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Thousand Sons: Datasheets The Rules Factions

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This document provides datasheets and rules for units from the Thousand Sons army in Warhammer 40,000.

The ability 'Brotherhood of Sorcerers' is mentioned.

It includes rules for the 'Brotherhood of Sorcerers' and 'Disciples of Tzeentch' abilities.

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Datasheets     The Rules Factions

Thousand Sons
The tang of sorcery taints the air as the Thousand Sons attack. Coruscating bolts of warp energy explode in washes of mutating fire, while hails of
ensorcelled shot mow down rank after rank of the foe. Those not reduced to smouldering corpses are transmogrified by the magicks of Tzeentch,
leaving the battlefield strewn with crystal statues, clouds of screaming vapour and writhing mounds of flesh.
This section contains a selection of datasheets for Thousand Sons miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as
any wargear and special abilities it may have.

Contents
Books • Cult of Prophecy Warlord Traits
FAQ • Cult of Time • Named Characters and Warlord Traits
• Index: Chaos • Cult of Mutation Tactical Objectives
• Codex: Thousand Sons • Cult of Scheming Sorcerous Arcana
• Expansion: Psychic Awakening: Ritual • Cult of Magic • Athenaean Scrolls
of the Damned • Cult of Knowledge • Coruscator
Abilities • Cult of Change • Dark Matter Crystal
• Daemonic Ritual • Cult of Duplicity • Helm of the Third Eye
• Death to the False Emperor • Cult of Manipulation • Seer’s Bane
• Hateful Assault Stratagems by Phase • The Prismatic Staff
• Malicious Volleys Stratagems Wargear
Detachment Rules Stratagems (Ritual of the Damned) • Combi-weapons
• Abilities Psychic Powers • Pistols
• Brotherhood of Sorcerers • Discipline of Change • Melee Weapons
• Disciples of Tzeentch • Dark Hereticus Discipline • Terminator Melee Weapons
Cults of the Legion • Discipline of Tzeentch Reference
• Wargear

Books
Book Kind Edition Version Last update
Chaos Index 8 1.4 April 2018
Chapter Approved ’2017 Expansion 8 1.1 April 2018
Thousand Sons Codex 8 1.4 September 2019
Chapter Approved ’2018 Expansion 8 1.2 September 2019
Imperial Armour: Forces of the Adeptus
Index 8 1.7 September 2019
Astartes
Chapter Approved ’2019 Expansion 8 February 2020
Warhammer Legends: Thousand Sons Dataslate 8 December 2019
Psychic Awakening: Ritual of the Damned Expansion 8 1.1 February 2020

FAQ
Can a Tzaangor unit be equipped with both a When a model’s datasheet states that it
Index: Chaos Q: brayhorn (from Codex: Thousand Sons) and knows, for example, three psychic powers
Can I use the All is Dust ability to add 1 to an instrument of Chaos (from Index: Chaos)? Q: from the Discipline of Change and/or Dark
Q: No. The brayhorn and instrument of Chaos are Hereticus discipline, does this mean I can
invulnerable saving throws?
A: intended to be the same wargear option with an choose six psychic powers for them in total?
A: Yes, but only against attacks that have a Damage updated name. No, it means you can choose three psychic
characteristic of 1.
powers for them, in one of the following
Can I use the All is Dust ability to add 1 to Do I score a victory point for Slay the
combinations:
my saving throws against attacks that have a Q: Warlord if my opponent targets their Warlord A: 1) three from the Discipline of Change.
Q: with The Flesh-Change?
Damage characteristic of D3, or D6, but only 2) three from the Dark Hereticus discipline.
inflict 1 damage? A: Yes. 3) one from one discipline and two from the
No. The Damage characteristic is not ‘1’. other.
A: Furthermore, the roll to inflict damage would
occur after the saving throw would be taken (i.e.
you cannot retroactively pass a saving throw).

Codex: Thousand Sons


The Brotherhood of Sorcerers ability If the Aspiring Sorcerer or Scarab Occult If I manifest the Warp Reality psychic power
increases the range of psychic powers by 6". Q: Sorcerer from a unit has been slain, is this with a unit that has the Brotherhood of
If a psychic power has a secondary effect that unit still treated as being a PSYKER? Q: Sorcerers ability, can I use that ability to
has a range (such as Infernal Gateway, Yes. select one enemy unit within 9" of the terrain
Q:
which has an initial range of 12" but then feature?
affects all other units within 3"), does the Designers Note: Whilst these units would No. The Brotherhood of Sorcerers ability allows
range increase apply to the initial range, the not be able to manifest or deny any psychic A: you to select a terrain feature within 24" of the
secondary range, or both? A: powers, any abilities, objectives or effects PSYKER.
It only applies to the initial range; so in the case which affect psykers are still likely to affect
these warpinfused, animated suits of Can the ability from the Guided by the
of Infernal Gateway, you would identify the
armour. Whispers Warlord Trait be used by a model
A: nearest visible enemy model within 18" of the Q: that cannot fire Overwatch due to not having
psyker, rather than within 12". That model’s unit
and every other unit within 3" of that model Can the Killshot Stratagem be used to affect a ranged weapon, not having line of sight or
Q: being out of range?
would then suffer D3 mortal wounds. Hellforged Predators?
No. The Killshot Stratagem can only be used to Yes, unless another rule would prevent them
Can I replace the Smite psychic power when A: affect models using the Chaos Predator from being able to fire Overwatch (such as being
Q:
using the Chaos Familiar Stratagem? datasheet. A: within 1" of enemy models or being under the
A: Yes. effects of a rule that prevents the model from
If a CHARACTER is being treated as part of firing Overwatch).
If I manifest the Gift of Chaos psychic power, the opponent’s army due to the Treason of
and target a unit whose models have different Tzeentch psychic power, must units from that If I have a <CULT> Warlord and I use the
Q: Q:
Toughness characteristics, which one should CHARACTER’s actual army fight it in the Magister Stratagem to give a Thousand Sons
I use? Fight phase if they are within 1" of that Q: Character from a different <CULT> a
Warlord Trait, can I select their relevant
A: Use the highest Toughness characteristic in the CHARACTER?
<CULT> Warlord Trait?
target unit. A: Yes.
How should Perils of the Warp be resolved A: Yes, as they are regarded as your Warlord for the
purposes of that Warlord Trait.
Q: against units led by an Aspiring Sorcerer or Expansion: Psychic Awakening:
Scarab Occult Sorcerer? Ritual of the Damned If I have a <CULT> Warlord and I use the
Any mortal wounds suffered are applied to Relics of the Thousand Sons Stratagem to
Sorcerer’s unit, so can be applied to another give a Thousand Sons Character from a
Q:
A: model if you wish (if a model in that unit has different <CULT> a Sorcerous Arcana, can I
already suffered any wounds, it must still be select their relevant <CULT> Sorcerous
applied to this model first). Arcana?
A: No, as you can only select that Sorcerous Arcana
if your Warlord is from that <CULT>.

Abilities
The following ability is common to several THOUSAND SONS units.

Daemonic Ritual Hateful Assault


Using dark pacts and blasphemous rituals, a champion of the Thousand The Heretic Astartes are corrupted traitors who burn with ten thousand
Sons weakens the fabric of reality, creating a gateway to the warp years of hatred and malice.
through which Tzeentchian Daemons can pour. If this unit makes a charge move, is charged or performs a Heroic Intervention,
Instead of moving in their Movement phase, any add 1 to the Attacks characteristic of models in this unit until the end of the turn.
THOUSAND SONS CHARACTER can, at the end of their Movement phase,
attempt to summon a TZEENTCH DAEMON unit with this ability by performing Malicious Volleys
a Daemonic Ritual (the character cannot do so if they arrived as reinforcements
this turn). The Thousand Sons lay down a relentless hail of ensorcelled bolts as they
advance.
Roll up to 3 dice – this is your summoning roll. You can summon to the Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt
battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual weapons used by models in a unit with this ability make double the number of
ability and a Power Rating equal to or less than the total result. This unit is treated attacks if any of the following apply:
as reinforcements for your army and can be placed anywhere on the battlefield
that is wholly within 12" of the character and is more than 9" from any enemy The firing model’s target is within half the weapon’s maximum range.
model. If the total rolled is insufficient to summon any unit, the ritual fails and no The firing model belongs to an INFANTRY unit and every model from that
new unit is summoned. unit remained stationary in your previous Movement phase.
The firing model is a TERMINATOR, BIKER or HELBRUTE.
If your summoning roll included any doubles, your character suffers a
mortal wound. If it contained any triples, it instead suffers D3 mortal wounds. For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the
Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, inferno
Death to the False Emperor boltgun, inferno combi-bolter, etc.).

The seething hatred that Chaos Space Marines harbour for the Corpse
Emperor and his weakling Imperium is a weapon unto itself.
Each time you make a hit roll of 6+ for a model with this ability in the Fight
phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra
attack against the same unit using the same weapon. These extra attacks cannot
themselves generate any further attacks.

Detachment Rules
In this section you’ll find rules for Battle-forged armies that include THOUSAND SONS Detachments – that is, any Detachment which includes only
THOUSAND SONS units.
Abilities
If your army is Battle-forged, PSYKER units in THOUSAND SONS
Disciples of Tzeentch
Detachments gain the Brotherhood of Sorcerers ability. In addition, Troops units As they make their implacable march across the battlefield, the warriors
in THOUSAND SONS Detachments gain the Disciples of Tzeentch ability. of the Thousand Sons spread the corrupting influence of Tzeentch. The
living amongst their ranks incant profane rituals, while the mere
Brotherhood of Sorcerers presence of the incorporeal serves as a grim tribute to the Changer of the
Ways.
When amassed on the field of battle, the Sorcerers of the Thousand Sons
A unit with this ability that is within range of an objective marker (as specified in
draw upon each other’s psychic vigour, using the collective vortex of
the mission) controls the objective marker even if there are more enemy models
magical energy to augment their own spellcraft.
within range of that objective marker. If an enemy unit within range of the same
The ranges of all psychic powers manifested by units with this ability are objective marker has a similar ability, then the objective marker is controlled by
increased by 6". the player who has the most models within range of it as normal.

