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Thousand Sons

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723 views10 pages

Thousand Sons

Uploaded by

Piero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THOUSAND SONS

ARMY RULES
CABAL OF SORCERERS
At the end of your Command Phase, each model from your army with this ability in the battlefield (excluding Battle-shocked
units) generates a number to Cabal Points equal to the number shown. Using those points you can select one of Rituals below
reducing the cost of your Cabal Points pool. Each Ritual can only be used once per phase. At the start of your next Command
Phase, your Cabal Points pool resets to zero. Each time you use a Ritual select one THOUSAND SONS PSYKER model from your
army then apply the rituals effect.

Use this Ritual at the start of any phase. Once during that phase, when a Saving Throw is failed
Weaver of Fates 2 Cabal
for a friendly THOUSAND SONS model whose unit is within 18” fo this PSYKER, you can re-roll
(Psychic) Points
that Saving Throw
Use this Ritual at the start of your Shooting Phase. Select one friendly THOUSAND SONS unit
Temporal Surge 5 Cabal
within 18” of this PSYKER. Unless that unit is within Engagement Range, it can make a Normal
(Psychic) Points
Move as if it were the Movement Phase but it cannot charge later
Echoes from the 6 Cabal Use this Ritual at the start of any phase. You can target a PSYKER’s unit as the target of a
Warp (Psychic) Points Stratagem for 0CP, even if you have already used that Stratagem this phase
Use this Ritual at the start of your Shooting Phase. Select one enemy unit within 18” and visible
7 Cabal
Doombolt (Psychic) to a PSYKER and roll a D6. On a 1 the enemy unit suffers D3 Mortal Wounds, on a 2-5 it suffers
Points
D3+3 Mortal Wounds and on a 6 it suffers D3+6 Mortal Wounds
Twist of Fates 9 Cabal Use this Ritual aat the start of any phase. Select one enemy unit within 18” and visible to a
(Psychic) Points PSYKER. Until the end of the phase, armour Saving Throws cannot be made for that unit

DETATCHMENT RULE
Cult of Magic

Kindred Sorcery
In your Command Phase, you can select one of the abilities listed below to take effect until the start of your next Command
Phase

 MALEVOLENT CHARGE
Psychic Weapons have the [Lethal Hits] ability

 PYSCHIC MAELSTROM
Psychic Weapons have the [Sustained Hits 1] ability

 WRATH OF THE IMMATERIUM


Psychic Weapons have the [Devastating Weapons] ability
STRATAGEMS
BATTLE TACTIC STRATAGEM
NAME = Psychic Dominion
CP = 1CP
WHEN = Any phase, just after an enemy unit has selected its targets
TARGET = One THOUSAND SONS unit from your army that was selected as a target
EFFECT = Until the end of the phase, all attacks made against your unit with Psychic Weapons have the [Hazardous] ability and
all models in your unit have the Feel No Pain 4+ ability against Psychic Attacks

NAME = Destined by Fate


CP = 1CP
WHEN = Any phase, when a Saving Throw is failed for a THOUSAND SONS PSYKER mode from your army
TARGET = That PSYKER model
EFFECT = Change the Damage characteristic of that attack to 0

EPIC DEED STRATAGEM


NAME = Devastating Sorcery
CP = 1CP
WHEN = Your Shooting Phase
TARGET = One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase
EFFECT = Until the end of the phase, each time a model in your unit makes a Psychic Attack, you can re-roll the Hit Roll and you
can re-roll the Wound Roll

NAME = Ensorcelled Infusion


CP = 1CP
WHEN = Your Shooting Phase
TARGET = One THOUSAND SONS PSYKER unit that has not been selected to shoot this phase
EFFECT = Until the end of the phase, all Inferno Bolt Pistols, Inferno Boltguns, Inferno Combi-Bolters and Inferno Combi-
Weapons equipped by models in your unit have the [Psychic] ability and a Strength characteristic of 5

