Sorcerer is equipped with: inferno bolt pistol; force stave; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
+5
Warpflame pistol
+5
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.
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.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
+5
Prosperine khopesh
+5
Prosperine khopesh
Melee
Melee
+1
-3
2
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s inferno bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 warpflame pistol.
 • This model can be equipped with 1 Prosperine khopesh.
 • This model can be equipped with 1 Disc of Tzeentch and 1 disc blades (Power Rating +1).
ABILITIES
ABILITIES
Cabbalistic Rituals
Sigil of Corruption: This model has a 4+ invulnerable save.
Lord of the Thousand Sons (Aura): While a friendly <GREAT CULT> 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.
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, PSYKER, EXALTED SORCERER


5

Infernal Master

NoNAME  M WS BS S T W A Ld Sv Base
90
Infernal Master (base: 40mm)
1
90
Infernal Master
6" 3+ 3+ 4 4 4 4 9 3+ 40mm
An Infernal Master is equipped with: inferno bolt pistol; force stave; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Cabbalistic Rituals
PACTS
PACTS
This model knows two pacts from Infernal Pacts. In your Command phase, if this model is on the battlefield, it can attempt to make one pact it knows that has not already been attempted by a friendly model that battle round. Roll one D6; on a 3+, the pact is successful.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Discipline of Change or the Discipline of Vengeance.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: CHARACTER, INFANTRY, PSYKER, INFERNAL MASTER


5

Sorcerer

NoNAME  M WS BS S T W A Ld Sv Base
90
Sorcerer (base: 40mm)
1
90
Sorcerer
6" 3+ 3+ 4 4 4 4 9 3+ 40mm
A Sorcerer is equipped with: inferno bolt pistol; force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
+5
Warpflame pistol
+5
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.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s inferno bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 warpflame pistol.
 • This model’s force sword can be replaced with 1 force stave.
ABILITIES
ABILITIES
Cabbalistic Rituals
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, PSYKER, SORCERER


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


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
Chosen of Tzeentch: This model has a 4+ invulnerable save.
Lord of the Thousand Sons (Aura): While a friendly <GREAT CULT> 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.
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, MONSTER, DAEMON, PSYKER, DAEMON PRINCE


6

Sorcerer (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
80
Sorcerer (base: 40mm)
1
80
Sorcerer
6" 3+ 3+ 4 4 4 3 9 3+ 40mm
A Sorcerer is a single model armed with a force sword, an inferno bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
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.
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.
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
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its inferno bolt pistol with a plasma pistol or warpflame pistol.
 • This model may replace its force sword with a force stave.
 • This model can be equipped with one of the following instead of 1 inferno bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with 1 force axe instead of 1 force sword.
 • This model can have a jump pack (Power Rating +1). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Favour of Tzeentch: This model has a 5+ invulnerable save.
Jump Pack Assault:
+20
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Discipline of Change and/or Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS: CHARACTER, INFANTRY, PSYKER, SORCERER


8

Sorcerer in Terminator Armour (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
100
Sorcerer in Terminator Armour (base: 40mm)
1
100
Sorcerer in Terminator Armour
5" 3+ 3+ 4 4 5 3 9 2+ 40mm
A Sorcerer in Terminator Armour is a single model armed with a force stave and inferno combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno combi-bolter
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
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
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its inferno combi-bolter with a power sword.
 • This model may take a Familiar.
 • This model can be equipped with one of the following instead of 1 force stave: 1 force axe; 1 force sword.
 • This model can be equipped with one of the following instead of 1 inferno combi-bolter: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Familiar:
+10
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.
Terminator Armour: This model has a 5+ invulnerable save.
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and two psychic powers from the Discipline of Change and/or Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, PSYKER, SORCERER


8

Sorcerer on Disc of Tzeentch

NoNAME  M WS BS S T W A Ld Sv Base
146
Sorcerer on Disc of Tzeentch (base: 40mm)
1
146
Sorcerer on Disc of Tzeentch
12" 3+ 3+ 4 4 4 3 9 3+ 40mm
A Sorcerer on Disc of Tzeentch is a single model equipped with: bolt pistol; disc’s blades; force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
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.
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
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list; 1 weapon from the Combi-weapons list.
 • This model can be equipped with one of the following instead of 1 force sword: 1 force axe; 1 force stave.
ABILITIES
ABILITIES
Death to the False Emperor, Hateful Assault, Malicious Volleys
Favour of Tzeentch: This model has a 5+ invulnerable save.
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 the Smite psychic power and two psychic powers from the Discipline of Change and/or Dark Hereticus discipline.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS: CAVALRY, CHARACTER, DAEMON, FLY, PSYKER, SORCERER


Troops


6

Rubric Marines

NoNAME  M WS BS S T W A Ld Sv Base
21
Rubric Marine (base: 32mm)
4‑9
21
Rubric Marine
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
21
Aspiring Sorcerer (base: 32mm)
1
21
Aspiring Sorcerer
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6-10 models, it has Power Rating 12. The Aspiring Sorcerer is equipped with: inferno bolt pistol; force stave. Every Rubric Marine is equipped with: inferno boltgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno bolt pistol
Inferno bolt pistol
12"
Pistol 1
4
-2
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
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.
+5
Warpflame pistol
+5
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.
Inferno boltgun
Inferno boltgun
24"
Rapid Fire 1
4
-2
1
-
+10
Soulreaper cannon
+10
Soulreaper cannon
24"
Heavy 5
6
-3
1
-
+6
Warpflamer
+6
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.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
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.
+10
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Aspiring Sorcerer’s inferno bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 warpflame pistol.
 • Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer.
 • 1 Rubric Marine can have its inferno boltgun replaced with 1 soulreaper cannon.
 • 1 Rubric Marine can be equipped with 1 icon of flame.
ABILITIES
ABILITIES
Malicious Volleys, Cabbalistic Rituals, Sorcerous Master
Arcane Automata: Each time a Morale test is taken for this unit, it is automatically passed.
All Is Dust: Each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
PSYKER
PSYKER
The Aspiring Sorcerer can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Discipline of Change or the Discipline of Vengeance.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: INFANTRY, PSYKER, CORE, RUBRIC MARINES


