Thousand Sons v9.5
Thousand Sons v9.5
Daemon Value
Pink Horror 3
Flamer 6
Screamer 6
MODEL AVAILABILITY
You must adhere to the following model requirements
when building your Kill Team:
All Thousand Sons Team Leaders can take items from the Armoury
Aspiring Sorcerer
NAME M WS BS S T W A Ld Sv Pts
Aspiring 6” 3+ 3+ 4 4 4 2 8 3+ 28
Sorcerer
EQUIPMENT - Inferno Bolt Pistol
- Force Stave
Twistbray
NAME M WS BS S T W A Ld Sv Pts
Twistbray 6” 3+ 4+ 4 4 3 2 7 6+ 17
EQUIPMENT - Tzaangor Blades
Cultist Champion
NAME M WS BS S T W A Ld Sv Pts
Cul st 6” 3+ 3+ 3 3 3 3 7 6+ 15
Champion
EQUIPMENT - Autogun
RULES - Nothing!
OPTIONS - May replace Autogun with Shotgun or Autopistol and Brutal Assault Weapon
- May take items from the Armoury
KEYWORDS Infantry, Chaos Cul sts
Aviarch
NAME M WS BS S T W A Ld Sv Pts
Aviarch 12” 3+ 3+ 4 4 3 3 8 6+ 28
EQUIPMENT - Diving Spear
- Disc of Tzeentch
- Disc’s Blades
Cultist
NAME M WS BS S T W A Ld Sv Pts
Cul st 6” 4+ 4+ 3 3 1 1 5 6+ 5
EQUIPMENT - Autogun
RULES None!
OPTIONS - For every 10 models with the Chaos Cultists keyword in your team, one Cul st may
replace their autogun with a heavy stubber or a flamer.
- Any Cul st may exchange their autogun for an autopistol and brutal assault weapon
KEYWORDS Infantry, Chaos Cul sts
Tzaangor
NAME M WS BS S T W A Ld Sv Pts
Tzaangor 6” 3+ 4+ 4 4 1 1 6 6+ 7
EQUIPMENT - Tzaangor Blades
ITEM DESCRIPTION
++Arcana of the Legion++
Only one of each of the following items may be taken in any Kill Team. Weapon profiles are included below.
Leader only. Said to be a feather from the wing of Magnus himself, this treasured
Pinion of the Primarch (18
artefact focuses the bearer’s mind to a lethal edge. Add 1 to Psychic tests for the
pts)
bearer. In addi on, the bearer has the FLY keyword.
Leader only. "Show these fools the power of the changefire!" Once per game, you
may ac vate the Icon. Any friendly models within 3” of the Icon of the Inferno may
Icon of the Inferno (20 pts)
double the number of shots of their Inferno Boltguns or Inferno Bolt Pistols can fire
un l the end of the phase.
Leader only. The bearer may Deny the Witch and adds 1 to Deny the Witch tests. If
The Dagger of Reflec ons (8 the power being Denied is being manifested by a model 3” or less from the bearer,
pts) add 2 to the Deny test instead and, if the power is Denied, the model that a empted
to manifest it may not a empt to manifest that power for the rest of the game.
Aspiring Sorceror or Scarab Occult Sorcerer only. The soulless, incorporeal state of
their rubricae followers has twisted this Sorcerer’s percep on of the physical world,
The Dustbound Helm (20
un l they feel li le more than their dust-bound kin. This model may never advance
pts)
further than 3” and loses 1” of Movement. Your opponent must reroll Wound rolls of
6 against the bearer.
Tzaangor leader only. Once per game, your Leader may raise a Flux-Cairn at the
beginning of the movement phase. This arcane monument to the Changer of the
Ways infuses the ba lefield with sorcerous power, which none make be er use of
Flux-Cairn (30 pts) than the Thousand Sons and their bes al hordes.
To raise the Flux-Cairn, the bearer must not be within 1” of any enemy models, or
Hiding. Once raised, place a model to represent the Cairn within 1” of the bearer. It
should be on a 32-40mm base and is considered infinitely high. All units within 6” of
it may reroll 1s to Hit and for Saving throws. In addi on, all Thousand Sons units
within 6” of the Flux-Cairn may reroll 1s to Wound and when manifes ng Psychic
powers. A model that raises the Flux-Cairn may do nothing else in that player turn.
The Flux-Cairn is removed when the last friendly Tzaangor model is removed as a
casualty, but cannot be otherwise targeted.
