Thousand Sons
60 datasheets · 6 detachments · 1 army rules
Army Rules
Cabal of Sorcerers
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. 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 by following the sequence below: 1. Roll 2D6 2. Optionally, roll one additional D6 (Channel the Warp). Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. 3. 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.
Detachments
Hexwarp Thrallband
Flow of Magic
Certain areas of the battlefield are within your army’s Flow of Magic, as follows: - Your deployment zone is always within your army’s Flow of Magic. - At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic. - At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic. Each time a Thousand Sons model from your army makes a Psychic Attack, re‑roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.
Enhancements
Grand Coven
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. You can only select each of these abilities once per battle. **Imbued Manifestation** Add 6" to the range characteristic of ranged Psychic weapons equipped by ^^**Thousand Sons^^** models in your army. **Psychic Maelstrom** Each time a ^^**Thousand Sons^^** model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. **Wrath of the Immaterium** Psychic weapons equipped by ^^**Thousand Sons^^** models in your army have the [Devastating Wounds] ability.
Enhancements
Changehost of Deceit
Infernal Pacts
^^**Scintillating Legions^^** units from your army have the following ability: **Daemonic Illusions (Aura)**: While a friendly ^^**Thousand Sons Psyker^^** unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks. ^^**Thousand Sons^^** units from your army have the following ability: **Mortal Sorcery (Aura)**: While a friendly ^^**Scintillating Legions Psyker^^** unit from your army is within 6" of and visible to this unit, that ^^**Scintillating Legions^^** unit has the Cabal of Sorcerers ability.
Enhancements
Warpmeld Pact
Warpmeld Sacrifice
Each time an enemy unit is selected to shoot or fight and one or more ^^**Tzeentch Mutant Infantry^^** or ^^**Tzeentch Mutant Mounted^^** units from your army are selected as a target of one or more of those attacks, each of those ^^**Tzeentch Mutant^^** units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that ^^**Tzeentch Mutant^^** unit suffers D3 mortal wounds. Each time a ^^**Tzeentch Mutant Infantry^^** or ^^**Tzeentch Mutant Mounted^^*** unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that ^^**Tzeentch Mutant^^** unit suffers D3 mortal wounds. ^^**Tzaangors^^** units from your army have the Battleline keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in that unit.
Enhancements
Rubricae Phalanx
All is Dust
Each time an attack with an unmodified Damage characteristic of 1 is allocated to a ^^**Rubricae^^** model from your army, add 1 to any armour saving throw made against that attack.
Enhancements
Warpforged Cabal
Warpfire Infusion
Each time a ^^**Thousand Sons Vehicle^^** unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks. - If that ^^**Vehicle^^** unit is within 6" of one or more friendly ^^**Thousand Sons Psyker^^** models, you can re-roll one Hit roll, one Wound roll and one Damage roll. - Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll. Each time a ^^**Thousand Sons Vehicle^^** model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly ^^**Thousand Sons Psyker^^** models, that model's Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6.
Enhancements