2

Thousand Sons Cultists

NoNAME  M WS BS S T W A Ld Sv Base
5
Thousand Sons Cultist (base: 25mm)
9‑29
5
Thousand Sons Cultist
6" 4+ 4+ 3 3 1 1 5 6+ 25mm
5
Thousand Sons Cultist Champion (base: 25mm)
1
5
Thousand Sons Cultist Champion
6" 4+ 4+ 3 3 1 2 6 6+ 25mm
If this unit contains 11-20 models, it has Power Rating 5. If this unit contains 21-30 models, it has Power Rating 8. Every model is equipped with: autogun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
+5
Flamer
+5
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.
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
Shotgun
Shotgun
18"
Assault 2
3
0
1
-
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their autogun replaced with 1 autopistol and 1 brutal assault weapon.
 • For every 10 models this unit contains, 1 Thousand Sons Cultist’s autogun can be replaced with one of the following: 1 flamer; 1 heavy stubber.
 • The Thousand Sons Cultist Champion’s autogun can be replaced with 1 shotgun and 1 brutal assault weapon.
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS
KEYWORDS: INFANTRY, THOUSAND SONS CULTISTS


4

Tzaangors

NoNAME  M WS BS S T W A Ld Sv Base
7
Tzaangor (base: 32mm)
9‑19
7
Tzaangor
6" 4+ 4+ 4 4 1 1 6 6+ 32mm
7
Twistbray (base: 32mm)
1
7
Twistbray
6" 4+ 4+ 4 4 1 2 7 6+ 32mm
If this unit contains 11-20 models, it has Power Rating 6. Every model is equipped with: Tzaangor blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
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.
Tzaangor blades
Tzaangor blades
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
OTHER WARGEAR
ABILITIES 
+10
Brayhorn
Add 1 to Advance rolls and charge rolls made for the bearer’s unit.
+10
Brayhorn
Add 1 to Advance rolls and charge rolls made for the bearer’s unit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Tzaangor blades replaced with 1 autopistol and 1 chainsword.
 • 1 Tzaangor not equipped with a herd banner can be equipped with 1 brayhorn.
 • 1 Tzaangor not equipped with a brayhorn can be equipped with 1 herd banner.
ABILITIES
ABILITIES
Herd banner:
+5
Each time a Morale test is taken for the bearer’s unit, you can re-roll that test.
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS
KEYWORDS: INFANTRY, BRAY, TZAANGORS


Dedicated Transport


4

Chaos Rhino

NoNAME  M WS BS S T W! A Ld Sv Base
80
Chaos Rhino (base: Use model)
1
80
Chaos Rhino
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Chaos Rhino is equipped with: inferno combi-bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno combi-bolter
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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.
+5
Havoc launcher
+5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
 • This model can be equipped with 1 havoc launcher.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 ARCANA ASTARTES INFANTRY models. It cannot transport TERMINATOR models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, CHAOS RHINO


10

Chaos Terrax-pattern Termite

NoNAME  M WS BS S T W! A Ld Sv Base
180
Chaos Terrax-pattern Termite (base: Use model)
1
180
Chaos Terrax-pattern Termite
8" 4+ 3+ 7 8 8-14 3 8 3+ Use model
5" 4+ 4+ 7 8 4-7 D3 8 3+
3" 4+ 5+ 7 8 1-3 1 8 3+
A Chaos Terrax-pattern Termite is equipped with: Terrax melta cutter; 2 Terrax combi-bolters; Termite drill.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
+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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 Terrax combi-bolters can be replaced with one of the following: 2 Terrax heavy flamers; 2 twin Terrax volkite chargers.
ABILITIES
ABILITIES
Subterranean Assault: During deployment, you can set up this model underground 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. Any embarked models can then disembark, but must be set up on the battlefield more than 9" away from any enemy models.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 THOUSAND SONS INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or CULT OF DESTRUCTION models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, CHAOS TERRAX-PATTERN TERMITE, ARCANA ASTARTES


Elites


7

Helbrute

NoNAME  M WS BS S T W A Ld Sv Base
115
Helbrute (base: 60mm)
1
115
Helbrute
6" 3+ 3+ 6 7 8 5 8 3+ 60mm
A Helbrute is equipped with: missile launcher; twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Heavy flamer
+10
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.
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.
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
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
-
+5
Multi-melta
+5
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.
Reaper autocannon
Reaper autocannon
36"
Heavy 4
7
-2
1
-
+10
Twin heavy bolter
+10
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 Helbrute plasma cannon; 1 multi-melta; 1 reaper autocannon; 1 twin lascannon; 1 Helbrute fist.
 • This model’s missile launcher can be replaced with one of the following: 1 Helbrute fist; 1 Helbrute hammer; 1 power scourge.
 • For each Helbrute fist this model is equipped with, it can be equipped with one of the following: 1 heavy flamer; 1 inferno combi-bolter. That Helbrute fist cannot then be replaced.
ABILITIES
ABILITIES
Monstrous Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Frenzy: Each time this model makes an attack, if it has 7 or fewer wounds remaining, re-roll a wound roll of 1.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, CORE, HELBRUTE


10

Scarab Occult Terminators

NoNAME  M WS BS S T W A Ld Sv Base
40
Scarab Occult Terminator (base: 40mm)
4‑9
40
Scarab Occult Terminator
5" 3+ 3+ 4 4 3 3 8 2+ 40mm
40
Scarab Occult Sorcerer (base: 40mm)
1
40
Scarab Occult Sorcerer
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6-10 models, it has Power Rating 20. The Scarab Occult Sorcerer is equipped with: inferno combi-bolter; force stave. Every Scarab Occult Terminator is equipped with: inferno combi-bolter; Prosperine khopesh.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
+10
Hellfyre missile rack
+10
Hellfyre missile rack
36"
Heavy 2
8
-2
D3
-
Inferno combi-bolter
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+5
Soulreaper cannon
+5
Soulreaper cannon
24"
Heavy 5
6
-3
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Prosperine khopesh
Prosperine khopesh
Melee
Melee
+1
-3
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Scarab Occult Sorcerer’s inferno combi-bolter can be replaced with 1 Prosperine khopesh.
 • For every 5 models in this unit, 1 Scarab Occult Terminator’s inferno combi-bolter can be replaced with one of the following: 1 heavy warpflamer; 1 soulreaper cannon.
 • For every 5 models in this unit, 1 Scarab Occult Terminator can be equipped with 1 hellfyre missile rack.
ABILITIES
ABILITIES
Malicious Volleys, Cabbalistic Rituals, Teleport Strike, Sorcerous Master
Terminator Armour: Every model in this unit has a 5+ invulnerable save.
Arcane Automata: Each time a Morale test is taken for this unit, it is automatically passed.
All Is Dust: Each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. In addition, models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
PSYKER
PSYKER
The Scarab Occult Sorcerer can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Discipline of Change or the Discipline of Vengeance.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: INFANTRY, TERMINATOR, PSYKER, CORE, SCARAB OCCULT TERMINATORS