NAME = Sorcerous Might


CP =1
WHEN = Your Shooting Phase
TARGET = One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase
EFFECT = Until the end of the phase, add 9” to the Range characteristic of Psychic Weapons equipped by your unit

NAME = Sorcerous Might


CP =1
WHEN = Your Shooting Phase
TARGET = One THOUSAND SONS PSYKER unit from your army and one enemy unit that is visible to that unit
EFFECT = Until the end of the phase, each time a friendly THOUSAND SONS PSYKER model makes an attack with a Psychic
Weapon that targets that enemy unit, that attack has the [Indirect Fire) and [Ignores Cover] abilities
ENHANCEMENTS
To any THOUSAND SONS CHARACTER model only

PSYKER only. The bearer can be selected to use a Ritual even if another PSYKER from your army has
Lord of Forbidden Lore 25 pts
already been selected to use that Ritual this phase
PSYKER only. In your Command Phase, if the bearer is on the battlefield and is not Battle-shocked, it
Athenean Scrolls 20 pts
generates 1 additional Cabal Point this phase
Once per battle, in your Command Phase, you can remove the bearer’s unit from the battlefield and
Umbralefic Crystal place them anywhere in your Movement Phase Reinforcements Step anywhere in the battlefield more 20 pts
than 9” away from enemy models
Arcane Vortex Add 1 to the Strength and Damage characteristic of Psychic Weapons equipped by the bearer 15 pts

AHRIMAN / 1 MODEL / 130 pts

M T Sv W Ld OC Inv
6” 4 3+ 5 6+ 1 4+

RANGED WEAPONS
NAME TYPE RANGE A BS S AP D
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Psychic Stalk [Precision, Psychic] 18” 1 2+ 6 -1 D6
MELEE WEAPONS
NAME TYPE RANGE A W S AP D
S
Black Staff of Ahriman [Psychic] Melee 5 2+ 7 -1 3
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 3
Rubric Lord: While this model is leading a unit, each time a model in that unit makes an attack add 1 to the Wound Roll
Arch-Sorcerer of Tzeentch (Psychic): Once per battle, you can select this model to use a Ritual for 0 Cabal Points. If you do, all the
other rules for using Rituals still apply
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; EPIC HERO ; PSYKER ; CHAOS ; TZEENTCH ; AHRIMAN

AHRIMAN ON DISC TZEENTCH / 1 MODEL / 140 pts

M T Sv W Ld OC Inv
10” 4 3+ 6 6+ 1 4+

RANGED WEAPONS
NAME TYPE RANGE A BS S AP D
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Psychic Stalk [Precision, Psychic] 18” 1 2+ 6 -1 D6
MELEE WEAPONS
NAME TYPE RANGE A W S AP D
S
Black Staff of Ahriman [Psychic] Melee 5 2+ 7 -1 3
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 3
Rubric Lord: While this model is leading a unit, each time a model in that unit makes an attack add 1 to the Wound Roll
Arch-Sorcerer of Tzeentch (Psychic): Once per battle, you can select this model to use a Ritual for 0 Cabal Points. If you do, all the
other rules for using Rituals still apply
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; EPIC HERO ; PSYKER ; FLY ; CHAOS ; TZEENTCH ; AHRIMAN ON DISC

EXALTED SORCERER / 1 MODEL / 100 pts

M T Sv W Ld OC Inv
6” 4 3+ 5 6+ 1 4+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Atral Blast [Blast, Devastating Wounds, Psychic] 18” D6 2+ 6 -2 D3
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Warpflame Pistol [Pistol, Ignores Cover, Torrent] 12” D6 N/A 3 -1 1
Plasma Pistol – Standard [Pistol] 12” 1 2+ 7 -2 1
Plasma Pistol – Supercharge [Pistol, Hazardous] 12” 1 2+ 8 -3 2
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 5 2+ 6 -1 D3
Prosperine Khopesh - Melee 4 3+ 5 -2 2
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 2
Arcane Shield (Psychic): While this model is leading a unit, models in that unit have a 4+ Invulnerable Save
Rebind Rubricae (Psychic): In your Command Phase, if this model is leading a unit, you can roll one D6. On a 1, that unit suffers
D3 Mortal Wounds, on a 2-5, you can return 1 destroyed Bodyguard model to that unit, on a 6 you can return up to 2 destroyed
Bodyguard models to that unit
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; GRENADES ; PSYKER ; CHAOS ; TZEENTCH ; EXALTED SORCERER

