Thousand Sons 8th Edition

Codex Thousand Sons 8th edition was released on 02-03-19

Unit points throughout Time

Thousand Sons

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019
AhrimanHQ131-131------
Ahriman on Disc of TzeentchHQ166-166------
Chaos CultistsTroops5-4--5--4
Chaos DecimatorElite-90-------
Chaos Fire Raptor
Assault Gunship
Flyer-250-190280280---
Chaos Hell BladeFlyer-110---90---
Chaos Hell TalonFlyer-200-180-----
Chaos Land RaiderHeavy Support239-239--200--180
Chaos PredatorHeavy Support102-90-----85
Chaos RhinoDedicated Transport70-70-----65
Chaos Sokar Pattern
Stormbird Gunship
Lord of War-651-2000-2000---
Chaos SpawnFast Attack33-33--25--20
Chaos Storm Eagle
Assault Gunship
Flyer-210-------
Chaos Thunderhawk
Assault Gunship
Lord of War-650-1330-1330---
Chaos VindicatorHeavy Support160-125125-----
Chaos Xiphon InterceptorFlyer-80-110-110---
Daemon PrinceHQ146-146------
Daemon Prince with WingsHQ170-170-----185
DefilerHeavy Support216-140140-120---
Exalted SorcererHQ86-112112-----
Exalted Sorcerer on Disc of TzeentchHQ120-132146----132
ForgefiendHeavy Support119-119--100--80
HelbruteElite72-72-----60
HeldrakeFlyer138-138-----120
Hellforged Cerberus Heavy DestroyerLord of War-470-650-650---
Hellforged Contemptor DreadnoughtElite-116-103-88---
Hellforged Deredeo DreadnoughtHeavy Support-135---120---
Hellforged Dreadclaw Drop PodFast Attack-200-130-115---
Hellforged FalchionLord of War-600-840-840---
Hellforged FellbladeLord of War-520-740-740---
Hellforged Kharybdis
Assault Claw
Fast Attack-300-375-325---
Hellforged Land Raider AchillesHeavy Support-255---230--200
Hellforged Land Raider ProteusHeavy Support-245---225--200
Hellforged Leviathan DreadnoughtHeavy Support-175-------
Hellforged MastodonLord of War-704-934-934---
Hellforged PredatorElite-110-95-95--85
Hellforged ScorpiusHeavy Support-175-------
Hellforged SicaranElite-160---150---
Hellforged Sicaran VenatorHeavy Support-160-175-150---
Hellforged Spartan Assault TankLord of War-300-------
Hellforged Typhon Heavy Siege TankLord of War-500-700-700---
Magnus the RedLord of War415-445------
MaulerfiendHeavy Support149-140--120--110
Mutalith Vortex BeastHeavy Support--150--125---
Rubric MarineTroops18-18--16---
Scarab Occult TerminatorsElite33-33--30--26
SorcererHQ90-95--90--80
Sorcerer in Terminator ArmourHQ140-120120-102--100
Sorcerer on Disc of TzeentchHQ125--------
Tzaangor EnlightenedHeavy Support--15-----13
Tzaangor ShamanElite--82------
TzaangorsTroops7-7-----8
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019

 

Thousand Sons Special Rules

Death to the False Emperor: Each time you make a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Daemonic Ritual: Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn). Roll up to 3 dice – this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMON unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12″ of the character and is more than 9″ from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability make double the number of attacks if any of the following apply: • The firing model’s target is within half the weapon’s maximum range. The firing model belongs to an INFANTRY unit and every model from that unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER or HELBRUTE. For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, inferno boltgun, inferno combi-bolter, etc.).

If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the Brotherhood of Sorcerers ability. In addition, Troops units in THOUSAND SONS Detachments gain the Disciples of Tzeentch ability.

Brotherhood of Sorcerers: The ranges of all psychic powers manifested by units with this ability are increased by 6″.