4

Tzaangor Shaman

NoNAME  M WS BS S T W A Ld Sv Base
70
Tzaangor Shaman (base: 40mm)
1
70
Tzaangor Shaman
12" 3+ 3+ 4 4 4 3 8 6+ 40mm
A Tzaangor Shaman is equipped with: disc blades; force stave; Disc of Tzeentch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
OTHER WARGEAR
ABILITIES 
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
ABILITIES
ABILITIES
Cabbalistic Rituals
Bestial Prophet (Aura): While a friendly BRAY or ENLIGHTENED unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Discipline of Change.
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS
KEYWORDS: CHARACTER, CAVALRY, FLY, PSYKER, TZAANGOR, SHAMAN


8

Chaos Contemptor Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
140
Chaos Contemptor Dreadnought (base: 60mm)
1
140
Chaos Contemptor Dreadnought
8" 3+ 3+ 7 7 9 4 8 3+ 60mm
A Chaos Contemptor Dreadnought is equipped with: 2 hellforged heavy plasma cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+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
+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.
+5
Heavy flamer
+5
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
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.
+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.
+10
Multi-melta
+10
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
Twin heavy bolter
+15
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+15
Twin hellforged autocannon
+15
Twin hellforged autocannon
48"
Heavy 4
7
-1
2
-
+25
Twin lascannon
+25
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+5
Twin volkite culverin
+5
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.
Hellforged Dreadnought combat weapon
Hellforged Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model’s hellforged heavy plasma cannons can be replaced with one of the following: 1 conversion beam cannon; 1 hellforged kheres-pattern assault cannon; 1 multi-melta; 1 twin hellforged autocannon; 1 twin heavy bolter; 1 twin lascannon; 1 twin volkite culverin; 1 hellforged Dreadnought chainfist and 1 combi-bolter; 1 hellforged Dreadnought combat weapon and 1 combi-bolter.
 • Each of this model’s combi-bolters can be replaced with one of the following: 1 graviton blaster; 1 heavy flamer; 1 hellforged plasma blaster.
 • This model can be equipped with 1 hellforged cyclone missile launcher.
ABILITIES
ABILITIES
Martial Legacy
Relentless Hatred: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Hellforged Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, RELIC, CONTEMPTOR DREADNOUGHT, ARCANA ASTARTES


11

Chaos Deredeo Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
190
Chaos Deredeo Dreadnought (base: 80mm)
1
190
Chaos Deredeo Dreadnought
8" 3+ 3+ 6 7 7-12 4 8 3+ 80mm
6" 4+ 4+ 6 7 4-6 4 8 3+
4" 5+ 5+ 6 7 1-3 4 8 3+
A Chaos Deredeo Dreadnought is equipped with: anvillus autocannon battery; twin heavy bolter.
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
-
+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.
+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.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s anvillus autocannon battery can be replaced with one of the following: 1 arachnus heavy lascannon battery; 1 hellfire plasma carronade; 1 volkite falconet battery.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 aiolos missile launcher; boreas air defence missiles.
ABILITIES
ABILITIES
Martial Legacy
Relentless Hatred: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Hellforged Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DREADNOUGHT, SMOKESCREEN, RELIC, CHAOS DEREDEO DREADNOUGHT, ARCANA ASTARTES


13

Chaos Leviathan Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
220
Chaos Leviathan Dreadnought (base: 80mm)
1
220
Chaos Leviathan Dreadnought
8" 3+ 3+ 7 7 8-14 4 8 2+ 80mm
6" 4+ 4+ 7 7 4-7 4 8 2+
4" 5+ 5+ 7 7 1-3 4 8 2+
A Chaos Leviathan Dreadnought is equipped with: 2 heavy flamers; 2 grav-flux bombards.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
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.
Heavy flamer
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.
+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.
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.
+10
Storm cannon
+10
Storm cannon
36"
Heavy 8
7
-1
2
-
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model’s grav-flux bombards can be replaced with one of the following: 1 cyclonic melta lance; 1 storm cannon; 1 meltagun and 1 Leviathan siege claw; 1 meltagun and 1 Leviathan siege drill.
 • This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers.
 • This model can be equipped with 3 hellforged hunter-killer missiles.
ABILITIES
ABILITIES
Martial Legacy
Relentless Hatred: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Hellforged Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DREADNOUGHT, SMOKESCREEN, RELIC, CHAOS LEVIATHAN DREADNOUGHT, ARCANA ASTARTES


9

Decimator

NoNAME  M WS BS S T W! A Ld Sv Base
160
Decimator (base: 60mm)
1
160
Decimator
9" 3+ 3+ 7 7 7-12 5 8 3+ 60mm
7" 4+ 4+ 7 7 4-6 5 8 3+
5" 5+ 5+ 7 7 1-3 5 8 3+
A Decimator is equipped with 2 Decimator butcher cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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
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.
+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.
Storm laser
Storm laser
36"
Assault 6
6
-2
1
-
Decimator claw
Decimator claw
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model's Decimator butcher cannons can be replaced with one of the following: Decimator conversion beamer; soulburner petard; storm laser; 1 hellflamer and 1 Decimator claw.
ABILITIES
ABILITIES
Daemonic: This model has a 5+ invulnerable save.
Infernal Regeneration: At the start of your turn, this model regains 1 lost wound.
Decimator claws: If this model is equipped with 2 decimator claws, each time it fights, it makes one additional attack with 1 decimator claw.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wound.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, DECIMATOR, ARCANA ASTARTES