Cults of the Legion


The Thousand Sons are divided into nine great cults, each devoted to a separate facet of the Change God. The cults primarily operate independently of
one another and fight in different ways, yet all have a purpose in the unfathomable plans of Tzeentch.

If your army is Battle-forged and includes any THOUSAND SONS Detachments,


you can select which Cult of the Legion each of those Detachments belongs to Cult of Prophecy
from the nine cults. If you do, all THOUSAND SONS units in that Detachment The Cult of Prophecy is guided by incessant whispers that bleed
(excluding CHAOS CULTISTS units, TZAANGOR units, and named characters from the warp. From these they divine the outcomes of multiple
such as Ahriman) gain the relevant <CULT> faction keyword. futures, and seek out events that can be twisted to their own
purpose.
For example, if your army includes a THOUSAND SONS Detachment
containing an Exalted Sorcerer, Ahriman and three units of Rubric Marines, and PSYCHIC POWER: DIVINE THE FUTURE
you decide that Detachment is from the Cult of Time, those units (excluding The psyker masterfully sieves the burbling morass of irrelevant
Ahriman) would gain the CULT OF TIME faction keyword. dooms and horror tormenting lesser beings, leaving them to their
fate as he clutches at the destinies of the truly great.
A THOUSAND SONS Detachment that belongs to one of the nine Cults of the Divine the Future has a warp charge value of 6. If manifested, roll
Legion has access to the following rules: one D6 and set it to one side. Until the start of your next Psychic
phase, you can use that dice roll to replace a single dice rolled for a
PSYCHIC POWERS hit roll, wound roll, advance roll, charge roll, Psychic test,
All THOUSAND SONS <CULT> PSYKERS know the relevant <CULT> Deny the Witch test or Morale test for a CULT OF PROPHECY
psychic power in addition to any other psychic powers they know. unit from your army.

WARLORD TRAITS WARLORD TRAIT: GUIDED BY THE WHISPERS


If a THOUSAND SONS <CULT> CHARACTER model is your Warlord, they Entities from beyond warn this arcane warlord of encroaching
can have the relevant <CULT> Warlord Trait instead of a Warlord Trait from enemies before any assault begins.
Codex: Thousand Sons. Once per turn, after this Warlord fires Overwatch, it can
immediately move up to 6" as if it were your Movement phase.
SORCEROUS ARCANA
If your army is led by a THOUSAND SONS <CULT> Warlord, you can give the SORCEROUS ARCANA: PYTHIC BRAZIER
relevant <CULT> Sorcerous Arcana Relic to a THOUSAND SONS <CULT> Crackling with eldritch warpfire, this ornate brazier billows with
CHARACTER model from your army instead of giving them a Sorcerous Arcana smoke that reveals sorcerous portents only the Cult of Prophecy
Relic from Codex: Thousand Sons. Named characters (such as Ahriman) cannot can interpret.
be given a Sorcerous Arcana Relic. When a CULT OF PROPHECY unit within 6" of a friendly model
with this Relic is chosen to shoot or fight with, you can re-roll one
Note that some Relics are weapons that replace one of the model’s existing hit roll, one wound roll, or one damage roll.
weapons. Where this is the case, you must, if you are using points values, still pay
the cost of the weapon that is being replaced. Write down any Relics your models
have on your army roster.
Cult of Time
The Cult of Time is enthralled by the future, the present and the
Cult of Scheming
past. They view the flow of time as a resource that can be shaped The Cult of Scheming is perhaps the most insidious of the cults,
into a weapon. By their victories, ripples are sent both forwards for the creation of convoluted plots is to them a form of profane
and backwards in time, so that their enemies may be defeated worship. Every conquest and withdrawal is perfectly planned, a
before they are even engaged in battle. single step that leads towards some unseen master stroke.
PSYCHIC POWER: TIME FLUX PSYCHIC POWER: SEEDED STRATEGY
When the cult suffers grievous losses, the psyker traverses The psyker plants intricate designs into the minds of his allies,
temporal pathways to locate his fallen warriors and return them opening up lines of attack that were previously inconceivable to
unscathed. them.
Time Flux has a warp charge value of 5. If manifested, select one Seeded Strategy has a warp charge value of 6. If manifested, select
friendly CULT OF TIME INFANTRY unit within 6" of this psyker. one friendly CULT OF SCHEMING unit within 24" of this psyker.
You can return one destroyed model from that unit to the That unit can shoot and charge this turn, even if it Fell Back.
battlefield with all of its wounds remaining, placing it in
unit coherency. If the unmodified result of the Psychic test was 9+, WARLORD TRAIT: GRAND SCHEMER
you can instead return up to D3 destroyed models from that unit A master of intricate planning and forethought, this warlord’s
to the battlefield with all of their wounds remaining, placing them schemes have been decades in the making.
in unit coherency. Whilst they are within 3" of this Warlord, friendly CULT OF
SCHEMING units gain the Disciples of Tzeentch ability. If such a
WARLORD TRAIT: IMMATERIAL ECHO unit already has the Disciples of Tzeentch ability, each model in
When this warlord reaches deep into the warp, their psychic that unit counts as two models for the purposes of determining
passing creates a temporal echo in reality. who controls an objective marker.
In your Psychic phase, if this Warlord manifests a psychic power
with a Psychic test result of 9+, this Warlord can attempt to SORCEROUS ARCANA: CHA’QI’THL’S THEOREM
manifest one additional psychic power that phase. Only one Those with the fortitude to band with the Daemon Cha’qi’thl can
additional psychic power can be manifested as a result of this bargain for a formula of great power. Should they be able to
Warlord Trait per phase. actualise the equations of fate contained within it – a feat which
has driven many a psyker to insanity – an elaborate plan can
SORCEROUS ARCANA: HOURGLASS OF MANAT unfold at the timeliest of moments.
It is said that the bearer of this artefact can traverse death nine Once per battle, in any phase, you can use Cha’qi’thl’s Theorem if
times, yet none save the fabled Sorcerer Manat have mastered its a model with this Relic is on the battlefield. If you do, select one
use more than once. Stratagem. Until the end of the phase or until after that Stratagem
The first time a model with this Relic is destroyed, at the end of is used by the model with this Relic's controlling player (whichever
the phase return that model to play with D3 wounds remaining, comes sooner), reduce the Command Point cost of that Stratagem
placing it as close as possible to its previous position and more to 0.
than 1" away from any enemy models.

Cult of Mutation
The Cult of Mutation embodies the transfiguring aspect of
Tzeentch. Not only do they embrace the warping of flesh, but also
the warping of reality itself. By their hand civilised planets are
transformed into Daemon worlds, and entire populations
moulded into grotesque abominations.
PSYCHIC POWER: WARP REALITY
The psyker pulls at the very fabric of reality, causing battlefield
features to mutate into warped monstrosities that hinder
Tzeentch’s foes.
Warp Reality has a warp charge value of 6. If manifested, select
one terrain feature within 18" of this psyker, then select one
enemy unit within 3" of that terrain feature. Until the start of your
next Psychic phase, halve that unit’s Move characteristic and
subtract 1 from Advance rolls and charge rolls made for that unit.

WARLORD TRAIT: TOUCH OF VICISSITUDE


The merest touch from this warlord can channel the
transfiguring power of the Changer of Ways, mutating the
enemy’s flesh before their eyes.
When resolving an attack made with a melee weapon by this
Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the
target in addition to any other damage.

SORCEROUS ARCANA: EXALTED MUTATION


The Sorcerer proudly displays the boons granted to him by
Tzeentch, his flesh and armour mutated into glorious and
whimsical manifestations of Chaos. By embracing the God of
Change fully, he has become a pre-eminent example of the
strength and vitality achievable by those of the Cult of Mutation.
SORCERER model only. Add 1 to the Strength, Toughness and
Attacks characteristics of a model with this Relic.
Cult of Magic Cult of Knowledge
The Cult of Magic is dedicated to the pure and unfettered use of The Cult of Knowledge is drawn to the many curios hidden
sorcery. Their bloody campaigns are launched to secure arcane throughout the galaxy, particularly tomes of eldritch learnings,
objects held by Imperial, xenos and other Chaos forces. These dark secrets and paradoxical logics. Through such lore, the cult is
artefacts are then used as foci in the weaving of devastating able to extrapolate the weaknesses in their enemies, and in the
spells. fabric of reality itself.
PSYCHIC POWER: ASTRAL BLAST PSYCHIC POWER: PSYCHIC DELVE
The psyker hurls a conjured orb of aetheric energy that erupts The psyker delves into the souls of his enemies to uncover their
upon impact, blasting those nearby with a lethal psychic shock secrets and vulnerabilities. The Cult of Knowledge then exploits
wave. the revealed weaknesses to lay low the mighty.
Astral Blast has a warp charge value of 6. If manifested, the closest Psychic Delve has a warp charge value of 6. If manifested, select
enemy unit within 9" of and visible to this psyker suffers D3 one enemy unit within 18" of this psyker. Until the start of your
mortal wounds, and each other unit within 3" of that unit suffers 1 next Psychic phase, when resolving an attack made against that
mortal wound. The Brotherhood of Sorcerers ability only increases unit by a friendly CULT OF KNOWLEDGE unit, re-roll a
the first range of this psychic power. wound roll of 1.