Disciples of Tzeentch: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Thousand Sons Stratagems

As of 02-09-2020 Thousand Sons Stratagems groups are…

  • Universal Stratagems
  • Thousand Sons Stratagems
  • Ritual of the Damned Stratagems

(See tabs for details)  

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

 

If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Thousand Sons on the battlefield.

Cabalistic Focus: 1 CP

Use this before attempting to manifest a psychic power with a Thousand Sons psyker from your army that is within 6″ of at least 2 other friendly Thousand Sons psykers. You can add 2 to the Psychic test.

Warpflame Gargoyles: 1 CP

Use this at the start of any Fight phase. Pick a Thousand Sons Vehicle from your army that is not a Helbrute or Heldrake and roll a D6 for each unit friend or foe within 3″ of it, -2 from the roll if the unit being rolled for is a Character or Vehicle. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Sorcerous Pack: 1 CP

 Use this when a Thousand Sons Character attempts to summon a unit of Tzeentch Daemons using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples

Webway Infiltration: 1CP/3CP

Use this during deployment. If you spend 1 CP, you can set up one Thousand Sons Infantry unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs you can set up two such units. Any number of units in the webway can emerge at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9″ from any enemy models. You can only use this once per battle.

Soul Flare: 1 CP

Use this when a Thousand Sons Aspiring Sorcerer or Scarab Occult Sorcerer from your army is slain. Before removing that model as a casualty, roll a D6 for each enemy unit within 6″ of that mode, -2 from the roll if the unit being rolled for is a Character or Vehicle. On a 4+, the unit being rolled for suffers a mortal wound.

Fated Mutation: 1 CP

Use this in the Fight phase just before a unit of Tzeentch Chaos Spawn from your army fights. Instead of rolling a D3 for that unit’s Mutated Beyond Reason ability this phase, you can choose the result from the table. In addition, you can re-roll the number of attacks each Chaos Spawn in the unit makes unit the end of the phase.

Vengeance for Prospero: 1 CP

Use this just before a Thousand Sons unit from your army fights in the Fight phase. Unit the end of the phase, that unit’s Death to the False Emperor ability triggers on hit rolls 4+ instead of 6+ for attacks that target a Space Wolves unit.

The Flesh-Change: 1 CP

Use this at the start of any phase. Pick a Thousand Sons Infantry Character from your army. That character is slain, but you can add a Chaos Spawn to your army. Set up the Chaos Spawn within 6″ of the character before removing them as a casualty. A Chaos Spawn Created in this manner must have the Tzeentch keyword, and does not cost any reinforcement points in matched play.

Inferno Bolts: 1 CP

Use this before the battle. Select a Thousand Sons Vehicle from your army and select a combi-bolter, -melta, -flamer, heavy bolter or twin heavy bolter that the model is equipped with. That weapon is upgraded to fire inferno bolt rounds. Change the AP characteristic of that weapon to -2 only change the boltgun profile of the combi weapons.

Baleful Vortex: 1 CP

Use this after a Mutalith Vortex Beast from your army has resolved a Mutalith Vortex Power. Roll a D6 to randomly select a Mutalith Vortex Power. The Mutalith Vortez beast immediately uses the power rolled, even if it has already used that power this phase. Furthermore, that power is automatically successful – dice roll is necessary.

Cycle of Slaughter: 2 CP

Use this at the end of the Fight phase. Select a Tzaangor unit in your army – that unit can immediately fight an additional time.

Coruscating Beam: 3 CP

Use this in the Shooting phase, if you have a Thousand Sons Warlord that did not move during your Movement phase. Instead of shooting pick two points on the battlefield that are 9″ apart and visible to him and draw an imaginary straight line 1mm wide between them. Roll a D6 for each unit that the centre of the line passes over, -1 for to the result if the unit being rolled for is a Character. On a 4+ the unit rolled suffers D3 mortal wounds. You can only use this once per battle.

The Great Sorcerer: 1 CP

Use this at the end of your Psychic phase. Select a Thousand Sons Psyker from your army. The Psyker can immediately attempt to manifest one additional psychic power this turn.