Fast Attack


1

Chaos Spawn

NoNAME  M WS BS S T W A Ld Sv Base
23
Chaos Spawn (base: 50mm)
1‑5
23
Chaos Spawn
7" 4+ - 5 5 4 2D3 9 5+ 50mm
If this unit contains 2 models, it has Power Rating 2. If this unit contains 3 models, it has Power Rating 3. If this unit contains 4 models, it has Power Rating 4. If this unit contains 5 models, it has Power Rating 5. Every model is equipped with: hideous mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Fearsome (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Mutated Beyond Reason: The first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below:

D3Result
1Razor Claws: Until the end of the phase, the Armour Penetration characteristic of hideous mutations models in this unit are equipped with is changed to -4.
2Grasping Pseudopods: Until the end of the phase, models in this unit have an Attacks characteristic of 3D3.
3Toxic Haemorrhage: Until the end of the phase, each time a model in this unit makes an attack, you can re-roll the wound roll.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: BEAST, CHAOS SPAWN


3

Tzaangor Enlightened

NoNAME  M WS BS S T W A Ld Sv Base
18
Enlightened (base: 40mm)
2‑5
18
Enlightened
12" 3+ 3+ 4 4 2 2 7 6+ 40mm
18
Aviarch (base: 40mm)
1
18
Aviarch
12" 3+ 3+ 4 4 2 3 8 6+ 40mm
If this unit contains 4-6 models, it has Power Rating 6. Every model is equipped with: disc blades; divining spear; Disc of Tzeentch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
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.
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.
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
-
OTHER WARGEAR
ABILITIES 
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their divining spear replaced with 1 autopistol and 1 chainsword each.
 • All of the models in the unit can have their divining spear replaced with 1 fatecaster greatbow each.
ABILITIES
ABILITIES
Guided by Fate: Each time a model in this unit makes an attack (excluding an attack made with disc blades), an unmodified hit roll of 6 automatically wounds the target.
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS
KEYWORDS: CAVALRY, FLY, TZAANGOR, ENLIGHTENED


6

Dreadclaw Drop Pod

NoNAME  M WS BS S T W A Ld Sv Base
115
Dreadclaw Drop Pod (base: Use model)
1
115
Dreadclaw Drop Pod
12" 4+ - 6 6 9 4 8 3+ Use model
A Dreadclaw Drop Pod is equipped with: blade struts; thermal jets.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blade struts
Blade struts
Melee
Melee
x2
-4
3
-
OTHER WARGEAR
ABILITIES 
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.
ABILITIES
ABILITIES
Drop Pod Assault: During deployment, you must set up this unit high in the skies instead of setting it up on the battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Any units embarked within this transport can immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set up more than 9" away from any enemy models.
Hover Transport: Distances are measured to and from either this model’s hull or its base, whichever is the closest.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
TRANSPORT
TRANSPORT
This model has one of the following transport capacities:
• 10 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
• 1 THOUSAND SONS CHAOS CONTEMPTOR DREADNOUGHT model.
• 1 THOUSAND SONS HELBRUTE model.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, FLY, DREADCLAW DROP POD, ARCANA ASTARTES


Flyers


9

Heldrake

NoNAME  M WS BS S T W! A Ld Sv Base
165
Heldrake (base: 120 x 92mm flying base)
1
165
Heldrake
20-60" 3+ 3+ 7 7 7-12 5 8 3+ 120 x 92mm flying base
20-45" 4+ 4+ 7 7 4-6 5 8 3+
20-30" 5+ 5+ 7 7 1-3 5 8 3+
A Heldrake is equipped with: hades autocannon; Heldrake claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Hades autocannon
Hades autocannon
36"
Heavy 4
8
-2
2
-
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s hades autocannon can be replaced with 1 baleflamer.
ABILITIES
ABILITIES
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Airborne Predator: Each time you declare a charge with this model, you can only select AIRCRAFT units as the target(s) of that charge. This model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Daemonic: This model has a 5+ invulnerable save.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne Predator, Hard to Hit and Supersonic abilities.
Infernal Regeneration: In your Command phase, this model regains 1 lost wound.
Hunter in the Skies: Each time this model makes an attack against a unit that can FLY, add 1 to that attack’s hit roll.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, DAEMON, DAEMON ENGINE, FLY, HELDRAKE


22

Chaos Fire Raptor Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
340
Chaos Fire Raptor Gunship (base: 120 x 92mm flying base)
1
340
Chaos Fire Raptor Gunship
20"-45" 6+ 3+ 8 7 9-18 6 9 3+ 120 x 92mm flying base
20"-35" 6+ 4+ 8 7 5-8 D6 9 3+
20"-25" 6+ 5+ 8 7 1-4 D3 9 3+
A Chaos Fire Raptor Gunship is equipped with: twin avenger bolt cannon; 2 twin hellforged autocannons; 2 twin hellstrike launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+30
Quad heavy bolter
+30
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
Twin avenger bolt cannon
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
Twin hellforged autocannon
Twin hellforged autocannon
48"
Heavy 4
7
-1
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.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin hellstrike launchers can be replaced with 2 twin lascannons.
 • This model’s 2 twin hellforged autocannons can be replaced with 2 quad heavy bolters.
ABILITIES
ABILITIES
Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RELIC, CHAOS FIRE RAPTOR GUNSHIP, ARCANA ASTARTES


19

Chaos Storm Eagle Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
335
Chaos Storm Eagle Gunship (base: 120 x 92mm flying base)
1
335
Chaos Storm Eagle Gunship
20"-45" 6+ 3+ 8 7 9-18 6 9 3+ 120 x 92mm flying base
20"-35" 6+ 4+ 8 7 5-8 D6 9 3+
20"-25" 6+ 5+ 8 7 1-4 D3 9 3+
A Chaos Storm Eagle Gunship is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
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.
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
-
Vengeance launcher
Vengeance launcher
48"
Heavy 2D6
6
-1
1
Blast
Blast
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 Storm Eagle multi-melta; 1 hellforged typhoon missile launcher.
 • This model’s 2 twin hellstrike launchers can be replaced with 2 twin lascannons.
ABILITIES
ABILITIES
Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, RELIC, CHAOS STORM EAGLE GUNSHIP, ARCANA ASTARTES


