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.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
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 |
| 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. |
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 selectBeneath 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.
1DPZadophon’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.
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]. |
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 RULES | Cabal of Sorcerers, Pact of Sorcery |
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 RULES | Cabal of Sorcerers, Pact of Sorcery |


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 RULES | Cabal of Sorcerers, Pact of Sorcery |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Divining Spear Lance Precision | |||||||
| Divining Spear Lance Precision | Melee | 3 | 4+ | 5 | -1 | 2 | |
| ARMY RULES | Cabal of Sorcerers, Pact of Sorcery |
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:




| 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. |
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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| 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. |

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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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| 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). |
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
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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 |
| 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. |
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:
| 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. |
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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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).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 |
| 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. |
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 selectWeapons 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.| 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. |
| 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 |
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.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.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.
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:
| 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 |
| 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. |
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).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].
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).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.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.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.