Prism of Zadophon

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.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

BATTLELINE (1);
CHAOS (4);
CHARACTER (2);
DAEMON (1);
DAEMON PRINCE (1);
FLY (2);
INFANTRY (2);
MONSTER (1);
MOUNTED (2);
MUTANT (2);
PRISM OF ZADOPHON (4);
PSYKER (3);
THOUSAND SONS (4);
TZEENTCH (4)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Cabal of Sorcerers

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.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ / Errata

Show
FAQ
Q:Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?
A:
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Q:When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?
A:
No.
Q:When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?
A:
Yes.
Errata
Army Rule, Cabal of Sorcerers
Change first paragraph to:

‘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 on the right. 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.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’

Pact of Sorcery

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.

Primary Mission

CULT RITUAL
Prism of Zadophon

Beneath this battlefield lies a nexus of warp energy. Sweep the enemy aside, drive them from places of power and conduct your rituals. Then shall reality be torn asunder and the blessings of Tzeentch fall upon you.

SECOND BATTLE ROUND ONWARDS
WHEN: (Once per turn, per army) A friendly model within range of an objective that you have not bound manifests a Ritual with a Warp Charge value of 7 or more.
You do not resolve that Ritual’s effects and that objective is bound by you.10VP
END OF THE BATTLE
For each objective you control.5VP

Prism of Zadophon1DP

Detachment Rules

Committed to the Ritual

Zadophon’s empyric rituals bend the weave of fate to better serve his Dark God’s designs. His thralls are committed to their completion and will not be swayed from their part in these magicks, no matter the might sent against them.

  • Friendly PRISM OF ZADOPHON units have +1 Ld while within range of an objective.
  • Binding Ritual (Once per turn, per army): When playing a Combat Patrol battle, when a friendly model within range of an objective manifests a Ritual with a Warp Charge value of 7 or more, you can choose for your army to have bound that Ritual and that objective (see the Cult Ritual Objective). If you do, do not resolve that Ritual’s effects.
  • When playing a Combat Patrol battle, the following friendly units must start the battle in strategic reserves and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your deployment zone.

Enhancements

Foresight of the Changer

The faithful of Tzeentch may benefit from his foresight and by doing so escape certain doom.

PRISM OF ZADOPHON TZAANGOR SHAMAN model only. (Once per turn, per unit) In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D3+1".

Warp-tainted Shells

Twisted by malefic sorcery, Zadophon’s infernal cannon spits warp-corrupted ammunition that, on impact, sears the soul as terribly as it obliterates the flesh.

PRISM OF ZADOPHON DAEMON PRINCE model only. This model’s infernal cannon weapon has [Psychic].


Stratagems

TWIST OF FATE
1CP
Prism of Zadophon Stratagem
Shimmering empyric energies surround this mutant cultist’s form. Perhaps this being is destined to play a crucial role in the Changer of Ways’ endless schemes?
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly PRISM OF ZADOPHON MUTANT unit.

TARGET: That PRISM OF ZADOPHON MUTANT unit.

EFFECT: Your unit has 4+ InSv.
SPELL-WARDED ARMOUR
1CP
Prism of Zadophon Stratagem
Reinforced by sorcerous wards and hexes, the armour of Rubric Marines is astonishingly resilient to incoming fire.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly PRISM OF ZADOPHON RUBRIC MARINES unit.

TARGET: That PRISM OF ZADOPHON RUBRIC MARINES unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
EMBROILING ENERGIES
1CP
Prism of Zadophon Stratagem
Those Sorcerers who shepherd the Rubricae in battle favour destructive magicks, wielding warpflame even in the press and confusion of melee combat.
WHEN: Your Shooting phase, when a friendly PRISM OF ZADOPHON RUBRIC MARINES unit is selected to shoot.

TARGET: That PRISM OF ZADOPHON RUBRIC MARINES unit.