WARLORD TRAIT: DEVASTATING SORCERY WARLORD TRAIT: ARDENT SCHOLAR


The warlord is a prolific wielder of destructive spells, often The Warlord is a tireless student of malevolent texts, seeking out
choosing to utilise the roiling currents of the warp ahead of bolter dark truths to aid his wielding of the heinous energies of Chaos.
and blade. When a Psychic test is taken for this model, you can re-roll dice
When this Warlord manifests a psychic power that inflicts 1 or rolls of 1.
more mortal wounds on an enemy unit, increase the mortal
wounds inflicted on that unit by 1 (e.g. D3 mortal wounds becomes SORCEROUS ARCANA: INCALADION’S CRY
D3+1). During the destruction wrought upon the forge world Incaladion
by the Cult of Knowledge, the soul essences of the planet’s
SORCEROUS ARCANA: ARCANE FOCUS slaughtered citizens were bound within this baroque pistol. When
This ritualistic locus is formed from the matter of arcane objects, the bearer unleashes the weapon, the final psychic screams of
their substance broken down at a molecular level and added to those unfortunate souls wash over the target and overload their
the nexus of energy the Arcane Focus creates. When battle is psyche with anguish and pain.
joined, the bearer will open the Arcane Focus and become infused
with its power, all the better to unleash hell upon the enemy and Model with warpflame pistol only. Incaladion’s Cry replaces a
continue the Focus’ cycle once more. warpflame pistol and has the following profile:
When a Psychic test is taken for a model with this Relic, add 1 to
the total. WEAPON RANGE TYPE S AP D
Incaladion’s Cry 12" Pistol D6 6 -2 1
Abilities: When resolving an attack made with this weapon, do
not make a hit roll: it automatically scores a hit.
Cult of Change Cult of Duplicity
The Cult of Change is anathema to order. They are the great The Cult of Duplicity is unique within the Legion in that it both is
unravellers, launching their armies wherever civilisation and and is not guided by a unified desire. The Sorcerers of this cult
reason exist. Similarly, in places of utter anarchy, the cult are by their very nature deceivers, at once appearing fractured
appears to impose their ever-shifting will. and singular in purpose. As such, it is impossible to know
whether the sects within the cult are acting independently or as
PSYCHIC POWER: DISTURB REALITY part of a single, terrifying plan.
The psyker peers into the minds of his adversaries and disturbs
their perceptions of reality. PSYCHIC POWER: SORCEROUS FACADE
Disturb Reality has a warp charge value of 6. If manifested, select The psyker makes use of sorcerous proxies to mask his true
one enemy unit within 12" of this psyker. Until the start of your location, moving them into superior positions from which to
next Psychic phase, subtract 1 from that unit’s Leadership and ambush their foes.
Attacks characteristics (to a minimum of 1). Sorcerous Facade has a warp charge value of 7. If manifested,
select one friendly CULT OF DUPLICITY unit within 6" of this
WARLORD TRAIT: FICKLE NATURE psyker. Remove that unit from the battlefield, then set it up
With mayhem and anarchy often the end goal, this warlord anywhere on the battlefield that is more than 9" away from any
assaults his foe in ever shifting patterns. enemy models. That unit is treated as having moved this turn.
You can re-roll charge rolls made for this Warlord. This Warlord
can shoot and charge in a turn in which it Falls Back. WARLORD TRAIT: DUPLICITOUS TACTICIAN
This deceitful warlord deploys false images of his warriors to
SORCEROUS ARCANA: CAPRICIOUS CREST confuse and confound the foe, the very act being a veneration of
The Capricious Crest is an ancient helmet with a form constantly the Great Conspirator.
in flux. When the bearer takes to the field it might appear as an At the start of the first battle round, before the first turn begins,
avian skull, but on their return it may have become a tall select up to D3 CULT OF DUPLICITY units from your army.
headpiece with an all-seeing eye at its centre. None can tell if a Remove those units and this Warlord from the battlefield then set
corrupted machine spirit is responsible for this, or if a denizen of them up again following the normal deployment rules for those
the warp resides within the helm. What is certain is that the units and the mission being played. If you redeploy a
innate power of Change emanates from the relic, its mercurial TRANSPORT model, all units embarked inside that model remain
nature reaching out across the battlefield to cheat the enemy of so when it is set up again.
their psychic gifts while granting sorcerous boons to unworthy
allies. SORCEROUS ARCANA: PERFIDIOUS TOME
Once per turn, when a Psychic test is taken for a model within 18" Reading from this infernal treatise, the bearer discovers hidden
of a model with this Relic, you can change the result of that truths on one page, and utter madness on the next.
Psychic test as follows. If that model is from your army, you can At the start of the battle round, roll one D6 if a model with this
change any roll of 1 to a roll of 6. If that model is from your Relic is on the battlefield. On a roll of 1 your opponent gains 1
opponent’s army, you can change any roll of 6 to a roll of 1. Command Point. On a roll of 4+ you gain 1 Command Point.
Cult of Manipulation
The Cult of Manipulation is endlessly deceptive, using its
tendrillar web of influence to sway the actions of its enemies.
Vast networks of mortal and daemonic spies allow the cult to
oversee their plots as they unfold through assassination,
possession and the wreaking of pure havoc.
PSYCHIC POWER: ATTEMPTED POSSESSION
The psyker begins a psychic onslaught upon the mind of his foe,
battling for control of their consciousness. Attempted Possession
has a warp charge value of 6.
If manifested, select one enemy CHARACTER unit within 18" of
this psyker. That unit suffers 1 mortal wound. Until the start of
your next Psychic phase, when a Psychic test is taken for that unit,
subtract 2 from the total.

WARLORD TRAIT: BEGUILING INFLUENCE


This warlord is a master deceiver, misleading his foes at every
turn before striking a killing blow or escaping to safety.
Subtract 1 (to a minimum of 1) from the Attacks characteristic of
models in enemy units whilst their unit is within 1" of this
Warlord.

SORCEROUS ARCANA: SORTHIS’ REFLECTOR


This dagger is made of the purest reflective glass, its dazzling
light shining into the minds of the meek. One afflicted by its
brilliance becomes a helpless marionette as their mind convulses
and they strike against themselves with their own weapons.
While enemy fighters watch this act of mutilation in horror, the
dagger’s bearer laughs at the misery unfolding.
When a model with this Relic is chosen to fight with in the Fight
phase, you can select one enemy INFANTRY model with a
Leadership characteristic of 9 or less that is within 1" of that
model. Select one melee weapon that enemy model is equipped
with; until the end of that phase, the model with this Relic is
treated as only being equipped with that weapon, and it can only
make attacks against that enemy model’s unit. When resolving
each of those attacks, you cannot re-roll the hit roll and you
cannot re-roll the wound roll.

Stratagems by Phase
Before battle
INFERNO BOLTS
RELICS OF THE THOUSAND SONS
MAGISTER

During deployment
WEBWAY INFILTRATION
RISEN RUBRICAE

Battle Round
Movement phase
SORCEROUS PACT
THE FLESH-CHANGE

Psychic phase
CHAOS FAMILIAR
THE FLESH-CHANGE
ADEPTS OF THE IMMATERIUM
CABALISTIC FOCUS
SORCEROUS INFUSION
THE GREAT SORCERER

Shooting phase
BALEFUL VORTEX
THE FLESH-CHANGE
CORUSCATING BEAM
DAEMONFORGE
FIRE FRENZY
KILLSHOT
LINEBREAKER BOMBARDMENT
BLASPHEMOUS MACHINES
VETERANS OF THE LONG WAR
INFERNAL FUSILLADE

Being targeted
INDOMITABLE FOES

Charge phase Enemy Charge phase


THE FLESH-CHANGE YOKED AUTOMATA

Fight phase Enemy Fight phase


THE FLESH-CHANGE WARPFLAME GARGOYLES
WARPFLAME GARGOYLES
DAEMONFORGE
FATED MUTATION
VENGEANCE FOR PROSPERO
VETERANS OF THE LONG WAR
BOON OF TZEENTCH
CYCLE OF SLAUGHTER

Morale phase
THE FLESH-CHANGE

Taking casualties
SOUL FLARE

Stratagems
If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the
Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the
Thousand Sons on the battlefield.

1CP LINEBREAKER BOMBARDMENT 1CP DAEMONFORGE


Thousand Sons Stratagem Thousand Sons Stratagem
The Chaos Space Marines learnt long ago that excessive force The Daemon Engines of the Chaos Space Marines are driven by a
pays for itself in the terror that it causes. fathomless hatred born of the warp.

Use this Stratagem in your Shooting phase if a THOUSAND Use this Stratagem in your Shooting or Fight phase when a
SONS Chaos Vindicator from your army is within 6" of 2 other THOUSAND SONS DAEMON VEHICLE is chosen to attack.
friendly THOUSAND SONS Chaos Vindicators. The Re-roll failed hit and wound rolls for that model until the end
Vindicators cannot fire their demolisher cannons this phase: of the phase.
instead, select a point on the battlefield within 24" of all three
vehicles and visible to them. Roll a D6 for each unit within 3"
of that point. Add 1 to the result if the unit being rolled for has
10 or more models, but subtract 1 if the unit being rolled for is
a CHARACTER. On a 4+, that unit suffers 3D3 mortal wounds 3CP CORUSCATING BEAM
. Thousand Sons Stratagem
A sudden, lethal beam of magic is released from a Silver Tower.

