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srcdoc
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6x Cultist
1x Cultist w/ flamer
(10) Thousand Sons Cultists Infantry 55
1x Cultist w/ grenade launcher
1x Cultist w/ heavy stubber
Mutalith Vortex Beast Monster 165
Dedicated
Thousand Sons Rhino 75 Havoc launcher, Inferno combi-weapon
Transport
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Categories Ahriman on Disc of Tzeentch, Chaos, Character, Epic Hero, Faction: Thousand Sons, Fly, Infantry, Psyker,
Tzeentch
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Categories Chaos, Character, Daemon, Epic Hero, Faction: Thousand Sons, Fly, Magnus the Red, Monster, Primarch,
Psyker, Tzeentch, Warlord
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Categories Chaos, Character, Exalted Sorcerer, Faction: Thousand Sons, Grenades, Infantry, Psyker, Tzeentch
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Categories Chaos, Character, Exalted Sorcerer, Faction: Thousand Sons, Fly, Infantry, Psyker, Tzeentch
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Categories Chaos, Character, Faction: Thousand Sons, Grenades, Infantry, Infernal Master, Psyker, Tzeentch
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Categories Chaos, Character, Faction: Thousand Sons, Grenades, Infantry, Psyker, Sorcerer, Tzeentch
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Categories Battleline, Chaos, Faction: Thousand Sons, Infantry, Psyker, Rubric Marines, Tzeentch
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Categories Chaos, Daemon, Faction: Thousand Sons, Monster, Mutalith Vortex Beast, Tzeentch
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Categories Chaos, Dedicated Transport, Faction: Thousand Sons, Rhino, Transport, Tzeentch, Vehicle
Selection Rules
Anti-:
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made
with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’
scores a Critical Wound.
Blast:
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks.
Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five
models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never
be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking
model’s army (including its own unit).
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Deep Strike:
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves
instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases
you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy
models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that
unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time
an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be
made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after
all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and
after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage
characteristic of that attack, instead of inflicting damage normally.
Firing Deck 2:
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot
in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this
phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is
equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of
its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other
weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
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Hazardous:
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to
shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were
selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1,
that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a
time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more
Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or
more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must
be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s
Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its
Charge move.
Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is
made with such a weapon, the target cannot have the Benefit of Cover against that attack.
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 equipped by THOUSAND SONS models from your army have the [LETHAL HITS] ability.
PSYCHIC MAELSTROM
Psychic weapons equipped by THOUSAND SONS models from your army have the [SUSTAINED HITS 1] ability.
WRATH OF THE IMMATERIUM
Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS]
ability.
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Leader:
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that
are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an
attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the
Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be
allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has
already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been
destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached
unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they
become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not
another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original
Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit
has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units
that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any
rules that would be triggered when that unit is destroyed.
Pistol:
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols,
that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of
one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and
can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can
target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot
with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or
its other ranged weapons before selecting targets.
Precision:
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such
a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking
model, the attacking model’s player can choose to have that attack allocated to that Character model instead of
following the normal attack sequence.
Psychic:
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word
'Psychic'. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is
considered to have been inflicted by a Psychic Attack.
Rapid Fire:
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon
targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the
amount denoted by ‘x’.
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Scouts 6":
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the
first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that,
while making that move, the distance moved by each model in that unit can be greater than that model's Move
characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x"
ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only
models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked
unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character,
etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If
both players have units that can do this, the player who is taking the first turn moves their units first.
Sustained Hits:
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is
made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as
denoted by ‘x’
Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such
a weapon, that attack automatically hits the target.
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