++Shamanic Abilities++
A Tzaangor Shaman Aspirant must be given 1-3 of the following abilities. A Twistbray or Aviarch may be given 1.
At the beginning of the game, roll 2D6. The model immediately has the two
corresponding Shamanic Abili es from the list below, in addi on to this one, even if
Fate Rider (12 pts)
already has the maximum number of Shamanic Abili es it is allowed. Duplicate
results do not confer the bonus addi onal mes!
Add 1 to any hit rolls you make for friendly TZAANGOR units within 6” of this model
1 - Savage Prophet (10 pts)
in the Fight phase.
2 - Preternatural Prophet (10 Add 1 to any hit rolls you make for friendly TZAANGOR units within 6” of this model
pts) in the Shoo ng phase.
When using this model’s Sorcerous Elixir ability, you may choose to re-roll one or
3 - Alchemist (5 pts)
both dice used in the a empt to manifest the psychic power.
You can make three addi onal a acks, rather than one, with this model’s Disc of
4 - Gyre-tamer (5 pts)
Tzeentch’s blades.
When you roll a 6+ to Hit with this model’s weapons (other than its Disc’s blades) the
5 - Muta ng Strike (9 pts)
target suffers a mortal wound instead of the normal damage.
The model’s Force Stave is replaced with a Farcaster Greatbow at no cost. In
6 - Silent Skyhunter (4 pts) addi on, friendly models can only benefit from its Inspiring Presence ability if they
can see it!
++Armour Upgrades++
A team may have any number of any of these items, but a model may not take more than two unless it is your Team
Leader, who may take three if you wish
12 pts. Shi ing endlessly, this barely-real armour confounds the enemy's aim by
Ectoplasmic Armour threatening madness at any who look upon it too long. Enemy models may not reroll
to Hit for any reason when firing ranged weapons at this model.
10 pts. It's what it sounds like… If this model charged successfully in the preceding
Spiky Bits phase, roll a D6 at the beginning of the Fight phase. On a 6 the enemy player
allocates a single mortal wound to one of their models within 1” of this model.
5 pts. Through lenses nted with the blood of heroes, the champion of Chaos
Oculi Maledictum perceives his prey wherever it skulks. Any Hidden enemy model within 12” of this
model is immediately revealed.
10 pts. Emi ng clouds of exhaust smoke that screech obsceni es, sprou ng
incessantly arguing faces or followed eternally by a ny freak weather system, this
Haunted Adaman um armour is extremely unnerving to its wearer’s foes. This model may never hide, but
enemy models within 6” suffer a -1 penalty to Leadership. If this model has Inspiring
Presence, the distance is increased to the extent of its Inspiring Presence.
5 pts. Model in Terminator Armour only. Short jumps directly through the
Immaterium are extremely dangerous, but the element of surprise cannot be
Teleporter
overstated. Instead of moving in the Move phase, this model can teleport. Roll 2D6
and move the model that number of inches in any direc on as though it had the FLY
keyword. This s ll counts as moving, and since the model does not have FLY it cannot
shoot a er falling back.
A potent symbol of dedica on to great Tzeentch, the Ouroboros devours the past to
feed the future. You can reroll the die to determine the nature of an unknown
Ouroboros (4 pts) ba lefield feature (inscrutable objec ve, Possession building, etc.) discovered by this
model.
++Additional Wargear++
These items do not replace anything and may be taken by any number of models.
A er your opponent sets up a unit that is arriving on the ba lefield as
reinforcements within 12" of the model with Futuresight, your models within 6” of
Futuresight (10 pts)
the wielder of the Futuresight can immediately shoot at that enemy unit as if it were
the Shoo ng phase, but you must subtract 1 from all the resul ng hit rolls.
Leader only. 4 pts. The Architect of Fate takes great delight in binding the fates of
mortals, watching them twist the skeins of des ny ghter around themselves as they
Covenant of Change struggle to escape. When a emp ng to Deny a psychic power manifested by this
model, the model making the a empt suffers Perils of the Warp on a double 1 or
double 6, in addi on to any other effects.
If the owner didn’t move in the last Movement Phase, it can re-roll failed To Hit rolls
Targeter (5 pts)
of 1 during the Shoo ng Phase, except with Overcharged plasma weapons.
Instead of shoo ng with this model in the Shoo ng phase, choose a friendly model
Augurscope (5 pts)
within 6”. Re-roll failed to Hit rolls of 1 for that model un l the end of the phase.