Use this Stratagem in the Shooting phase, if you have a


THOUSAND SONS Warlord that did not move during your
1CP THE GREAT SORCERER Movement phase. Instead of shooting with your Warlord’s
Thousand Sons Stratagem weapons, pick two points on the battlefield that are 9" apart
and visible to him and draw an imaginary straight line 1mm
Those not driven mad by the worship of Tzeentch are given the
power to harness the energies of the warp like no other. wide between them. Roll a D6 for each unit that the centre of
the line passes over, subtracting 1 from the result if the unit
Use this Stratagem at the end of your Psychic phase. Select a being rolled for is a CHARACTER. On a 4+, the unit being
THOUSAND SONS PSYKER from your army. The psyker can rolled for suffers D3 mortal wounds. You can only use this
immediately attempt to manifest one additional psychic Stratagem once per battle.
power this turn.

1CP CABALISTIC FOCUS


1CP FIRE FRENZY Thousand Sons Stratagem
Thousand Sons Stratagem Within a cabal, psychic energy is either shared or taken by force.
The unbridled wrath of a Helbrute is a useful tool in the hands of
a commander who can direct it. Use this Stratagem before attempting to manifest a psychic
power with a THOUSAND SONS PSYKER from your army
Use this Stratagem in your Shooting phase, just before a that is within 6" of at least two other friendly THOUSAND
THOUSAND SONS Helbrute from your army shoots. If that SONS PSYKER units. Add 2 to the Psychic test.
Helbrute did not move in its Movement phase, it can fire all of
its weapons twice, but all of its attacks must target the nearest
visible enemy unit.
1CP/3CP RELICS OF THE THOUSAND SONS 1CP SORCEROUS PACT
Thousand Sons Stratagem Thousand Sons Stratagem
The halls of Tizca are replete with sorcerous esoterica. Guided by the will of Sorcerers, Daemons are enabled to stride
freely into realspace.
Use this Stratagem before the battle. Your army can have one
extra Sorcerous Arcana for 1 CP, or two extra Sorcerous Use this Stratagem when a THOUSAND SONS CHARACTER
Arcana for 3 CPs. All of the Sorcerous Arcana that you include attempts to summon a unit of TZEENTCH DAEMONS using a
must be different and be given to different Daemonic Ritual. You can roll up to 4 dice rather than 3 for
THOUSAND SONS CHARACTERS. You can only use this the summoning roll, and your character will not suffer any
Stratagem once per battle. mortal wounds for rolling doubles or triples.

1CP KILLSHOT 1CP/3CP WEBWAY INFILTRATION


Thousand Sons Stratagem Thousand Sons Stratagem
The bloodthirsty Predator battle tanks of the Heretic Astartes By traversing the wending paths of the webway, the Thousand
hunt in packs to bring down especially large foes. Sons are able to outflank their foes.

Use this Stratagem in your Shooting phase if a THOUSAND Use this Stratagem during deployment. If you spend 1 CP, you
SONS Chaos Predator from your army is within 6" of 2 other can set up one THOUSAND SONS INFANTRY unit from your
friendly THOUSAND SONS Chaos Predators. Add 1 to the army in the webway instead of placing it on the battlefield. If
wound rolls and damage for all of the Predators’ attacks that you spend 3 CPs, you can set up two such units in the webway
target MONSTERS or VEHICLES this phase. instead. Any number of units in the webway can emerge at the
end of any of your Movement phases – set each unit up
anywhere on the battlefield that is more than 9" from any
enemy models. You can only use this Stratagem once per
battle.
1CP BLASPHEMOUS MACHINES
Thousand Sons Stratagem
Heretic Astartes vehicles can be goaded to fury like wild beasts.
Use this Stratagem before a THOUSAND SONS VEHICLE 1CP SOUL FLARE
from your army attacks in the Shooting phase. Until the end Thousand Sons Stratagem
of the phase, that vehicle can ignore the penalties for moving The power of Tzeentch courses through his flesh-and-blood
and firing Heavy weapons, or for Advancing and firing servants, igniting their veins with warpfire. Upon death these
Assault weapons. servants may be given the honour of immolation as their body
becomes a votive candle to their dark god.

Use this Stratagem when a THOUSAND SONS Aspiring


Sorcerer or Scarab Occult Sorcerer from your army is slain.
1CP WARPFLAME GARGOYLES Before removing that model as a casualty, roll a D6 for each
enemy unit within 6" of that model, subtracting 2 from the
Thousand Sons Stratagem
roll if the unit being rolled for is a CHARACTER or VEHICLE.
On the hulls of vehicles swollen with the power of Tzeentch, On a 4+, the unit being rolled for suffers a mortal wound.
gnashing maws open to spew fire on those nearby.

Use this Stratagem at the start of any Fight phase. Pick a


THOUSAND SONS VEHICLE from your army (but not a
Helbrute or Heldrake) and roll a D6 for each other unit
(friend or foe) within 3" of it, subtracting 2 from the roll if the
1CP VETERANS OF THE LONG WAR
unit being rolled for is a CHARACTER or VEHICLE. On a 4+, Thousand Sons Stratagem
the unit being rolled for suffers D3 mortal wounds. The hatred of the Traitor Legions has burned for millennia.

Use this Stratagem when a THOUSAND SONS INFANTRY


unit is selected to attack in a Shooting or Fight phase. Add 1 to
all wound rolls made for the unit until the end of the phase.
1CP CHAOS FAMILIAR
Thousand Sons Stratagem
Though diminutive in stature, many lesser warp entities whisper
dark secrets that can shift the tide of battle. 1CP FATED MUTATION
Use this Stratagem at the start of your Psychic phase. Select a Thousand Sons Stratagem
THOUSAND SONS PSYKER from your army. That model can Tzeentch often toys with the form of his minions, remoulding and
replace a single psychic power with a power of your choice mutating them into new shapes that he finds altogether more
from the Dark Hereticus discipline, Discipline of pleasing.
Change or Discipline of Tzeentch.
Use this Stratagem in the Fight phase just before a unit of
TZEENTCH Chaos Spawn from your army fights. Instead of
rolling a D3 for that unit’s Mutated Beyond Reason ability
this phase, you can choose the result from the table. In
addition, you can re-roll the number of attacks each Chaos
Spawn in the unit makes until the end of the phase.
1CP BOON OF TZEENTCH 1CP VENGEANCE FOR PROSPERO
Thousand Sons Stratagem Thousand Sons Stratagem
The path of Chaos can lead a Sorcerer to daemonhood, or it can The Thousand Sons have never forgiven the sons of Leman Russ
see him transformed into a gibbering Chaos Spawn. for the destruction of their home world.
Use this Stratagem at the end of a Fight phase in which one of Use this Stratagem just before a THOUSAND SONS unit from
your THOUSAND SONS CHARACTERS (excluding your army fights in the Fight phase. Until the end of the
DAEMON CHARACTERS) slays an enemy CHARACTER, phase, that unit’s Death to the False Emperor ability triggers
VEHICLE or MONSTER. Roll 2D6 and look up the result on hit rolls of 4+ instead of 6+ for attacks that target a SPACE
below. WOLVES unit.

2D6 Boon
Spawndom: Your character is slain. However,
before removing the model as a casualty, you can 1CP THE FLESH-CHANGE
add a Chaos Spawn to your army. If you do so, set Thousand Sons Stratagem
up the Chaos Spawn within 6" of the character The flesh-change that afflicts the Thousand Sons has been
and more than 1" from any enemy models before embraced by most of the Legion’s sorcerous brethren – some of
2 removing them as a casualty. whom Tzeentch rewards, others he punishes…
Arcane Occulum: Add 6" to the Range of all of Use this Stratagem at the start of any phase. Pick a
3 the character’s shooting weapons. THOUSAND SONS INFANTRY CHARACTER from your
Temporal Distortion: Add 3" to the character’s army. That character is slain, but you can add a Chaos Spawn
4 Move characteristic. to your army. If you do so, set up the Chaos Spawn within 6"
of the character and more than 1" from any enemy models
Prescient Foresight: Each time the character before removing them as a casualty A Chaos Spawn created in
loses a wound, roll a D6; on a 6, they do not lose this manner must have the TZEENTCH keyword, and does
that wound. If the character already has an ability not cost any reinforcement points in a matched play game.
with a similar effect, add 1 to any dice rolls you
5 make for them to avoid losing wounds instead.
Esoteric Insight: Add 1 to any Psychic tests you
6 take for the character.
1CP INFERNO BOLTS
The Eye Opens: Choose a boon of your choice
(you cannot choose Spawndom or Thousand Sons Stratagem
7 Daemonhood). Should the correct incantation be uttered, the bolt rounds of the
Thousand Sons’ battle tanks and Daemon Engines will flare into
Aura of Illusion: Subtract 1 from hit rolls that
sorcerous life, burning through the armour of their prey with
8 target the character in the Fight phase. contemptuous ease.
Aetherflame: Add 1 to the Damage
9 characteristic of the character’s melee weapons. Use this Stratagem before the battle. Select a
THOUSAND SONS VEHICLE from your army and select a
Crystalline Body: Add 1 to the character’s combi-bolter, combi-melta, combi-flamer, heavy bolter or
10 Toughness characteristic. twin heavy bolter that the model is equipped with. That
Fragment of Immortality: Add 1 to the weapon is upgraded to fire inferno bolt rounds. Change the
11 character’s Wounds characteristic. AP characteristic of that weapon to -2 (only change the
boltgun profile for a combi-melta or combi-flamer).
Daemonhood: Your character is slain.
However, before removing the model as a
casualty, you can add a Daemon Prince of
Tzeentch to your army. If you do so, set up the
Daemon Prince within 6" of the character before 1CP BALEFUL VORTEX
12 removing them.
Thousand Sons Stratagem
The baleful vortexes surrounding Mutalith Vortex Beasts serve as
Boons last for the rest of the battle. The same boon cannot be conduits to the aether, through which the most malefic energies
received by a model more than once – if this happens, choose of the warp can be unleashed.
a result the model has not yet received (excluding
Use this Stratagem after a Mutalith Vortex Beast from your
Spawndom and Daemonhood). In the unlikely event of a
army has resolved a Mutalith Vortex Power. Roll a D6 to
character accruing all of the available boons besides
randomly select a Mutalith Vortex Power. The Mutalith
Spawndom and Daemonhood, roll a single D6 instead: on
Vortex Beast immediately uses the power rolled, even if it has
a roll of 1-3, they receive the Spawndom result; on a roll of
already used that power this phase. Furthermore, that power
4-6, they receive the Daemonhood result.
is automatically successful – no dice roll is necessary.
Chaos Spawn or Daemon Princes of Tzeentch created by a
boon must have the TZEENTCH keyword, and they do not
cost any reinforcement points in a matched play game.
2CP CYCLE OF SLAUGHTER
Thousand Sons Stratagem
To the followers of Tzeentch, time is as mutable as flesh, enabling
an orgy of slaughter to continue long after its natural conclusion.

