RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Infernal Gateway – Witchfire blast indirect fire psychic | |||||||
| Infernal Gateway – Witchfire blast indirect fire psychic | 24" | D6+3 | 2+ | 9 | -2 | D3 | |
| Infernal Gateway – Focused Witchfire blast indirect fire hazardous psychic | |||||||
| Infernal Gateway – Focused Witchfire blast indirect fire hazardous psychic | 24" | D3+6 | 2+ | 9 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Staff of Tomorrow psychic | |||||||
| Staff of Tomorrow psychic | Melee | 5 | 3+ | 8 | -2 | 2D3 | |
| YOUR UNIT COSTS | |
| 1 model | 305 |
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:




The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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The CHAOS keyword is used in the following Thousand Sons datasheets:
The CHARACTER keyword is used in the following Thousand Sons datasheets:
The DAEMON keyword is used in the following Thousand Sons datasheets:
The EPIC HERO keyword is used in the following Thousand Sons datasheets:
The FLY keyword is used in the following Thousand Sons datasheets:
The MONSTER keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
The SUMMONED keyword is used in the following Thousand Sons datasheets:
The TZEENTCH keyword is used in the following Thousand Sons datasheets:
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS and MONSTER keywords are used in the following Thousand Sons datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigil carried by his mortal servants wear away at the fragile skein of reality.
SCINTILLATING LEGIONS units from your army have the following the ability:Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.The Human and mutant thralls of the Thousand Sons seek to earn the favour of their Chaos Space Marine masters by enacting rituals and offering sacrifices in the name of the Lord of Change. Thus do they hurl themselves upon the foe in frothing tides of wild aggression.
Melee weapons equipped by THOUSAND SONS models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker.Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).The daemons of Tzeentch are drawn through the barriers of the Warp by rituals of transmutation.
When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.