Relics of the Thousand Sons: 1/ 3 CP

Use before the battle. Your army can have one extra Sorcerous Arcana for 1 CP, or two extra Sorcerous Arcana for 3 CPs. All the Sorcerous Arcana that you include must be different and be given to different Thousand Sons Characters.

Blasphemous Machines: 1 CP

Use this Stratagem just before a Thousand Sons Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons.

Boon of Tzeentch: 1 CP

Use at the the end of a Fight phase in which one of your Characters (not a Daemon Prince) slays an enemy Character, Vehicle, or Monster. Roll 2D6 on the Chaos Boom table and apply the effects.

Veterans of the Long War: 1 CP

Use this when a Thousand Sons Infantry or Biker unit is selected to attack in a Shooting or Fight phase. (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.

Linebreaker Bombardment: 1 CP

Use in your Shooting phase if a Thousand Sons Vindicator is within 6″ of 2 other friendly Thousand Sons Vindicator. If you do so, the Thousand Sons Vindicator cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.

Killshot: 1 CP

Use in your Shooting phase if a Thousand Sons Predator is within 6″ of 2 other friendly Thousand Sons Predator. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Daemonforge: 1 CP

Use this in your Shooting or Fight phase when a Thousand Sons Daemon Vehicle is chosen to attack. You can re-roll failed hit and wound rolls for that model unit the end of the phase.

Chaos Familiar: 1 CP

Use this at the start of your Psychic phase. Select a friendly Thousand Sons Psyker. That model can replace any of its psychic powers with a power of your choice from the Dark Hereticus, Discipline of Change, Discipline of Tzeentch discipline.

Fire Frenzy: 1 CP

Use this in your Shooting phase. just before a Thousand Sons Helbrute shoots. If that Thousand Sons Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.

If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Thousand Sons on the battlefield.

Magister: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one THOUSAND SONS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Infernal Fusillade: 1 CP

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen to shoot with in your Shooting phase. Until the end of that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn.

Yoked Automata: 2 CP

Use this Stratagem at the end of your opponent’s Charge phase. Select one enemy unit that finished a charge move within 1″ of any THOUSAND SONS CHARACTER units (other than a TZAANGOR unit) from your army that phase; one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is within 12″ of that enemy unit and not within 1″ of any enemy units can perform a Heroic Intervention as if were a CHARACTER, and when doing so can move up to 2D6″ instead of up to 3″. That unit from your army must end that move within 1″ of that enemy unit and not within 1″ of any other enemy units, otherwise it does not move.

Risen Rubicae: 1CP

Use this Stratagem when you set up a RUBRIC MARINES unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9″ from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle.

Sorcerous Infusion: 1 CP

Use this Stratagem after resolving a psychic power manifested by a THOUSAND SONS model from your army, if the result of the Psychic test for that power was 9 or higher. If that model’s unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.

Indomitable Foes: 1 CP

Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit’s invulnerable save by 1 (to a maximum of 3+).

Adepts of the Immaterium: 1 CP

Use this Stratagem if a THOUSAND SONS PSYKER from your army would suffer Perils of the Warp. That PSYKER does not suffer Perils of the Warp.

Thousand Sons Unique Items

As of 02-0-2020 Thousand Sons Unique Item groups are…

  • Sorcerous Arcana
  • Cults of the Legion Sorcerous Arcana

(See tabs for details)

If your army is led by a Thousand Sons Warlord, you may give one Sorcerous Arcana to a Thousand Sons Character in your army. Named characters cannot be given relics. Some Sorcerous Arcana replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Seer’s Bane

Models with force sword or power sword only. Replace the bearer’s force sword or power sword with the following profile: Melee, S User, AP -3, D D3. The Strength of the bearer is doubled when targeting enemy Psyker units or enemy units that include any models with Leadership 9 or higher with this weapon.

Coruscator

Models with inferno bolt pistol only. Replace the bearer’s inferno bolt pistol with the following profile: Range 12″, Pistol 3, S4, AP -2, D3.

The Prismatic Staff

Models with force stave only. Replace the bearer’s force stave with the following profile: Melee, S +2, AP -1, D D3. The bearer can shoot and charge during a turn in which it Fell Back.