11

Chaos Xiphon Interceptor

NoNAME  M WS BS S T W! A Ld Sv Base
235
Chaos Xiphon Interceptor (base: 120 x 92mm flying base)
1
235
Chaos Xiphon Interceptor
20"-60" 6+ 3+ 6 7 7-12 3 8 3+ 120 x 92mm flying base
20"-45" 6+ 4+ 6 7 4-6 D3 8 3+
20"-30" 6+ 5+ 6 7 1-3 1 8 3+
A Chaos Xiphon Interceptor is equipped with: 2 twin lascannons; Xiphon missile battery.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
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.
ABILITIES
ABILITIES
Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RELIC, CHAOS XIPHON INTERCEPTOR, ARCANA ASTARTES


7

Hell Blade

NoNAME  M WS BS S T W A Ld Sv Base
135
Hell Blade (base: 120 x 92mm flying base)
1
135
Hell Blade
20"-60" 6+ 3+ 6 6 9 2 8 3+ 120 x 92mm flying base
A Hell Blade is equipped with: 2 twin autocannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Twin autocannon
Twin autocannon
48"
Heavy 4
7
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin autocannons can be replaced with 2 lascannons.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Baleful Aberration: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, HELL BLADE, ARCANA ASTARTES


11

Hell Talon

NoNAME  M WS BS S T W! A Ld Sv Base
210
Hell Talon (base: 120 x 92mm flying base)
1
210
Hell Talon
20"-60" 6+ 3+ 7 7 8-14 6 8 3+ 120 x 92mm flying base
20"-45" 6+ 4+ 7 7 4-7 D6 8 3+
20"-30" 6+ 5+ 7 7 1-3 D3 8 3+
A Hell Talon is equipped with: autocannon; 2 infernal bombs; twin lascannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autocannon
Autocannon
48"
Heavy 2
7
-1
2
-
Havoc launcher
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's autocannon can be replaced with 1 havoc launcher.
ABILITIES
ABILITIES
Baleful Aberration: This model has a 5+ invulnerable save.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, HELL TALON, ARCANA ASTARTES


Heavy Support


15

Chaos Land Raider

NoNAME  M WS BS S T W! A Ld Sv Base
265
Chaos Land Raider (base: Use model)
1
265
Chaos Land Raider
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Chaos Land Raider is equipped with: twin heavy bolter; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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.
+5
Havoc launcher
+5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
 • This model can be equipped with 1 havoc launcher.
ABILITIES
ABILITIES
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 ARCANA ASTARTES INFANTRY models. Each TERMINATOR model takes up the space of 2 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, SMOKESCREEN, CHAOS LAND RAIDER


8

Chaos Predator Annihilator

NoNAME  M WS BS S T W! A Ld Sv Base
130
Chaos Predator Annihilator (base: Use model)
1
130
Chaos Predator Annihilator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Chaos Predator Annihilator is equipped with: twin lascannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Havoc launcher
+5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
 • This model can be equipped with 1 havoc launcher.
ABILITIES
ABILITIES
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, CHAOS PREDATOR ANNIHILATOR


8

Chaos Predator Destructor

NoNAME  M WS BS S T W! A Ld Sv Base
140
Chaos Predator Destructor (base: Use model)
1
140
Chaos Predator Destructor
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Chaos Predator Destructor is equipped with: Predator autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Havoc launcher
+5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Predator autocannon
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
 • This model can be equipped with 1 havoc launcher.
ABILITIES
ABILITIES
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, CHAOS PREDATOR DESTRUCTOR


7

Chaos Vindicator

NoNAME  M WS BS S T W! A Ld Sv Base
130
Chaos Vindicator (base: Use model)
1
130
Chaos Vindicator
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Chaos Vindicator is equipped with: demolisher cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
+5
Havoc launcher
+5
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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.
OTHER WARGEAR
ABILITIES 
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
 • This model can be equipped with 1 havoc launcher.
 • This model can be equipped with 1 Vindicator siege shield.
ABILITIES
ABILITIES
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, CHAOS VINDICATOR


10

Defiler

NoNAME  M WS BS S T W! A Ld Sv Base
165
Defiler (base: Use model)
1
165
Defiler
8" 3+ 3+ 8 7 8-14 5 8 3+ Use model
6" 4+ 4+ 8 7 4-7 5 8 3+
4" 5+ 5+ 8 7 1-3 5 8 3+
A Defiler is equipped with: Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Defiler cannon
Defiler cannon
72"
Heavy D6
8
-2
3
Blast
Blast
Havoc launcher
Havoc launcher
48"
Heavy D6
5
0
1
Blast
Blast
+5
Inferno combi-bolter
+5
Inferno combi-bolter
24"
Rapid Fire 2
4
-2
1
-
+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.
+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.
+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.
+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.
Reaper autocannon
Reaper autocannon
36"
Heavy 4
7
-2
1
-
+10
Twin heavy bolter
+10
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+15
Twin heavy flamer
+15
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.
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Defiler claws
Defiler claws
Melee
Melee
x2
-3
D6
-
+10
Defiler scourge
+10
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy flamer can be replaced with one of the following: 1 havoc launcher; 1 Defiler scourge.
 • This model’s reaper autocannon can be replaced with one of the following: 1 twin heavy bolter; 1 twin lascannon.
 • This model can be equipped with one of the following: 1 inferno combi-bolter; 1 inferno combi-flamer; 1 inferno combi-melta.
ABILITIES
ABILITIES
Daemonic: This model has a 5+ invulnerable save.
Infernal Regeneration: In your Command phase, this model regains 1 lost wound.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, SMOKESCREEN, DEFILER