EFFECT: That unit’s malefic curse weapon has:
  • [Close-quarters].
  • +1 to hit rolls.

Datasheets


Kaa'skrek
(⌀40mm)
M
10"
T
4
SV
5+
W
4
LD
7+
OC
2
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleful Devolution BLAST 1 Devastating Wounds PSYCHIC
Baleful Devolution BLAST 1 Devastating Wounds PSYCHIC
18"
D6
3+
9
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force Stave PSYCHIC
Force Stave PSYCHIC
Melee
3
3+
5
-1
D3
ARMY RULESCabal of Sorcerers, Pact of Sorcery
ABILITIES
Bestial Prophet: If this unit is an Attached unit, this unit’s attacks have +1 to hit rolls.
Sacrificial Blessing: In your Shooting phase and the Fight phase, when this unit is selected to attack, if this unit has one or more Bodyguard models, you can use this ability. If you do:
  • One Bodyguard model in this unit is destroyed.
  • This model’s attacks have +D3 A and S.
UNIT COMPOSITION
  • 1 Kaa'skrek model
This model is equipped with: 1 Baleful Devolution; 1 Force Stave.
LEADER
This model can be attached to the following unit:
KEYWORDS: PSYKER; MOUNTED; CHARACTER; INFANTRY; TZEENTCH; TZAANGOR SHAMAN; PRISM OF ZADOPHON; MUTANT; FLY; CHAOS
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TWIST OF FATE
1CP
Prism of Zadophon Stratagem
DETACHMENT ABILITY
Committed to the Ritual
ENHANCEMENTS
Foresight of the Changer


Zadophon the Soul Eater
(⌀60mm)
M
9"
T
10
SV
2+
W
10
LD
6+
OC
3
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal Cannon
Infernal Cannon
24"
3
2+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellforged Weapons - Sweep Devastating Wounds PSYCHIC
Hellforged Weapons - Sweep Devastating Wounds PSYCHIC
Melee
12
2+
6
-1
1
Hellforged Weapons - Strike Devastating Wounds PSYCHIC
Hellforged Weapons - Strike Devastating Wounds PSYCHIC
Melee
6
2+
8
-2
3
ARMY RULESCabal of Sorcerers, Pact of Sorcery
ABILITIES
Spirit Snare: When a friendly THOUSAND SONS PSYKER model with the Cabal of Sorcerers ability is destroyed, if that model is within 9" of a model with this ability, you can select one of those models with this ability. When that selected model attempts a Ritual, it has +1 to the Psychic test result (to a maximum of +2).
Glamour of Tzeentch (Aura, Psychic): While a friendly THOUSAND SONS INFANTRY unit is within 6" of this model, that unit has Stealth.
UNIT COMPOSITION
  • 1 Zadophon the Soul Eater model
This model is equipped with: 1 Hellforged Weapons - Strike; 1 Infernal Cannon.
KEYWORDS: CHARACTER; DAEMON; CHAOS; DAEMON PRINCE; PRISM OF ZADOPHON; PSYKER; TZEENTCH; MONSTER
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
DETACHMENT ABILITY
Committed to the Ritual
ENHANCEMENTS
Warp-tainted Shells