EXALTED SORCERER ON DISC OF TZEENTCH / 1 MODEL / 115 pts

M T Sv W Ld OC Inv
12” 4 3+ 6 6+ 1 4+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Arcane Fire [Ignores Cover, Psychic, Torrent] 18” D6 N/A 6 -2 D3
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Warpflame Pistol [Pistol, Ignores Cover, Torrent] 12” D6 N/A 3 -1 1
Plasma Pistol – Standard [Pistol] 12” 1 2+ 7 -2 1
Plasma Pistol – Supercharge [Pistol, Hazardous] 12” 1 2+ 8 -3 2
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 5 2+ 6 -1 D3
Prosperine Khopesh - Melee 4 3+ 5 -2 2
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 2
Arcane Shield (Psychic): While this model is leading a unit, models in that unit have a 4+ Invulnerable Save
Binding Tendrils (Psychic): At the end of your Movement Phase, you can select one enemy unit within 18” and visible to this
PSYKER and roll one D6. On a 1 this PSYKER unit suffers D3 Mortal Wounds, on a 2+ until the start of your next Movement Phase,
halve the Movement characteristic of that enemy unit and halve their Advance Rolls and Charge Rolls
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; FLY ; PSYKER ; CHAOS ; TZEENTCH ; EXALTED SORCERER

INFERNAL MASTER / 1 MODEL / 90 pts

M T Sv W Ld OC Inv
6” 4 3+ 4 6+ 1 5+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Screamer Invocation – Witchfire [Psychic, Torrent] 18” 2D3 N/A 6 -2 1
Screamer Invocation – Focused Witchfire [Hazardous, Psychic, Torrent] 18” 2D6 N/A 6 -2 1
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 4 3+ 6 -1 D3
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 2
Malefic Maelstrom (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [Sustained
Hits 1] ability
Glimpse of Eternity (Psychic): Once per turn, you can change the result of one Hit Roll, one Wound Roll, one Damage Roll or one
Saving Throw made for this model to an unmodified 6
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; GREANDES ; PSYKER ; CHAOS ; TZEENTCH ; INFERNAL MASTER

MAGNUS THE RED / 1 Model / 440

M T Sv W Ld OC Inv
14” 1 2+ 16 5+ 6 4+
1

RANGED WEAPONS
NAME TYPE RANGE A BS S AP D
Gaze of Magnus [Devastating Wounds, Psychic] 24” 3D3 2+ 9 -2 3
Tzeentch’s Firestorm [Blast, Psychic] 24” D6+3 2+ 5 -1 2
MELEE WEAPONS
NAME TYPE RANGE A WS S AP D
Blade of Magnus – Strike [Devastating Wounds, Psychic] Melee 7 2+ 1 -3 3
Blade of Magnus– Sweep [Psychic] Melee 14 2+ 6 -1 1
8
Crimson King
Impossible Form (Psychic) = Subtract 1 from the Damage characteristic of attacks targeting this unit (excluding Psychic)
Treason of Tzeenth (Psychic) = Give enemy unit within 24” ranged weapons the [Hazardous] ability in their Shooting Phase
Toxic Presence (Aura) = THOUSAND SONS within 6” of this model add 2” to their Move characteristic
ABILITIES
CORE | Deadly Demise D6, Deep Strike
FACTION| Cabal of Sorcerers 4
Host of Plagues: At the start of the battle round, select one of the abilities of the Crimson King section. Until the start of the next
battle round, this model has that ability
Lord of the Planet of the Sorcerers (Aura): While a friendly THOUSAND SONS PSYKER unit is within 6” of this model, each time a
model in that unit makes a Psychic Attack, add 1 to the Hit Roll and to the Wound Roll
Damaged 1-6 Wounds remaining
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit Roll
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | MONSTER ; PSYKER ; FLY ; CHARACTER ; EPIC HERO ; DAEMON ; GRENADES ; CHAOS ; TZEENTCH ;
PRIMARCH : MAGNUS THE RED