8

Forgefiend

NoNAME  M WS BS S T W! A Ld Sv Base
110
Forgefiend (base: 120 x 92mm)
1
110
Forgefiend
8" 3+ 3+ 7 7 7-12 5 8 3+ 120 x 92mm
6" 4+ 4+ 7 7 4-6 5 8 3+
4" 5+ 5+ 7 7 1-3 5 8 3+
A Forgefiend is equipped with: 2 heavy hades autocannons; Forgefiend jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Ectoplasma cannon
+15
Ectoplasma cannon
36"
Heavy D3
7
-3
3
Blast
Blast
+25
Heavy hades autocannon
+25
Heavy hades autocannon
48"
Heavy 4
8
-2
2
-
Forgefiend jaws
Forgefiend jaws
Melee
Melee
User
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 heavy hades autocannons can be replaced with 2 ectoplasma cannons.
 • This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon.
ABILITIES
ABILITIES
Daemonic: This model has a 5+ invulnerable save.
Infernal Regeneration: In your Command phase, this model regains 1 lost wound.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, FORGEFIEND


7

Maulerfiend

NoNAME  M WS BS S T W! A Ld Sv Base
140
Maulerfiend (base: 120 x 92mm)
1
140
Maulerfiend
10" 3+ 3+ 7 7 7-12 6 8 3+ 120 x 92mm
8" 4+ 4+ 7 7 4-6 6 8 3+
6" 5+ 5+ 7 7 1-3 6 8 3+
A Maulerfiend is equipped with: magma cutters; Maulerfiend fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Magma cutter
Magma cutter
6"
Assault 2
8
-4
D6+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.
Maulerfiend fists
Maulerfiend fists
Melee
Melee
x2
-3
D3+3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s magma cutters can be replaced with lasher tendrils.
ABILITIES
ABILITIES
Daemonic: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Infernal Regeneration: In your Command phase, this model regains 1 lost wound.
Siege Crawler: Each time a charge roll is made for this unit, you can ignore any or all modifiers to that charge roll.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, DAEMON, DAEMON ENGINE, MAULERFIEND


7

Mutalith Vortex Beast

NoNAME  M WS BS S T W! A Ld Sv Vortex Powers Base
145
Mutalith Vortex Beast (base: 120 x 92mm)
1
145
Mutalith Vortex Beast
10" 3+ 4+ 7 7 8-14 5 7 4+ 2 120 x 92mm
8" 4+ 4+ 7 7 4-7 5 7 4+ 1
6" 5+ 4+ 7 7 1-3 5 7 4+ 0
A Mutalith Vortex Beast is equipped with: betentacled maw; Mutalith claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Mutalith claws
Mutalith claws
Melee
Melee
+1
-2
3
-
ABILITIES
ABILITIES
Aura of Dark Glory: This model has a 5+ invulnerable save.
Mutant Regeneration: In your Command phase, this model regains up to D3 lost wounds.
Warp Explosion: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Warp Vortex: In your Shooting phase, this model can use a number of Vortex Powers as specified in its characteristics table above. Each time this model does so, select one of the powers below that has not been used by a friendly model during this turn and resolve its effects:

Immaterial Flare: Select one enemy unit within 18" of and visible to this model, then roll one D6 for each model in that unit: for each roll of 6, that unit suffers 1 mortal wound.

Turbulent Discharge: Determine the closest enemy unit within 18" of and visible to this model, then roll one D6: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds.

Maelstrom of Madness: Roll one D6 for each enemy unit within 9" of this model: on a 2+, that unit suffers 1 mortal wound.

Beam of Unreality: Select one enemy unit with a Wounds characteristic of 10 or more within 24" of and visible to this model, then roll one D6, subtracting 1 from the result if that enemy unit has the AIRCRAFT keyword and adding 1 to the result if that enemy unit has the TITANIC keyword. On a 3-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: MONSTER, MUTALITH VORTEX BEAST


18

Chaos Land Raider Achilles

NoNAME  M WS BS S T W! A Ld Sv Base
300
Chaos Land Raider Achilles (base: Use model)
1
300
Chaos Land Raider Achilles
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Chaos Land Raider Achilles is equipped with: quad launcher; 2 twin hellforged multi-meltas.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+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.
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
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
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+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 volkite culverin
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin helIforged multi-meltas can be replaced with 2 twin volkite culverins.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
ABILITIES
ABILITIES
Inviolate Armour: This model has a 5+invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, LAND RAIDER, CHAOS LAND RAIDER ACHILLES, ARCANA ASTARTES


14

Chaos Land Raider Proteus

NoNAME  M WS BS S T W! A Ld Sv Base
235
Chaos Land Raider Proteus (base: Use model)
1
235
Chaos Land Raider Proteus
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Chaos Land Raider Proteus is equipped with: 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+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.
+15
Multi-melta
+15
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.
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+20
Twin heavy flamer
+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.
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
+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.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
+15
Heavy armour
The bearer has a 5+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 heavy bolter; 1 multi-melta; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
 • This model can be equipped with one of the following: 1 explorator augury web; 1 heavy armour.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RELIC, LAND RAIDER, CHAOS LAND RAIDER PROTEUS, ARCANA ASTARTES


5

Chaos Rapier Carrier

NoNAME  M WS BS S T W A Ld Sv Base
75
Chaos Rapier Carrier (base: Use model)
1
75
Chaos Rapier Carrier
4" 3+ 3+ 4 5 5 2 7 3+ Use model
A Chaos Rapier Carrier is equipped with: boltgun; quad heavy bolter. A Chaos Rapier Carrier unit has 1 separate Chaos Space Marine crew model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
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.
+35
Laser destroyer
+35
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Quad heavy bolter
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
+35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
+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
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Chaos Rapier Carrier's quad heavy bolter can be replaced with one of the following: 1 graviton cannon; 1 laser destroyer; 1 quad launcher.
ABILITIES
ABILITIES
Death to the False Emperor
Artillery and Crew: Each Rapier Carrier and its crew are treated as a single model for all rules purposes (crew models must remain within 1" of their Rapier Carrier model). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Rapier Carrier’s model, not the crew models. This unit cannot Advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, ARTILLERY, CHAOS RAPIER CARRIER, ARCANA ASTARTES


10

Chaos Sicaran Battle Tank

NoNAME  M WS BS S T W! A Ld Sv Base
165
Hellforged Sicaran (base: Use model)
1
165
Hellforged Sicaran
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Chaos Sicaran Battle Tank is equipped with: heavy bolter; Herakles-pattern autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+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.
Herakles-pattern autocannon
Herakles-pattern autocannon
48"
Heavy 6
7
-2
3
-
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, SICARIAN, CHAOS SICARAN BATTLE TANK, ARCANA ASTARTES