Prism of Zadophon Rubric Marines
M
6"
T
4
SV
3+
W
3
LD
6+
OC
2
Aspiring Sorcerer(⌀32mm)
6"
4
3+
2
7+
2
Rubric Marine with Warpflamer and Stocks and Fists(⌀32mm)
6"
4
3+
2
7+
2
Rubric Marine with Soulreaper Cannon and Stocks and Fists(⌀32mm)
6"
4
3+
2
7+
2
Rubric Marine with Inferno Boltgun and Stocks and Fists(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Inferno Bolt Pistol CLOSE-QUARTERS
Inferno Bolt Pistol CLOSE-QUARTERS
12"
1
3+
4
-1
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
Inferno Boltgun
Inferno Boltgun
24"
2
3+
4
-2
1
Warpflamer Ignores Cover Torrent
Warpflamer Ignores Cover Torrent
12"
D6
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force Weapon PSYCHIC
Force Weapon PSYCHIC
Melee
3
3+
6
-1
D3
Stocks and Fists
Stocks and Fists
Melee
2
3+
4
0
1
ARMY RULESCabal of Sorcerers, Pact of Sorcery
ABILITIES
Icon of Flame: This unit’s ranged attacks (excluding CHARACTER models’ attacks) have [Ignores Cover].
Bringers of Change: This unit’s ranged attacks:
  • Can re-roll wound rolls of 1.
  • Or: That target a unit within range of an objective can re-roll wound rolls.
UNIT COMPOSITION
  • 1 Aspiring Sorcerer model
  • 1 Rubric Marine with Soulreaper Cannon and Stocks and Fists model
  • 3 Rubric Marine with Inferno Boltgun and Stocks and Fists models
  • 5 Rubric Marine with Warpflamer and Stocks and Fists models
The Aspiring Sorcerer is equipped with: 1 Force Weapon; 1 Inferno Bolt Pistol; 1 Malefic Curse.

The Rubric Marine with Soulreaper Cannon and Stocks and Fists is equipped with: 1 Soulreaper Cannon; 1 Stocks and Fists.

Every Rubric Marine with Inferno Boltgun and Stocks and Fists is equipped with: 1 Inferno Boltgun; 1 Stocks and Fists.

Every Rubric Marine with Warpflamer and Stocks and Fists is equipped with: 1 Stocks and Fists; 1 Warpflamer.
KEYWORDS: RUBRICAE; INFANTRY; PRISM OF ZADOPHON; PSYKER; CHAOS; TZEENTCH; BATTLELINE
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
EMBROILING ENERGIES
1CP
Prism of Zadophon Stratagem
SPELL-WARDED ARMOUR
1CP
Prism of Zadophon Stratagem
DETACHMENT ABILITY
Committed to the Ritual


Prism of Zadophon Tzaangor Enlightened
(⌀40mm)
M
10"
T
4
SV
5+
W
2
LD
7+
OC
2
INSV
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Divining Spear Lance Precision
Divining Spear Lance Precision
Melee
3
4+
5
-1
2
ARMY RULESCabal of Sorcerers, Pact of Sorcery
ABILITIES
Prophesied Doom: When this unit ends a charge move, you can select one enemy unit engaged with this unit. For each model in this unit engaged with that enemy unit, roll one D6:
  • On a 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 3 Tzaangor Enlightened models
Every model is equipped with: 1 Divining Spear.
KEYWORDS: MOUNTED; FLY; MUTANT; TZEENTCH; CHAOS; PRISM OF ZADOPHON
FACTION KEYWORDS:
THOUSAND SONS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
TWIST OF FATE
1CP
Prism of Zadophon Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Committed to the Ritual

The BATTLELINE keyword is used in the following Prism of Zadophon datasheets:

The CHAOS keyword is used in the following Prism of Zadophon datasheets:

The CHARACTER keyword is used in the following Prism of Zadophon datasheets:

The DAEMON keyword is used in the following Prism of Zadophon datasheets:

The DAEMON PRINCE keyword is used in the following Prism of Zadophon datasheets:

The FLY keyword is used in the following Prism of Zadophon datasheets:

The INFANTRY keyword is used in the following Prism of Zadophon datasheets:

The MONSTER keyword is used in the following Prism of Zadophon datasheets:

The MOUNTED keyword is used in the following Prism of Zadophon datasheets:

The MUTANT keyword is used in the following Prism of Zadophon datasheets:

The PRISM OF ZADOPHON keyword is used in the following Prism of Zadophon datasheets:

The PSYKER keyword is used in the following Prism of Zadophon datasheets:

The THOUSAND SONS keyword is used in the following Prism of Zadophon datasheets:

The TZEENTCH keyword is used in the following Prism of Zadophon datasheets:

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
LONE OPERATIVE24.24

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.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
Cabal of Sorcerers

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.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ / Errata

FAQ
Q:Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?
A:
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Q:When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?
A:
No.
Q:When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?
A:
Yes.
Errata
Army Rule, Cabal of Sorcerers
Change first paragraph to:

‘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 on the right. 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.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

The PRISM OF ZADOPHON and MUTANT keywords are used in the following Prism of Zadophon datasheets:

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

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).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
Cabal of Sorcerers

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.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ / Errata

FAQ
Q:Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?
A:
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Q:When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?
A:
No.
Q:When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?
A:
Yes.
Errata
Army Rule, Cabal of Sorcerers
Change first paragraph to:

‘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 on the right. 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.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’
Pact of Sorcery

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.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
[HAZARDOUS]24.15

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.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

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.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
TWIST OF FATE
1CP
Prism of Zadophon Stratagem
Shimmering empyric energies surround this mutant cultist’s form. Perhaps this being is destined to play a crucial role in the Changer of Ways’ endless schemes?
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly PRISM OF ZADOPHON MUTANT unit.

TARGET: That PRISM OF ZADOPHON MUTANT unit.

EFFECT: Your unit has 4+ InSv.
Committed to the Ritual
Prism of Zadophon Detachment

Zadophon’s empyric rituals bend the weave of fate to better serve his Dark God’s designs. His thralls are committed to their completion and will not be swayed from their part in these magicks, no matter the might sent against them.

  • Friendly PRISM OF ZADOPHON units have +1 Ld while within range of an objective.
  • Binding Ritual (Once per turn, per army): When playing a Combat Patrol battle, when a friendly model within range of an objective manifests a Ritual with a Warp Charge value of 7 or more, you can choose for your army to have bound that Ritual and that objective (see the Cult Ritual Objective). If you do, do not resolve that Ritual’s effects.
  • When playing a Combat Patrol battle, the following friendly units must start the battle in strategic reserves and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your deployment zone.
Foresight of the Changer
Prism of Zadophon Detachment

The faithful of Tzeentch may benefit from his foresight and by doing so escape certain doom.

PRISM OF ZADOPHON TZAANGOR SHAMAN model only. (Once per turn, per unit) In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D3+1".

The THOUSAND SONS and PSYKER keywords are used in the following Prism of Zadophon datasheets:

The THOUSAND SONS and INFANTRY keywords are used in the following Prism of Zadophon datasheets:

13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

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).
Warp-tainted Shells
Prism of Zadophon Detachment

Twisted by malefic sorcery, Zadophon’s infernal cannon spits warp-corrupted ammunition that, on impact, sears the soul as terribly as it obliterates the flesh.

PRISM OF ZADOPHON DAEMON PRINCE model only. This model’s infernal cannon weapon has [Psychic].

[IGNORES COVER]24.18

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).
[ANTI]24.03

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
[TORRENT]24.37

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.
EMBROILING ENERGIES
1CP
Prism of Zadophon Stratagem
Those Sorcerers who shepherd the Rubricae in battle favour destructive magicks, wielding warpflame even in the press and confusion of melee combat.
WHEN: Your Shooting phase, when a friendly PRISM OF ZADOPHON RUBRIC MARINES unit is selected to shoot.

TARGET: That PRISM OF ZADOPHON RUBRIC MARINES unit.

EFFECT: That unit’s malefic curse weapon has:
  • [Close-quarters].
  • +1 to hit rolls.
SPELL-WARDED ARMOUR
1CP
Prism of Zadophon Stratagem
Reinforced by sorcerous wards and hexes, the armour of Rubric Marines is astonishingly resilient to incoming fire.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly PRISM OF ZADOPHON RUBRIC MARINES unit.

TARGET: That PRISM OF ZADOPHON RUBRIC MARINES unit.

EFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

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