



RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Inferno bolt pistol pistol | |||||||
| Inferno bolt pistol pistol | 12" | 1 | 3+ | 4 | -1 | 1 | |
| Inferno boltgun | |||||||
| Inferno boltgun | 24" | 2 | 3+ | 4 | -2 | 1 | |
| Malefic Curse anti-infantry 4+ devastating wounds psychic | |||||||
| Malefic Curse anti-infantry 4+ devastating wounds psychic | 24" | 3 | 3+ | 4 | -3 | 1 | |
| Soulreaper cannon devastating wounds | |||||||
| Soulreaper cannon devastating wounds | 24" | 6 | 3+ | 6 | -2 | 1 | |
| Warpflame pistol ignores cover pistol torrent | |||||||
| Warpflame pistol ignores cover pistol torrent | 12" | D6 | N/A | 3 | -1 | 1 | |
| Warpflamer ignores cover torrent | |||||||
| Warpflamer ignores cover torrent | 12" | D6 | N/A | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 | |
| Force weapon psychic | |||||||
| Force weapon psychic | Melee | 3 | 3+ | 6 | -1 | D3 | |
| YOUR 1ST TO 3RD UNITS COST | |
| 5 models | 100 |
| 10 models | 190 |
| YOUR 4TH + UNIT COSTS | |
| 5 models | 110 |
| 10 models | 200 |









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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Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.
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The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.
If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
The MONSTER keyword is used in the following Thousand Sons datasheets:
The CHARACTER keyword is used in the following Thousand Sons datasheets:
The RUBRICAE keyword is used in the following Thousand Sons datasheets:
The BATTLELINE keyword is used in the following Thousand Sons datasheets:
The CHAOS keyword is used in the following Thousand Sons datasheets:
The INFANTRY keyword is used in the following Thousand Sons datasheets:
The PSYKER keyword is used in the following Thousand Sons datasheets:
The RUBRICAE keyword is used in the following Thousand Sons datasheets:
The THOUSAND SONS 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 hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words of malign incantation roll out like the peal of some cursed bell amidst the Empyrean to signal the onset of the next fateful tide of ritual power.
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army. |
Psychic Maelstrom Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. |
Wrath of the Immaterium Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability. |
The SCINTILLATING LEGIONS and PSYKER keywords are used in the following Thousand Sons datasheets:
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Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).The THOUSAND SONS and VEHICLE keywords are used in the following Thousand Sons datasheets:
The INFANTRY, THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
The MOUNTED, THOUSAND SONS and PSYKER keywords are used in the following Thousand Sons datasheets:
With each site seized by the thrallband’s warriors, the flow of arcane energies increases, and the veil between reality and the Warp erodes. The resultant influxes of Warp energy are potent enough to invoke the flesh-change and must be channelled carefully by the thrallband’s Sorcerers. With masterful skill, they wield these mutagenic energies, expertly syphoning excess magic to empower themselves and the warriors at their command while maintaining control of their ever-expanding ritual.
Certain areas of the battlefield are within your army’s Flow of Magic, as follows:The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.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).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.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:Those who possess the favour of Tzeentch may gain the benefit of the Change Gods all-seeing eye. No foe can hope to conceal themselves from their piercing gaze.
Ranged weapons equipped by THOUSAND SONS models from your army have the [iGNORES COvER] ability.The sorcerous workings unleashed by this coven draw upon the energies of the Warp to effect relentless change, reknitting damaged flesh, sealing shattered armour and infusing even the most gruesomely mangled bodies with relentless life.
(Once per turn, per unit) When a friendly THOUSAND SONS PSYKER unit (excluding MONSTER units) successfully manifests a Ritual, that unit heals D3 wounds.Some amongst the sorcerers of the Thousand Sons have learned to channel their wills through the mechanical bodies of Sekhetar Robots, rendering the constructs extensions of their own subtle bodies.
When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.