10

Chaos Sicaran Punisher

NoNAME  M WS BS S T W! A Ld Sv Base
155
Chaos Sicaran Punisher (base: Use model)
1
155
Chaos Sicaran Punisher
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Chaos Sicaran Punisher is equipped with: heavy bolter; punisher rotary cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Punisher rotary cannon
Punisher rotary cannon
36"
Heavy 18
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, SICARIAN, CHAOS SICARAN PUNISHER, ARCANA ASTARTES


10

Chaos Sicaran Venator

NoNAME  M WS BS S T W! A Ld Sv Base
170
Chaos Sicaran Venator (base: Use model)
1
170
Chaos Sicaran Venator
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Chaos Sicaran Venator is equipped with: heavy bolter; Sicaran laser cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, SICARIAN, CHAOS SICARAN VENATOR, ARCANA ASTARTES


10

Chaos Vindicator Laser Destroyer

NoNAME  M WS BS S T W! A Ld Sv Base
175
Chaos Vindicator Laser Destroyer (base: Use model)
1
175
Chaos Vindicator Laser Destroyer
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Chaos Vindicator Laser Destroyer is equipped with: laser volley cannon; storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
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.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hellforged hunter-killer missile.
ABILITIES
ABILITIES
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, CHAOS VINDICATOR LASER DESTROYER, ARCANA ASTARTES


10

Chaos Whirlwind Scorpius

NoNAME  M WS BS S T W! A Ld Sv Base
170
Chaos Whirlwind Scorpius (base: Use model)
1
170
Chaos Whirlwind Scorpius
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Chaos Whirlwind Scorpius is equipped with: Scorpius multi-launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+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.
Scorpius multi-launcher
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hellforged hunter-killer missile.
 • This model can be equipped with 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, CHAOS WHIRLWIND SCORPIUS, ARCANA ASTARTES


8

Chaos Deimos Predator

NoNAME  M WS BS S T W! A Ld Sv Base
115
Chaos Deimos Predator (base: Use model)
1
115
Chaos Deimos Predator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 2 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Chaos Deimos Predator is equipped with: plasma destroyer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
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
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
+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.
+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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma destroyer can be replaced with one of the following: 1 conversion beam cannon; 1 infernus cannon; 1 magna-melta cannon.
 • This model can be equipped with one of the following: 2 heavy bolters; 2 heavy flamers; 2 lascannons.
 • This model can be equipped with 1 combi-bolter.
 • This model can be equipped with 1 hellforged hunter-killer missile.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS: VEHICLE, PREDATOR, SMOKESCREEN, RELIC, CHAOS DEIMOS PREDATOR, ARCANA ASTARTES


Lords of War


23

Magnus the Red

NoNAME  M WS BS S T W! A Ld Sv Base
450
Magnus the Red (base: 100mm)
1
450
Magnus the Red
16" 2+ 2+ 8 7 10-18 8 10 3+ 100mm
14" 2+ 2+ 8 7 6-9 7 10 3+
12" 2+ 2+ 8 7 1-5 6 10 3+
Magnus the Red is equipped with: the Blade of Magnus. Your army can only include one MAGNUS THE RED.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
ABILITIES
ABILITIES
Cabbalistic Rituals
Daemon Primarch: If your army is Battle-forged, this model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
Primarch of the Thousand Sons (Aura): While a friendly THOUSAND SONS 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.
Lord of the Planet of the Sorcerers: In your Command phase, select one friendly THOUSAND SONS CORE or THOUSAND SONS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Crown of the Crimson King: This model has a 4+ invulnerable save. In addition, this model never suffers Perils of the Warp.
Gaze of Magnus: Each time this model manifests the Smite psychic power, inflict D6 mortal wounds instead of D3, or 3D3 mortal wounds instead of D6 if the result of the Psychic test was 11 or more.
Unearthly Power: You can re-roll Psychic tests taken for this model. Each time a Psychic test or Deny the Witch test is taken for this model, add 1 to the result (if this model has 10 or more wounds remaining, add 2 to the result instead).
PSYKER
PSYKER
This model can attempt to manifest three psychic powers in your Psychic phase and attempt to deny three psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Discipline of Change and/or the Discipline of Vengeance.
WARLORD TRAIT!
WARLORD TRAIT!
Arrogance of Aeons:
  • 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.
Undying Form: Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Lord of Forbidden Lore: 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.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, ARCANA ASTARTES, THOUSAND SONS
KEYWORDS: CHARACTER, MONSTER, DAEMON, PRIMARCH, SUPREME COMMANDER, FLY, PSYKER, MAGNUS THE RED


22

Chaos Cerberus

NoNAME  M WS BS S T W! A Ld Sv Base
400
Chaos Cerberus (base: Use model)
1
400
Chaos Cerberus
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Chaos Cerberus is equipped with: Cerberus neutron pulse array; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Unstable Reactor: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, RELIC, CHAOS CERBERUS, ARCANA ASTARTES


31

Chaos Falchion

NoNAME  M WS BS S T W! A Ld Sv Base
600
Chaos Falchion (base: Use model)
1
600
Chaos Falchion
10" 5+ 3+ 8 8 14-26 6 9 2+ Use model
5" 5+ 4+ 8 8 7-13 D6 9 2+
3" 5+ 5+ 8 8 1-6 D3 9 2+
A Chaos Falchion is equipped with: 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
+10
Laser destroyer
+10
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+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.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
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.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin heavy flamer
+10
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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model's twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, RELIC, CHAOS FALCHION, ARCANA ASTARTES


31

Chaos Fellblade

NoNAME  M WS BS S T W! A Ld Sv Base
600
Chaos Fellblade (base: Use model)
1
600
Chaos Fellblade
10" 5+ 3+ 8 8 14-26 6 9 2+ Use model
5" 5+ 4+ 8 8 7-13 D6 9 2+
3" 5+ 5+ 8 8 1-6 D3 9 2+
A Chaos Fellblade is equipped with: demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
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
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
+10
Laser destroyer
+10
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+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.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin heavy flamer
+10
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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, RELIC, CHAOS FELLBLADE, ARCANA ASTARTES