Use this Stratagem at the end of the Fight phase. Select a


TZAANGOR unit from your army – that unit can immediately
fight an additional time.
Stratagems (Ritual of the Damned)
If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the
Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Thousand Sons on the
battlefield.

1CP MAGISTER 1CP SORCEROUS INFUSION


Thousand Sons Stratagem Thousand Sons Stratagem
Magisters are architects of war, leaders in their own right no The psyker calls on Tzeentch to reknit grievous wounds.
matter where they sit in the Legion’s hierarchy.
Use this Stratagem after resolving a psychic power manifested
Use this Stratagem before the battle, after nominating your by a THOUSAND SONS model from your army, if the result of
Warlord. Select one THOUSAND SONS CHARACTER model the Psychic test for that power was 9 or higher. If that model’s
from your army that is not your Warlord and determine one unit contains any models that have lost any wounds, select
Warlord Trait for it; it is regarded as your Warlord for the one of those models to regain up to D3 lost wounds.
purposes of that Warlord Trait. Each Warlord Trait in your Otherwise, if any models in that unit have been destroyed, you
army must be unique (if randomly generated, re-roll duplicate can return one of those models to the battlefield with all of its
results). You can only use this Stratagem once per battle. wounds remaining, placing it in unit coherency.

1CP INFERNAL FUSILLADE 1CP INDOMITABLE FOES


Thousand Sons Stratagem Thousand Sons Stratagem
Little can withstand the fusillades unleashed by the implacable Damage that would fell mere mortals is simply ignored by the
phalanxes of the Thousand Sons. lifeless automata of the Thousand Sons.

Use this Stratagem when a RUBRIC MARINES unit or Use this Stratagem when a RUBRIC MARINES unit or
SCARAB OCCULT TERMINATORS unit from your army is SCARAB OCCULT TERMINATORS unit from your army is
chosen to shoot with in your Shooting phase. Until the end of chosen as the target of an attack. Until the end of the phase,
that phase, models in that unit can shoot twice with improve that unit’s invulnerable save by 1 (to a maximum of
Rapid Fire weapons if that unit did not move this turn. 3+).

2CP YOKED AUTOMATA 1CP ADEPTS OF THE IMMATERIUM


Thousand Sons Stratagem Thousand Sons Stratagem
The Legion always obeys the will of its Sorcerers. Tzeentch’s servants know well the empyrean’s currents.

Use this Stratagem at the end of your opponent’s Charge Use this Stratagem if a THOUSAND SONS PSYKER from
phase. Select one enemy unit that finished a charge move your army would suffer Perils of the Warp. That PSYKER does
within 1" of any THOUSAND SONS CHARACTER units (other not suffer Perils of the Warp.
than a TZAANGOR unit) from your army that phase; one
RUBRIC MARINES or SCARAB OCCULT TERMINATORS
unit from your army that is within 12" of that enemy unit and
not within 1" of any enemy units can perform a
Heroic Intervention as if were a CHARACTER, and when
doing so can move up to 2D6" instead of up to 3". That unit
from your army must end that move within 1" of that enemy
unit and not within 1" of any other enemy units, otherwise it
does not move.

1CP RISEN RUBRICAE


Thousand Sons Stratagem
A plan decades in the making comes to fruition as Rubric
Marines emerge at a fateful hour.
Use this Stratagem when you set up a RUBRIC MARINES
unit from your army during deployment. That unit can be set
up anywhere on the battlefield that is more than 9" from the
enemy deployment zone and any enemy models. You can only
use this Stratagem once per battle.

Psychic Powers
There are few in the galaxy whose mastery of warp energies is more extensive than the Sorcerers of the Thousand Sons. Through profane rituals and
blasphemous incantations these energies are released upon their enemies and Tzeentch’s will is made manifest.
Before the battle, generate the psychic powers for PSYKERS that can use powers from the Change, Dark Hereticus or Tzeentch disciplines using the following tables.
You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
Discipline of Change
D6 PSYCHIC POWER 4 Doombolt
The psyker hurls a bolt of roiling energy that blasts its targets into
1 Tzeentch’s Firestorm
terrifying new shapes.
The psyker conjures a storm of pink and blue fire that mutates his foes,
Doombolt has a warp charge value of 9. If manifested, select an enemy
leaving capering Daemons that claw and bite in its wake.
unit that is within 18" of the psyker and visible to him; that unit suffers
Tzeentch’s Firestorm has a warp charge value of 7. If manifested, select D3 mortal wounds and in their following Movement phase must halve
an enemy unit that is within 18" of the psyker and visible to him. Roll 9 their Move characteristic and cannot Advance.
dice; the enemy unit you selected suffers a mortal wound for each roll
of a 6. 5 Temporal Manipulation
By creating a pocket of dilated time around an injured ally, the psyker
2 Boon of Mutation drastically accelerates the rate at which wounds heal and muscles
The psyker channels the warping power of Chaos into a warrior regrow.
marked for glory, transforming the champion until his flesh wrenches
Temporal Manipulation has a warp charge value of 6. If manifested,
and flows.
select a friendly THOUSAND SONS model within 12" of the psyker.
Boon of Mutation has a warp charge value of 7. If manifested, select a That model immediately heals D3 wounds.
friendly THOUSAND SONS CHARACTER (but not a
DAEMON CHARACTER) within 3" of the psyker. Roll 2D6 and 6 Weaver of Fates
consult the chart on the Boon of Tzeentch Stratagem to see what effect
this power has on that character for the rest of the game. The psyker traces the skeins of the future to see the fates of battle.
Forewarned of imminent danger, warriors dodge bullets and sword
blows with seemingly supernatural reflexes.
3 Glamour of Tzeentch
Weaver of Fates has a warp charge value of 6. If manifested, select a
The psyker twists and obscures the perceptions of his foes to the point
THOUSAND SONS unit within 18" of the psyker. Until the start of
that his allies become all but invisible.
your next Psychic phase, the invulnerable save of that unit is improved
Glamour of Tzeentch has a warp charge value of 7. If manifested, select by 1 (to a maximum of 3+). Models that do not have an invulnerable
a friendly THOUSAND SONS unit within 12" of the psyker. Until the save instead gain a 5+ invulnerable save.
start of your next Psychic phase, your opponent must subtract 1 from
any hit rolls they make for models that target that unit.

Dark Hereticus Discipline


D6 PSYCHIC POWER 4 Prescience
By focusing his warp-sight the psyker can guide the aim of his allies,
1 Infernal Gaze
bringing a swift and merciless death to their foes.
Unholy power streams from the psyker’s eyes, charring and melting
Prescience has a warp charge value of 7. If manifested, select a
everything caught in its path.
HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to
Infernal Gaze has a warp charge value of 5. If manifested, select an all hit rolls made for that unit until the start of your next Psychic phase.
enemy unit that is within 18" of the psyker and visible to him and roll 3
dice. The target suffers one mortal wound for each roll of 4+. 5 Diabolic Strength
The unholy energies of Chaos course through the recipient, swelling his
2 Death Hex
frame with the strength to tear a tank in two.
The Sorcerer places a dire hex upon his enemies. Wards and energised
Diabolic Strength has a warp charge value of 6. If manifested, select a
shields flicker and fail, leaving the foe exposed.
HERETIC ASTARTES model within 12" of the psyker. Until the start
Death Hex has a warp charge value of 8. If manifested, select an enemy of your next Psychic phase, add 2 to that model’s Strength
unit that is within 12" of the psyker and visible to him. Until the start of characteristic and 1 to its Attacks characteristic.
your next Psychic phase, that unit cannot take invulnerable saves.
6 Warptime
3 Gift of Chaos
The power of the immaterium bursts from the psyker, warping time and
As the power of the warp surges through the psyker’s victim, bones heightening the speed of his allies.
snap and flesh rips as a new form takes shape.
Warptime has a warp charge value of 6. If manifested, pick a
Gift of Chaos has a warp charge value of 6. If manifested, select an HERETIC ASTARTES unit within 3" of the psyker. That unit can
enemy unit that is within 6" of the psyker and visible to him and roll a immediately move as if it were its Movement phase. You cannot use
D6. If the result is greater than the target’s Toughness, it suffers D3+3 Warptime on a unit more than once per Psychic phase.
mortal wounds. If a CHARACTER is slain by this power, you can add
one Chaos Spawn to your army within 6" of the character and more
than 1" from any enemy models before they are removed as a casualty.