Dark Matter Crystal

Once per battle at the end of your Movement phase, you can select the bearer or a friendly Thousand Sons Infantry unit within 12″ of him Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9″ from any enemy models. This does not count as Falling Back if the unit was within 1″ of any enemy models.

Helm of the Third Eye

If your army is Battle-Forged and the wearer is on the battlefield roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command point.

Athenaean Scrolls

If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to resist that psychic power with a Deny the Witch test or negate it by any means. Note that if the psyker is slain by Perils of the Warp, the power they were trying to manifest will still automatically fail.

If your army is Battle-forged and includes any THOUSAND SONS Detachments, you can select which Cult of the Legion each of those Detachments belongs to from the nine cults listed on pages 79-83. If you do, all THOUSAND SONS units in that Detachment (excluding CHAOS CULTISTS units, TZAANGOR units, and named characters such as Ahriman) gain the relevant <CULT> faction keyword.

Warlord, you can give the relevant <CULT> Sorcerous Arcana Relic to a THOUSAND SONS <CULT> CHARACTER model from your army instead of giving them a Sorcerous Arcana Relic from Codex: Thousand Sons. Named characters (such as Ahriman) cannot be given a Sorcerous Arcana Relic. Some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Cult of Prophecy: Pythic Brazier

When a unit within 6″ of a friendly model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll, or one damage roll.

Cult of Time: Hourglass of Manat

The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1″ away from any enemy models.

Cult of Mutation: Exalted Mutation

SORCERER model only. Add 1 to the Strength, Toughness and Attacks characteristics of a model with this Relic.

Cult of Scheming: Cha’Qi’Thl’s Theorem

Once per battle, in any phase, you can use Cha’qi’thl’s Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by the model with this Relic’s controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0.

Cult of Magic: Arcane Focus

When a Psychic test is taken for a model with this Relic, add 1 to the total.

Cult of Knowledge: Incaladion’s Cry

Model with warpflame pistol only. Incaladion’s Cry replaces a warpflame pistol and has the following profile: Incaladion’s Cry 12″ Pistol D6 S6 AP-2 D1 Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.

Cult of Change: Capricious Crest

Once per turn, when a Psychic test is taken for a model within 18″ of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent’s army, you can change any roll of 6 to a roll of 1.

Cult of Duplicity: Perfidous Tome

At the start of the battle round, roll one D6 if a model with this Relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point.

Cult of Manipulation: Sorthis’ Reflector

When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy INFANTRY model with a Leadership characteristic of 9 or less that is within 1″ of that model. Select one melee weapon that enemy model is equipped with; until the end of that phase, the model with this Relic is treated as only being equipped with that weapon, and it can only make attacks against that enemy model’s unit. When resolving each of those attacks, you cannot re-roll the hit roll and you cannot re-roll the wound roll.

Thousand Sons Psychic Powers

As of 06-22-2019 Thousand Sons Psychic Powers groups are…

  • Discipline of Change
  • Dark Hereticus Discipline
  • Discipline of Tzeentch
  • Cults of the Legion Psychic Powers

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Discipline of Change by selecting the psychic powers you wish the psyker to have.

Tzeentch’s Firestorm: WC 7

If manifested, select an enemy unit that is within 18″ of the psyker and visible to him. Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6.

Boon of Mutation: WC 7

If manifested, select a friendly THOUSAND SONS CHARACTER (but not a DAEMON CHARACTER) within 3″ of the psyker. Roll 2D6 and consult the chart on the Boon of Tzeentch Stratagem (pg 97) to see what effect this power has on that character for the rest of the game.

Glamour of Tzeentch: WC 6

If manifested, select a friendly THOUSAND SONS unit within 12″ of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit.

Doombolt: WC 9

If manifested, select an enemy unit that is within 18″ of the psyker and visible to him; that unit suffers D3 mortal wounds and in their following Movement phase must halve their Move characteristic and cannot Advance.