40

Chaos Mastodon

NoNAME  M WS BS S T W! A Ld Sv Base
800
Chaos Mastodon (base: Use model)
1
800
Chaos Mastodon
10" 5+ 3+ 9 9 16-30 6 9 2+ Use model
5" 5+ 4+ 9 9 8-15 D6 9 2+
3" 5+ 5+ 9 9 1-7 D3 9 2+
A Chaos Mastodon is equipped with: 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy flamer
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.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Void Shields: This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
TRANSPORT
TRANSPORT
This model has a transport capacity of 40 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models. It can transport up to 2 THOUSAND SONS HELBRUTE or THOUSAND SONS CHAOS CONTEMPTOR DREADNOUGHT models, which each take up the space of 10 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, SMOKESCREEN, RELIC, CHAOS MASTODON, ARCANA ASTARTES


50

Chaos Sokar-pattern Stormbird

NoNAME  M WS BS S T W! A Ld Sv Base
1000
Chaos Sokar-pattern Stormbird (base: 120 x 92mm flying base)
1
1000
Chaos Sokar-pattern Stormbird
20-50" 6+ 3+ 10 8 21-40 6 9 2+ 120 x 92mm flying base
20-40" 6+ 4+ 10 8 11-20 D6 9 2+
20-30" 6+ 5+ 10 8 1-10 D3 9 2+
A Chaos Sokar-pattern Stormbird is equipped with: hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
ABILITIES
ABILITIES
Martial Legacy
Colossal Flyer: Distances are always measured to and from this model’s hull.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 2D6 mortal wounds.
Void Shields: This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
TRANSPORT
TRANSPORT
This model has a transport capacity of 50 THOUSAND SONS INFANTRY or <LEGION> BIKER models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each BIKER or CULT OF DESTRUCTION model takes up the space of 3 models. It can transport 1 THOUSAND SONS CHAOS RHINO model, which (including any models embarked upon it) takes up the space of 25 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, RELIC, CHAOS SOKAR-PATTERN STORMBIRD, ARCANA ASTARTES


24

Chaos Spartan

NoNAME  M WS BS S T W! A Ld Sv Base
460
Chaos Spartan (base: Use model)
1
460
Chaos Spartan
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Chaos Spartan is equipped with: 2 quad lascannons; twin heavy bolter; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
Laser destroyer
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+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.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin heavy flamer
+10
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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model's twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 25 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, SMOKESCREEN, RELIC, CHAOS SPARTAN, ARCANA ASTARTES


40

Chaos Thunderhawk Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
800
Chaos Thunderhawk Gunship (base: 120 x 92mm flying base)
1
800
Chaos Thunderhawk Gunship
20"-50" 6+ 3+ 10 8 16-30 6 9 2+ 120 x 92mm flying base
20"-40" 6+ 4+ 10 8 8-15 D6 9 2+
20"-30" 6+ 5+ 10 8 1-7 D3 9 2+
A Chaos Thunderhawk Gunship is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; Thunderhawk cluster bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
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
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
OTHER WARGEAR
ABILITIES 
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
 • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery.
ABILITIES
ABILITIES
Colossal Flyer: Distances are always measured to and from this model’s hull.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 30 THOUSAND SONS INFANTRY or <LEGION> BIKER models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each BIKER or CULT OF DESTRUCTION model takes up the space of 3 models.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, CHAOS THUNDERHAWK GUNSHIP, ARCANA ASTARTES


19

Chaos Typhon

NoNAME  M WS BS S T W! A Ld Sv Base
350
Chaos Typhon (base: Use model)
1
350
Chaos Typhon
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Chaos Typhon is equipped with: dreadhammer siege cannon; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Combi-bolter
+5
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Dreadhammer siege cannon
Dreadhammer siege cannon
24"
Heavy 2D6
10
-4
3
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+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.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 combi-bolter.
ABILITIES
ABILITIES
Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, RELIC, CHAOS TYPHON, ARCANA ASTARTES


20

Kharybdis Assault Claw

NoNAME  M WS BS S T W! A Ld Sv Base
400
Kharybdis Assault Claw (base: Use model)
1
400
Kharybdis Assault Claw
15" 4+ 4+ 8 8 11-20 4 8 3+ Use model
10" 5+ 5+ 8 8 6-10 4 8 3+
5" 6+ 6+ 8 8 1-5 4 8 3+
A Kharybdis Assault Claw Is equipped with: 5 Kharybdis storm launchers; blade struts; melta array; thermal jet array.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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
-
Blade struts
Blade struts
Melee
Melee
x2
-4
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.
OTHER WARGEAR
ABILITIES 
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.
ABILITIES
ABILITIES
Drop Pod Assault: During deployment, you must set up this unit high in the skies instead of setting it up on the battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Any units embarked within this transport can immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set up more than 9" away from any enemy models.
Hover Transport: Distances are measured to and from either this model’s hull or its base, whichever is the closest.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers D6 mortal wounds.

Designers Note: If this model does not have a base, before deploying this model, both players must agree the footprint of this model’s ‘base’ in the same way they would for an Area Terrain feature. We suggest that an imaginary straight line should be drawn from each point on this model which would touch the battlefield when it is placed on a flat surface. The area within these lines should be considered to be this model’s ‘base’.

If the model has been posed with one or more of its legs raised, agree with your opponent the point where that leg would touch the battlefield, and use this to advise the shape of the models ‘base’.
TRANSPORT
TRANSPORT
This model has one of the following transport capacities:
• 20 THOUSAND SONS INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CULT OF DESTRUCTION model takes up the space of 3 models.
• 1 THOUSAND SONS CHAOS CONTEMPTOR DREADNOUGHT model.
• 1 THOUSAND SONS HELBRUTE model.
FACTION KEYWORDS: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS, <GREAT CULT>
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, FLY, KHARYBDIS ASSAULT CLAW, ARCANA ASTARTES

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

Inferno bolt pistol used in the following 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.
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.

Disc blades used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Disc of Tzeentch used in the following datasheets:

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


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

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


– if equipped with the Disc of Tzeentch this unit obtains the CAVALRY keyword.
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.

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

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.
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.
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
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.