Discipline of Tzeentch
D6 PSYCHIC POWER D3 Effect
1 Boon of Change 1 Extra Limb: +1 Attack
As the Daemon chants, their minions begin to twist and new forms take 2 Mystic Strength: +1 Strength
shape as the will of Tzeentch demands.
3 Iron Skin: +1 Toughness
Boon of Change has a warp charge value of 7. If manifested, select a
friendly TZEENTCH DAEMON unit within 18" of the psyker and roll
a D3. Consult the table below to discover what characteristic bonus all
models in that unit receive until the start of your next Psychic phase.
2 Bolt of Change 5 Flickering Flames
The Daemon unleashes a bolt of roiling warp energy that wracks the Cackling madly, the psyker’s minions are wreathed in pink and blue
foe with sickening and uncontrollable mutations. flames that leap forth to consume their foes.
Bolt of Change has a warp charge value of 8. If manifested, select an Flickering Flames has a warp charge value of 5. If manifested, pick a
enemy unit that is within 18" of the psyker and visible to him. That unit friendly TZEENTCH DAEMON unit within 18" of the psyker. Until
suffers D3 mortal wounds. If a CHARACTER is slain by this power, your next Psychic phase, add 1 to any wound rolls made for that unit’s
you can add a Chaos Spawn to your army within 6" of the character and shooting weapons.
more than 1" from any enemy models before they are removed as a
casualty. 6 Infernal Gateway
The psyker opens a portal to the warp, a tear in the fabric of the mortal
3 Gaze of Fate plane that sucks foes into certain oblivion.
The Daemon uses his powers of precognition to unravel the strands of Infernal Gateway has a warp charge value of 8. If manifested, identify
destiny, and in doing so discovers the one true path to victory. the nearest enemy model that is within 12" of the psyker and visible to
Gaze of Fate has a warp charge value of 6. If manifested, until the end him; that model’s unit, and every other unit (friend or foe) within 3" of
of the turn you can re-roll one single dice roll that you have rolled. that model, suffers D3 mortal wounds. The number of mortal wounds
inflicted is D6 instead if the power is manifested with a Psychic test of
4 Treason of Tzeentch 12+.
The psyker reaches his thoughts into the minds of his victims,
subverting their will and turning them upon their own allies.
Treason of Tzeentch has a warp charge value of 8. If manifested, select
an enemy CHARACTER that is within 18" of the psyker and visible to
him (excluding the opponent’s Warlord) and roll 2D6. If the result is
greater than the character’s Leadership characteristic, until the end of
the following Fight phase treat that character as if it were a friendly
model from your army in your Shooting, Charge and Fight phases.

Warlord Traits
The Thousand Sons have ever been led into battle by the most psychically gifted of their number. Augmented further by the wisdom of ages and the
dark power of Tzeentch, these sorcerers have each forged their own dark legend over the millennia.
If a THOUSAND SONS CHARACTER is your Warlord, he can generate a
Warlord Trait from the following table instead of the one in the Warhammer 5 OTHERWORLDLY PRESCIENCE
40,000 rulebook. You can either roll on the table below to randomly generate a The Warlord has made countless pacts with denizens of the warp. These
Warlord Trait, or you can select the one that best suits his temperament and empyric entities whisper to him constantly, granting him visions of the
preferred style of waging war. twisting skeins of fate.
Improve your Warlord’s invulnerable save by 1 (to a maximum of 3+).
D6 WARLORD TRAIT
6 HIGH MAGISTER
1 ARROGANCE OF AEONS This Warlord is a dark paragon within his sect, and by the raw might of
The Warlord draws strength from a long-harboured hubris; the idea of his psyker’s mind he is easily able to bend to his will the roiling powers
submitting to the will of another is anathema to him. of the warp.
Re-roll failed Deny the Witch tests you take for this Warlord. Add 1 to any Psychic tests you take for your Warlord.

2 UNDYING FORM
The Warlord’s body has been transformed into psychocrystal, living
granite or glittering cosmic dust, rendering it all but impervious to Named Characters and Warlord
damage.
Reduce all damage suffered by your Warlord by 1 (to a minimum of 1).
Traits
The mightiest of the Thousand Sons are rightly feared for their
3 AETHERSTRIDE fell power and sorcerous abilities on the battlefield. If one of the
following named characters is your Warlord, they must be given
The Warlord has mastered the ability to fold time and space, enabling
the associated Warlord Trait shown below.
him to cross great distances with a single step and close upon his foes
with terrifying speed. NAMED CHARACTER WARLORD TRAIT
Your Warlord can Advance and charge in the same turn, and can re-roll Magnus the Red Lord of Forbidden Lore
failed charge rolls.
Ahriman Otherworldly Prescience
4 LORD OF FORBIDDEN LORE
This Warlord has committed to memory many a grimoire and graven
tome, giving him unparalleled knowledge of hexes, cantrips and
destructive rites.
Your Warlord knows one additional psychic power.
Tactical Objectives
Even when they fought in the Great Crusade, the Thousand Sons were
renowned for their devastating style of warfare, and they have maintained D66 Result
and perfected these tactics for more than ten millennia. They are at once 11 Ritual Slaughter
implacable and adaptable; guided by the shifting tides of battle and yet
unerring in their malefic desire for victory. 12 Psychic Supremacy
If your army is led by a THOUSAND SONS Warlord, these Tactical 13 Vengeance Long Awaited
Objectives replace the Capture and Control Tactical Objectives (numbers 11-
16) in the Warhammer 40,000 rulebook. If a mission uses Tactical 14 Arcane Rite
Objectives, players use the normal rules for using Tactical Objectives with the 15 The Wrath of Magnus
following exception: when a Thousand Sons player generates a Capture and
Control objective (numbers 11-16), they instead generate the corresponding 16 Power of the Cabal
Thousand Sons Tactical Objective, as shown below. Other Tactical Objectives
(numbers 21-66) are generated normally.

11 RITUAL SLAUGHTER Thousand Sons 14 ARCANE RITE Thousand Sons

The letting of blood is a powerful ingredient of fell rituals – The land itself contains great power – for this geomantic
spill it to Tzeentch’s liking and reap the rewards. rite to be complete, the battlefield must belong to the
Thousand Sons.
Score 1 victory point if at least nine enemy models were
destroyed by units from your army during this turn. Score D3 victory points if you control at least one objective
marker and your opponent controls no objective markers at
the end of this turn.

12 PSYCHIC SUPREMACY Thousand Sons

The sons of Prospero have long been masters of the


15 THE WRATH OF MAGNUS Thousand Sons

empyrean – those who would rival their supremacy must


have their works undone. It is not enough to merely slay the enemy – they must be
overcome in mind, body and spirit for Magnus’ work to be
Score 1 victory point if you made a successful complete.
Deny the Witch test during this turn.
Score D3 victory points if at least one enemy unit was
destroyed by units from your army during the Psychic phase
of this turn.
13 VENGEANCE LONG AWAITED Thousand Sons

The Thousand Sons have waited for millennia to avenge the


wrongs of the Horus Heresy – now that reckoning is at
16 POWER OF THE CABAL Thousand Sons

hand.
Make Tzeentch’s will manifest in realspace.
Score 1 victory point if at least one enemy unit was destroyed
by units from your army during this turn. Score D3 victory Whilst this Tactical Objective is active, keep a tally of the
points instead if at least one IMPERIUM unit was destroyed number of psychic powers you successfully resolve during
by units from your army during this turn. the Psychic phase each turn. At the end of the first turn in
which you successfully resolved at least two psychic powers,
score 1 victory point for every two psychic powers
successfully resolved in that turn (to a maximum of 6 victory
points).
Sorcerous Arcana
The Thousand Sons have fought the Long War against the Imperium for ten millennia. Over the course of this war, many powerful artefacts
have been found, forged or conjured into existence by the Sons of Magnus. Those relics most capable of channelling the Great Architect’s
powers are held in the screaming halls of Tizca, and carried to battle only when fate dictates.
If your army is led by a THOUSAND SONS Warlord, then before the battle you may give one of the following Sorcerous Arcana to a
THOUSAND SONS CHARACTER. Named characters such as Ahriman already have one or more artefacts, and cannot be given any of the
following arcana.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play
game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Sorcerous Arcana your
characters may have on your army roster.
HELM OF THE THIRD EYE
ATHENAEAN SCROLLS Many of the Thousand Sons’ disciplines teach of a mystical third eye
Ahriman consumed the knowledge contained in the Athenaeum of that stares out from the forehead, seeing with far more than sight
Kallimakus long ago. However, not all of the Athenaeum’s founders alone and even staring into the souls of men. This helm incorporates a
were slain when their repository of knowledge was destroyed. Some of crystalline eyeball that allows the wearer to perceive the intent of those
their Apollonian disciplines have since been transcribed on sanctified around him, giving him a chance to react even before they have
papyrus in order to keep an echo of that great library in existence. One committed to their next action.
who possesses the so-called ‘Athenaean Scrolls’ has access to If your army is Battle-forged and the wearer is on the battlefield, roll a
advanced psychic techniques that make his spells all but unstoppable. D6 each time your opponent uses a Stratagem. On a 5+ you gain 1
If you roll a double when making a successful Psychic test for the Command Point.
bearer, your opponent cannot attempt to resist that psychic power
with a Deny the Witch test or negate it by any means. Note that the SEER’S BANE
psyker will still suffer Perils of the Warp on a roll of double 1 or double
6, and if slain by Perils of the Warp, the power they were trying to The Seer’s Bane is a Daemon weapon, quenched in the blood of a
manifest will still automatically fail. grand vizier and bound tight with a thousand curses. Its magicinfused
alloys form the prison for the disgraced Lord of Change
Malach’raccatax, who once uttered an unvarnished truth in the
CORUSCATOR presence of Lord Tzeentch. It is said this ensorcelled weapon is the
Of all the warp-forged weapons carried to battle by the Thousand bane of learned men, and that it can cut through the minds of those
Sons, Coruscator is the most revered. Since the time of the Horus that earn its master’s ire as easily as it slices apart their flesh.
Heresy, it has taken the lives of countless loyalist Space Marines, and
Model with force sword or power sword only. Seer’s Bane replaces the
its daemonic spirit will take any chance to stoke the fires of hatred that bearer’s force sword or power sword and has the following profile:
eat away at the Imperium from within.
Model with inferno bolt pistol only. Coruscator replaces the bearer’s WEAPON RANGE TYPE S AP D
inferno bolt pistol and has the following profile: Seer’s Bane Melee Melee User -3 D3
WEAPON RANGE TYPE S AP D Abilities: The Strength of the bearer is doubled when targeting enemy
PSYKER units or enemy units that include any models with a
Coruscator 12" Pistol 3 4 -2 D3 Leadership characteristic of 9 or higher with this weapon.