Ensorcelled weapon Leaders only. One of the owner’s melee weapons gains +1D. May not be applied to
(10 pts) Armoury-specific weapons.
Animated as if by magic, a sleek, clicking familiar-construct keeps the mechanics of
sorcerous weaponry in lethal condi on. On a roll of 6+ to Hit when making a
Armorium Scarab (8 pts)
shoo ng a ack, this model can make a single addi onal shot at the same target,
which cannot generate extra shots.
Predes na on (5 pts) This model is not slowed by terrain when charging.
A Team Leader may take up to two familiars in any combination, but having more
than one of the same kind does not confer the same bonus twice. Other models may
Familiars take a maximum of one familiar. Familiars can be represented by small separate
models that have no effect on the game, or by modelling them onto existing
miniatures.
10 pts. Fran cally squir ng ichor into fuel tanks or telepor ng fresh bolt shells into
Reloader Familiar depleted magazines, this ny bound daemon helps its master keep up a torrent of
firepower. This model re-rolls 1s to Wound when firing ranged weapons.
5 pts. A daemon bound into a long and horribly animated chain, that strikes
snakelike at those it perceives as weak. If an enemy model or models falls back from
Linkdevil Familiar
the bearer, the bearer may immediately make a single melee a ack or pistol shot
against one of them.
X pts. X=double the bearer’s unmodified Strength. A por on of the bearer’s mar al
pride made manifest. At the end of the Fight phase, if this model is s ll alive, it
Combat Familiar
makes 2 addi onal a acks as though it were armed only with a close combat
weapon (S: user AP: 0 DMG: 1)
Psyker only. 9 pts. A minor warp en ty has made a deal with this Sorceror and
entered the material realm. You may reroll a single die per friendly psychic phase,
Spell Familiar
but if it shows the same result again, it counts as a double (ie. If you reroll a 1 and
get another 1, you suffer Perils of the Warp, even if the other die was not a 1.)
Leader only. 10 pts. This Here c Astartes has made a pact with a powerful dark
en ty, of which this familiar is but a ny part. It keeps him from harm, but at what
Regenera on Familiar
cost? At the beginning of each friendly turn, roll a D6. On a 4+, this model regains a
wound lost earlier in the game. On a 1, it takes a mortal wound.
The following piece of additional wargear may be taken multiple times per team and do not replace anything unless
stated in their entry.
Choose one of the bearer’s ranged weapons. When firing that weapon, you may
increase its Strength by up to +2. For each +1 increase in Strength, the bearer takes a
Hypercharger (7 pts) -1 penalty to their rolls to Hit. As this requires some careful calibra on, you may not
use it when firing Overwatch. Cannot be used on weapons from the Armoury or
weapons that hit their target automa cally..
One use only. You may purchase more than one of this item per model. Instead of
Shoo ng, you may choose a point within 8” of the bearer. Un l the start of your next
turn, all models (friend and foe) within 3” of the chosen point are targeted at -1 to
Censer-Grenade (8pts)
hit by a acks in the Shoo ng phase. Models can draw line of sight into and out of
the affected area, but not through it. These grenades are temperamental and cannot
be fired through any kind of Grenade Launcher.
May not be taken by Scarab Occult Terminator (they lack the The model is now a
Psyker. Generate a Psychic power for it. When a emp ng to manifest or deny a
The Awakening (9pts)
Psychic power (which it can do once each in the appropriate turn) only roll a single
D6.
TACTICAL POINTS
Thousand Sons teams have exclusive access to some Philosophies and Tac cal Ac ons. Unless a restric on prevents
it, you can mix those listed in this Opus with those in the Heralds of Ruin rules. Remember you may only have one
Philosophy at a me!
Philosophy: Just As Planned: +1TP You may never use a Tac cal Re-Roll.
Philosophy: For the Crimson King!: +2TP You may not use the Tac cal Ac ons from the Heralds
of Ruin rulebook.
Philosophy: All is Dust: +1TP Your team contains no models with the TZAANGOR or
CHAOS CULTIST keywords
Philosophy: The Changer’s Hordes :+1TP Your team contains no models with a Save characteris c
be er than 4+
Ac on: Timeslip: -2TP One use per game. Use at any me to re-roll any single
die that has already been re-rolled by either player.
17-12-18: CA2018 points update, Sugges on and Awakening nerf, reduced Soulreaper ability, icon of the inferno
improved and cheapened.