THOUSAND SONS DAEMON PRINCE / 1 MODEL / 170 pts

M T Sv W Ld OC Inv
7” 10 2+ 10 6+ 3 4+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Infernal Cannon - 24” 6 2+ 5 -1 2
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Hellforged Weapons – Strike [Psychic] Melee 6 2+ 8 -2 3
Hellforged Weapons – Sweep [Psychic] Melee 14 2+ 6 0 1
ABILITIES
CORE | Deadly Demise D3
FACTION| Cabal of Sorcerers 2
The Weave of Fate (Psychic): Once per battle, at the start of any phase, you can select one friendly RUBRIC MARINES or SCARAB
OCCULT TERMINATORS unit within 6” of this model. Until the end of the phase, weapons equipped by models in that unit have
the [Precision] ability
Glamour of Tzeentch (Psychic, Aura): While a friendly THOUSAND SONS unit is within 6” of this model, models in that unit have
the Stealth ability
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | MONSTER ; CHARACTER ; DAEMON ; PSYKER ; CHAOS ; TZEENTCH ; DAEMON PRINCE

THOUSAND SONS DAEMON PRINCE WITH WINGS / 1 MODEL / 180 pts

M T Sv W Ld OC Inv
12” 9 2+ 10 6+ 3 4+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Infernal Cannon - 24” 6 2+ 5 -1 2
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Hellforged Weapons – Strike [Psychic] Melee 6 2+ 8 -2 3
Hellforged Weapons – Sweep [Psychic] Melee 14 2+ 6 0 1
ABILITIES
CORE | Deadly Demise D3
FACTION| Cabal of Sorcerers 2
Sorcerous Fire (Psychic): Each time this model end a Normal Move, you can select one enemy unit it moved over this phase and
roll nine D6. For each 6, that unit suffers 1 Mortal Wound
Aetherstride (Psychic): At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy units,
you can remove this model from the battlefield and place them anywhere in your Movement Phase Reinforcements Step
anywhere in the battlefield more than 9” away from enemy models. If the battle ends this model is destroyed
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | MONSTER ; CHARACTER ; DAEMON ; PSYKER ; FLY ; CHAOS ; TZEENTCH ; DAEMON PRINCE
THOUSAND SONS SORCERER / 1 MODEL / 95 pts

M T Sv W Ld OC Inv
6” 4 3+ 4 6+ 1 5+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Fire of the Abyss [Pistol, Psychic, Sstained Hits D3] 12” 1 2+ 4 -1 1
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Plasma Pistol – Standard [Pistol] 12” 1 2+ 7 -2 1
Plasma Pistol – Supercharge [Pistol, Hazardous] 12” 1 2+ 8 -3 2
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 4 3+ 6 -1 D3
ABILITIES
CORE | Leader
FACTION| Cabal of Sorcerers 1
Empyric Guidance (Psychic): While this model is leading a unit, weapons equipped by models in that unit have the [Lethal Hits]
ability
Illusions of Tzeentch (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if
the attacking model is within 18”
LEADER
Rubric Marines
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; GREANDES ; PSYKER ; CHAOS ; TZEENTCH ; SORCERER