DARK MATTER CRYSTAL THE PRISMATIC STAFF


By siphoning the perpetual gloom from the location where Mangel III This long-hafted weapon is bound with hypnotic rune-forms, and by
once existed in realspace, a cabal of Sorcerers from the Cult of Magic
intoning the command words its wielder can create multiple illusory
created the Dark Matter Crystal. One in command of this powerful duplicates of themselves to confuse their enemies. When the Long War
relic can use its energies to temporarily fold space, creating a localised erupts on a battlefield, the misdirection bought by the staff’s magic
wormhole through which he or his allies can step. can be the difference between life and death.
Once per battle, at the end of your Movement phase, you can select the
Model with force stave only. The Prismatic Staff replaces the bearer’s
bearer or a friendly THOUSAND SONS INFANTRY unit within 12" of
force stave and has the following profile:
him. Remove that unit from the battlefield and immediately set it up
anywhere on the battlefield that is more than 9" from any enemy WEAPON RANGE TYPE S AP D
models. This does not count as Falling Back if the unit was within 1" of
The Prismatic Staff Melee Melee +2 -1 D3
any enemy models.
Abilities: The bearer can shoot and charge during a turn in which it
Fell Back.
Wargear
Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Combi-weapons). When this is the
case, the unit may take any item from the appropriate list below.

COMBI-WEAPONS MELEE WEAPONS TERMINATOR MELEE


• Combi-bolter • Chainaxe WEAPONS
• Combi-flamer • Chainsword • Chainfist
• Combi-melta • Lightning claw • Lightning claw
• Combi-plasma • Power axe • Power axe
• Power fist • Power fist
PISTOLS • Power maul • Power maul
• Bolt pistol • Power sword • Power sword
• Plasma pistol

Reference

Wargear

Ranged Weapons
WEAPON RANGE TYPE S AP D ABILITIES
Autogun 0 24" Rapid Fire 1 3 0 1 -
Autopistol 0 12" Pistol 1 3 0 1 -
Units targeted by this weapon do not gain any bonus to their saving
Balefire missiles 30 36" Heavy 2D3 6 -1 D3
throws for being in cover.
Baleflamer 20 18" Assault D6 6 -2 2 This weapon automatically hits its target.
Battle cannon 0 72" Heavy D6 8 -2 D3 -
Bolt pistol 0 12" Pistol 1 4 0 1 -
If a unit has any models slain by any butcher cannon in the Shooting
Butcher cannon 25 36" Heavy 4 8 -1 2 phase, the unit must subtract 2 from its Leadership for the rest of the turn.
This modifier is not cumulative.
If a unit has any models slain by any butcher cannon in the Shooting
Butcher cannon array 40 36" Heavy 8 8 -1 2 phase, the unit subtracts 2 from its Leadership for the rest of the turn. This
modifier is not cumulative.
This weapon may not be fired on any turn in which the model carrying it
has moved. In addition, for each 24" between the bearer and the target,
increase the Strength by +2 and the Damage by +D3. If a model is
C-beam cannon 30 72" Heavy 1 6 -3 D3
removed from play as a casualty due to wounds caused by this weapon,
then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing
1 Damage. These additional hits do not trigger further hits themselves.
Combi-bolter 2 24" Rapid Fire 2 4 0 1 -
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all
Combi-flamer 8
hit rolls for this weapon.
- Boltgun 24" Rapid Fire 1 4 0 1 -
- Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all
Combi-melta 15
hit rolls for this weapon.
- Boltgun 24" Rapid Fire 1 4 0 1 -
If the target is within half range of this weapon, roll two dice when
- Meltagun 12" Assault 1 8 -4 D6
inflicting damage with it and discard the lowest result.
Coruscating flames 0 18" Assault 2 User 0 1 -
Decimator storm laser 25 24" Assault 5 6 -2 1 -
Demolisher cannon 0 24" Heavy D6 10 -3 D6 -
If the Typhon does not move in the Movement phase, then the range of
Dreadhammer siege cannon 0 24" Heavy 2D6 10 -5 3
this weapon is increased to 48" for the duration of the current turn.
Dreadstrike missiles 110 120" Heavy 4 10 -3 2D3 -
This weapon does not roll to wound as normal, instead roll 3D6 and
compare the total rolled to the target model’s Leadership characteristic, if
Dual Malignatas saker 40 48" Heavy 2 * -5 D6
the total equals or exceeds the Leadership characteristic then the target
model is wounded.
If any hit roll made in a given phase results in a score or a ‘1’, then the
Ectoplasma battery 40 24" Heavy 5 8 -3 3
firing unit suffers one mortal wound.
Ectoplasma blaster 11 18" Assault 2 8 -3 2 If any hit roll made in a given phase results in a score of a ‘1’, then the
firing unit suffers one mortal wound.
Ectoplasma cannon 20 24" Heavy D3 7 -3 D3 -
Fatecaster greatbow 2 24" Assault 2 5 -1 1 -
0
When firing this weapon, select one of the two profiles below:
Fellblade accelerator cannon
When attacking units with five or more models, the dice rolled to decide
- HE shells 100" Heavy 2D6 8 -3 2
the number of shots fired may be re-rolled.
- AE shells 100" Heavy 2 14 -4 6 -
Flamer 6 8" Assault D6 4 0 1 This weapon automatically hits its target.
Flickering flames 12" Pistol D6 User -1 1 This weapon automatically hits its target.
Frag grenade 0 6" Grenade D6 3 0 1 -
If the target model is a MONSTER, VEHICLE or TITANIC then the
amount of Damage suffered from successful attacks becomes 5 per hit.
Grav-flux bombard 65 18" Heavy D3 9 -5 2
For every five models in the target unit, add D3 to the number of attacks
made by this weapon.
Greater havoc launcher 21 48" Heavy 3D3 6 -1 1 This weapon can target units that are not visible to the bearer.
Hades autocannon 20 36" Heavy 4 8 -1 2 -
Havoc launcher 6 48" Heavy D6 5 0 1 -
Heavy bolter 10 36" Heavy 3 5 -1 1 -
Heavy flamer 14 8" Heavy D6 5 -1 1 This weapon automatically hits its target.
Heavy stubber 2 36" Heavy 3 4 0 1 -
Heavy warpflamer 17 8" Heavy D6 5 -2 1 This weapon automatically hits its target.
For each hit roll of 1, the bearer suffers a mortal wound after all of this
Helbrute plasma cannon 16 36" Heavy D3 8 -3 2
weapon’s shots have been resolved.
Hellflamer 17 8" Heavy D6 5 -1 2 This weapon automatically hits its target.
Hellfyre missile rack 15 24" Heavy 2 8 -2 D3 -
Hellstrike battery 60 72" Heavy 4 8 -3 3 -
Hellstrike missiles 40 72" Heavy 2 8 -3 3 -
Each time you roll a wound roll of 6+ for this weapon, the target suffers a
Helstorm cannon 20 36" Heavy 2 6 -2 3
mortal wound in addition to any other damage.
The bearer can only shoot with each hunter-killer missile it is equipped
Hunter-killer missile 6 48" Heavy 1 8 -2 D6
with once per battle.
30
8" Heavy 2D6 5 -1 2 This weapon automatically hits its target.
Infernal flamestorm cannon
Inferno bolt pistol 0 12" Pistol 1 4 -2 1 -
Inferno boltgun 0 24" Rapid Fire 1 4 -2 1 -
Inferno combi-bolter 3 24" Rapid Fire 2 4 -2 1 -
Kharybdis storm launchers 0 24" Heavy 3 6 -1 1 -
Kheres assault cannon 22 24" Heavy 6 7 -1 1 -
Krak grenade 0 6" Grenade 1 6 -1 D3 -
Lascannon 25 48" Heavy 1 9 -3 D6 -
If this weapon successfully inflicts damage, roll an additional D6. On a
Laser destroyer 60 36" Heavy 1 12 -4 D6 result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of
a ‘6’, the weapon’s Damage is increased to 3D6.
Laser volley cannon 0 When firing this weapon, choose one of the following profiles:
- Volley fire 36" Heavy 2 9 -3 3 -
If any hit rolls made for this weapon result in one or more results of a ‘1’,
- Overcharge fire 36" Heavy 2 10 -5 6
the firing vehicle suffers 3 mortal wounds.
Magma cutter 6 6" Pistol 1 8 -4 3 -
If the target of an attack by this weapon is within half range, roll an
Magna-melta cannon 50 24" Heavy D3 10 -4 D6
additional dice when inflicting damage and discard the lowest result.
This weapon does not roll to wound as normal, instead roll 3D6 and
Malignatas beam cannon 0 72" Heavy 4 * -5 4+D6 compare the total rolled to the target model’s Ld characteristic, if the total
equals or exceeds the Ld characteristic then the target model is wounded.
The player with this weapon does not roll to wound as normal, instead roll
3D6 and compare the total rolled to the target model’s Leadership
Malignatas beam laser 0 36" Heavy 1 * -5 2D6
characteristic, if the total equals or exceeds it then the target model is
wounded.
If the target is within half range of this weapon, roll two dice when
Melta cutter 0 12" Assault D3 8 -4 D6
inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when
Meltagun 14 12" Assault 1 8 -4 D6
inflicting damage with it and discard the lowest result.
Missile launcher 20 When attacking with this weapon, choose one of the profiles below.
- Frag missile 48" Heavy D6 4 0 1 -
- Krak missile 48" Heavy 1 8 -2 D6 -
If the target is within half range of this weapon, roll two dice when
Multi-melta 22 24" Heavy 1 8 -4 D6
inflicting damage with it and discard the lowest result.
Plasma destroyer 40 36" Heavy 2D3 7 -3 2 -
Plasma pistol 5 When attacking with this weapon, choose one of the profiles below.
- Standard 12" Pistol 1 7 -3 1 -
- Supercharge 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Predator autocannon 40 48" Heavy 2D3 7 -1 3 -
Quad heavy bolter 36 36" Heavy 12 5 -1 1 -
Quad lascannon 80 48" Heavy 4 9 -3 D6 -
Reaper autocannon 10 36" Heavy 4 7 -1 1 -
Reaper battery 30 36" Heavy 6 7 -1 1 -
Scorpius multi-launcher 40 48" Heavy 3D3 6 -2 2 This weapon can target units not visible to the firing model.
Shotgun 0 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range of this weapon, roll two dice when
Siege melta array 0 12" Heavy 4D3 9 -4 D6
inflicting damage with it and discard the lowest result.
Add 1 to all hit rolls made for this weapon against targets that can FLY.
Skyreaper battery 42 48" Heavy 8 7 -1 5
Subtract 1 from the hit rolls made for this weapon against all other targets.
Each successful hit roll made with this weapon inflicts a mortal wound
Soulburner 30 24" Assault D3 - 0 1
instead of the normal damage.
Each successful hit roll made with this weapon inflicts a mortal wound
Soulburner bombard 90 48" Heavy 2D3 - 0 1 instead of the normal damage. This weapon may target enemy units which
the bearer cannot see.
Each successful hit roll made with this weapon inflicts a mortal wound
instead of the normal damage. If any hit roll made in a given phase results
Soulburner petard 60 24" Assault 2D3 - 0 1 in a score or a ‘1’, then the firing unit suffers one mortal wound. This
effect can only occur once per phase regardless of how many results of ‘1’
are rolled.
Each successful hit roll made with this weapon inflicts a mortal wound
Soulburner ribaudkin 70 18" Heavy 2D3 - 0 1
instead of the normal damage.
Soulreaper cannon 10 24" Heavy 4 5 -3 1 -
Each time you roll a wound roll of 5+ for this weapon, the target suffers a
Soulstalker missiles 50 60" Heavy D3 7 -2 2
mortal wound in addition to the weapon's normal damage.
This weapon can be fired within 1" of an enemy unit and can target enemy
units within 1" of friendly models. If a unit of at least 10 INFANTRY
models has its last models slain by this attack, a unit of 3
Staff of Cataclysm 0 60" Assault 2D6 9 -4 3
FLAMERS OF TZEENTCH is added to your army and immediately
placed within 6” of the slain unit and more than 1" from any enemy
models before it is removed.
Storm bolter 2 24" Rapid Fire 2 4 0 1 -
When fired, this weapon automatically inflicts D6 hits on each unit,
Thermal jet array 0 6" Pistol D6 8 -1 D3 friendly or enemy, with at least one model within range. The weapon can
only be used if more enemy units will be affected than friendly ones.
When fired, this weapon automatically inflicts D6 hits on each unit,
Thermal jets 0 6" Pistol D6 6 -1 1 friendly or enemy, with at least one model within range. The weapon can
only be used if more enemy units will be affected than friendly ones.
0
48" Heavy 2D6 8 -2 D6 -
Thunderhawk heavy cannon
Any wound roll of a 6 made with this attack automatically inflicts an
Turbo-laser destructor 0 96" Heavy D3 16 -4 2D6
additional D3 mortal wounds on the target.
Attacks made with this weapon suffer no penalty to its hit roll when
0
48" Assault 8 7 -1 2 targeting units with the FLY keyword. In addition, every wound roll of 6+
Twin accelerator autocannon
made with this weapon increases the AP of that individual wound to -3.
Twin autocannon 20 48" Heavy 4 7 -1 2 -
Twin avenger bolt cannon 0 36" Heavy 10 6 -2 2 -
Twin heavy bolter 17 36" Heavy 6 5 -1 1 -
Twin heavy flamer 28 8" Heavy 2D6 5 -1 1 This weapon automatically hits its target.
Twin lascannon 40 48" Heavy 2 9 -3 D6 -
If the target is within half range of this weapon, roll two dice when
Twin multi-melta 40 24" Heavy 2 8 -4 D6
inflicting damage with it and discard the lowest result.
You can re-roll failed wound rolls when targeting TITANIC models with
Twin volcano cannon 0 120" Heavy 2D6 16 -5 2D6
this weapon.
Twin volkite charger 8 15" Heavy 4 5 0 2 -
Vengeance launcher 28 48" Heavy 2D6 5 -1 1 -
Warp bolter 3 24" Assault 2 4 -1 2 -
Warpflame pistol 3 6" Pistol D6 3 -2 1 This weapon automatically hits its target.
Warpflamer 8 8" Assault D6 4 -2 1 This weapon automatically hits its target.
Melee Weapons
WEAPON RANGE TYPE S AP D ABILITIES
Betentacled maw 0 Melee Melee User -1 1 Make 3 hit rolls for each attack made with this weapon, instead of 1.
Black Staff of Ahriman Melee Melee +2 -1 3 -
Blade struts 0 Melee Melee User -2 2 -
Each time the bearer fights, it can make 1 additional attack with this
Brutal assault weapon 0 Melee Melee User 0 1
weapon.
Against VEHICLE, BUILDING or MONSTER targets this weapon
Cataclysmic strike 0 Melee Melee x2 -4 3
becomes Damage 6.
Chainsword 0 Melee Melee User 0 1 When the bearer fights, it makes 1 additional attack with this weapon.
Daemon jaws 8 Melee Melee User -1 2 -
Daemonic axe 10 Melee Melee +1 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Decimator siege claw 30 Melee Melee +2 -3 3 -
Defiler claws 0 Melee Melee x2 -3 D6 -
Each time the bearer fights, it can make 3 additional attacks with this
Defiler scourge 12 Melee Melee +4 -2 3
weapon.
After a model on this mount makes its close combat attacks, you can attack
Disc of Tzeentch’s blades 2 Melee Melee 4 0 1
with its mount. Make 1 additional attack, using this weapon profile.
When the bearer fights, it makes 1 additional attack with this weapon and
Disc’s blades 0 Melee Melee 4 0 1
no more than 1 attack can be made with this weapon.
The Damage of this weapon is increased to 2 on a turn in which the bearer
Divining spear 1 Melee Melee +1 -1 1
charged.
Enormous claws 0 Melee Melee User -2 2 -
Eternal hunger 0 Melee Melee User -3 D3 -
Force axe 10 Melee Melee +1 -2 D3 -
Force stave 8 Melee Melee +2 -1 D3 -
Force sword 8 Melee Melee User -3 D3 -
Helbrute fist 20/30 Melee Melee x2 -3 3 -
Helbrute hammer 30 Melee Melee x2 -4 D6 When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking models that can FLY, you may add 1 to this weapon’s
Heldrake claws 0 Melee Melee User -1 D3
hit roll.
Hellforged chainclaw 30/40 Melee Melee x2 -4 4 -
Hellforged deathclaw 20/30 Melee Melee x2 -3 3 -
Hellforged siege claw 20/30 Melee Melee x2 -3 3 Re-roll failed wound rolls against INFANTRY.
Hellforged siege drill 30/40 Melee Melee x2 -4 4 -
Hellforged sword 10 Melee Melee User -2 3 -
Hideous mutations 0 Melee Melee User -2 2 -
Infernal hunger 0 Melee Melee User -3 1 -
Lamprey bite Melee Melee +2 -3 2 -
Each time the bearer fights, it can make 6 additional attacks with this
Lasher tendrils 12 Melee Melee User -2 2
weapon.
Each time a model with malefic talons fights, it can make 1 additional
Malefic talons 0/10 Melee Melee User -2 2 attack with this weapon. A model armed with two sets of malefic talons can
make 3 additional attacks with them instead.
Maulerfiend fists 0 Melee Melee x2 -3 3 -
Normal attacks may not be made using this profile, instead if the
Hellforged Kharybdis successfully charges a model with the VEHICLE,
Melta cutters 0 Melee Melee 16 -5 2D6 MONSTER or TITANIC keywords, the controlling player may choose to
forfeit all of its standard attacks to make a single attack with this profile
that hits its target on a 2+.
Each time the bearer fights, it can make 3 additional attacks with this
Power scourge 25 Melee Melee +2 -2 2
weapon.
Power sword 4 Melee Melee User -3 1 -
After the bearer has made all of its attacks, roll a D6 for each model that
suffered damage from this weapon this phase but has not been destroyed;
on a 2+ the model being rolled for suffers a mortal wound and, if that
Termite drill 0 Melee Melee x2 -4 3 model is not destroyed, you can roll another D6. This time, that model
suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result
required to cause a mortal wound by 1 each time, until the model being
rolled for is destroyed or the roll is failed.
If a CHARACTER is destroyed by this weapon, you can add a Chaos
The Blade of Magnus Melee Melee x2 -4 3 Spawn to your army. Set up the Chaos Spawn within 6" of Magnus and
more than 1" from any enemy models.
Tzaangor blades 0 Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this

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