RUBRIC MARINES / 5M – 105 pts / 10M – 210 pts

M T Sv W Ld OC Inv
5” 4 3+ 2 6+ 2 5+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Inferno Bolt Pistol [Pistol] 12” 1 2+ 4 -1 1
Warpflame Pistol [Pistol, Ignores Cover, Torrent] 12” D6 N/A 3 -1 1
Plasma Pistol – Standard [Pistol] 12” 1 2+ 7 -2 1
Plasma Pistol – Supercharge [Pistol, Hazardous] 12” 1 2+ 8 -3 2
Inferno Boltgun - 24” 2 3+ 4 -1 1
Soulreaper Cannon [Devastating Wounds] 24” 6 3+ 6 -1 1
Warpflamer [Ignores Cover, Torrent] 12” D6 N/A 4 -1 1
Warpsmite [Anti-Infantry 4+, Devastating Wounds, Pistol, Psychic] 18” 2 3+ 4 -3 1
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 3 3+ 6 -1 D3
Close Combat Weapons - Melee 2 3+ 6 0 1
Icon of Flame Critical Wounds on ranged attacks improve the Armour Penetration of that attack by 1
ABILITIES
FACTION| Cabal of Sorcerers 1 (Aspiring Sorcerer only)
Bringers of Change: Each time this unit makes a ranged attack, re-roll a Wound Roll of 1. If the Target of that attack is within
range of an Objective Marker you do not control, you can re-roll the Wound Roll instead
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; CHARACTER ; GREANDES ; PSYKER ; CHAOS ; TZEENTCH ; SORCERER
ASPIRING SORCERER | + PSYKER
TZAANGOR / 10M – 65 pts / 20M – 130 pts

M T Sv W Ld OC Inv
6” 4 6+ 1 7+ 2 6+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Autopistol [Pistol] 12” 1 4+ 3 0 1
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Chainsword - Melee 3 4+ 4 0 1
Tzaangor Blades - Melee 2 4+ 5 -1 1
Herd Banner You can re-roll Battle-Shock Test taken for the bearer’s unit
Brayhorn You can re-roll Advance Rolls and Charge Rolls made for the bearer’s unit
ABILITIES
Relic Hunters: At the end of your Command Phase, roll one D6 for each Objective Marker you control that has one or more units
from your army with this ability within range of it: for each 4+, you gain 1 Cabal Point
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; BATTLELINE ; CHAOS ; TZEENTCH ; TZAANGORS

SCARAB OCCULT TERMINATORS / 5M – 200 pts / 10M – 400 pts

M T Sv W Ld OC Inv
5” 5 2+ 3 6+ 1 4+

RANGED WEAPONS
NAME TYPE RANG A BS S AP D
E
Inferno Combi-Bolter [Rapid Fire 2] 24” 2 3+ 4 -1 1
Soulreaper Cannon [Devastating Wounds] 24” 6 3+ 6 -1 1
Heavy Warpflamer [Ignores Cover, Torrent] 12” D6 N/A 5 -2 1
Hellfire Missile Rack - 36” 2 3+ 10 -2 3
Warpsmite [Anti-Infantry 4+, Devastating Wounds, Pistol, Psychic] 18” 2 3+ 4 -3 1
MELEE WEAPONS
NAME TYPE RANG A WS S AP D
E
Force Weapon [Psychic] Melee 4 3+ 6 -1 D3
Prosperine Khopesh - Melee 3 3+ 5 -2 2
ABILITIES
FACTION| Cabal of Sorcerers 1 (Scarab Occult Sorcerer only)
Implacable Guardians: While this unit contains one or more PSYKER models, each time an attack is made against this unit, if the
Strength characteristic of that attack is greater than this unit Toughness characteristic, subtract 1 from the Wound Roll
FACTION KEYWORDS | THOUSAND SONS
KEYWORDS | INFANTRY ; TERMINATORS ; CHAOS ; TZEENTCH ; SCARAB OCCULT TERMINATORS
SCARAB OCCULT SORCERER | + PSYKER

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