Temporal Manipulation: WC 6

If manifested, select a friendly THOUSAND SONS model within 12″ of the psyker. That model immediately heals D3 wounds.

Weaver of Fates: WC 6

If manifested, select a THOUSAND SONS unit within 18″ of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Dark Hereticus Discipline by selecting the psychic powers you wish the psyker to have.

Infernal Gaze: WC 5

If manifested, select an enemy unit that is within 18″ of the psyker and visible to him and roll 3 dice. The target suffers one mortal wound for each roll of 4+.

Death Hex: WC 8

If manifested, select an enemy unit that is within 12″ of the psyker and visible to him. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

Gift of Chaos: WC 6

If manifested, select an enemy unit that is within 6″ of the psyker and visible to him and roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1″ of the character before it is removed.

Prescience: WC 7

f manifested, select a HERETIC ASTARTES unit within 18″ of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

Diabolic Strength:: WC 6

If manifested, select a HERETIC ASTARTES model within 12″ of the psyker. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

Warptime: WC 6

 If manifested, pick a HERETIC ASTARTES unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once per Psychic phase.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Discipline of Tzeentch by selecting the psychic powers you wish the psyker to have.

Boon of Change: WC 7

If manifested, select a friendly TZEENTCH DAEMON unit within 18″ of the psyker and roll a D3. Consult the table below to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase. D3 EFFECT

1. Extra Limb: +1 Attack
2. Mystic Strength: +1 Strength
3. Iron Skin: +1 Toughness

Bolt of Change: WC 9

If manifested, select an enemy unit that is within 18″ of the psyker and visible to him. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this psychic power, you can add a Chaos Spawn to your army, and set it up within 1″ of the character before it is removed.

Gaze of Fate: WC 6

If manifested, you can re-roll a single dice roll later during your turn.

Flickering Flames: WC 8

If manifested, select an enemy CHARACTER that is within 18″ of the psyker and visible to him (excluding the opponent’s Warlord) and roll 2D6. If the result is greater than the character’s Leadership, you can treat the model as if it were a friendly model in your army in your Shooting, Charge and Fight phases. At the end of the Fight phase, the character reverts to being an enemy model.

Tenebrous Curse: WC 5

If manifested, pick a friendly TZEENTCH DAEMON unit within 18″ of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit’s shooting weapons.

Infernal Gateway: WC 8

If manifested, identify the nearest enemy model that is within 12″ of the psyker and visible to him; that model’s unit, and every other unit (friend or foe) within 3″ of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.

If your army is Battle-forged and includes any THOUSAND SONS Detachments, you can select which Cult of the Legion each of those Detachments belongs to from the nine cults listed on pages 79-83. If you do, all THOUSAND SONS units in that Detachment (excluding CHAOS CULTISTS units, TZAANGOR units, and named characters such as Ahriman) gain the relevant <CULT> faction keyword.

All THOUSAND SONS <CULT> PSYKERS know the relevant <CULT> psychic power in addition to any other psychic powers they know.

Cult of Prophecy: Divine the Future WC 6

If manifested, roll one D6 and set it to one side. Until the start of your next Psychic phase, you can use that dice roll to replace a single dice rolled for a hit roll, wound roll, advance roll, charge roll, Psychic test, Deny the Witch test or Morale test for a CULT OF PROPHECY unit from your army.

Cult of Time: Time Flux WC 5

If manifested, select one friendly CULT OF TIME INFANTRY unit within 6″ of this psyker. You can return one destroyed model from that unit to the battlefield with all of its wounds remaining, placing it in unit coherency. If the unmodified result of the Psychic test was 9+, you can instead return up to D3 destroyed models from that unit to the battlefield with all of their wounds remaining, placing them in unit coherency.

Cult of Mutation: Warp Reality WC 6

If manifested, select one terrain feature within 18″ of this psyker, then select one enemy unit within 3″ of that terrain feature. Until the start of your next Psychic phase, halve that unit’s Move characteristic and subtract 1 from Advance rolls and charge rolls made for that unit.

Cult of Scheming: Seeded Strategy WC 6

If manifested, select one friendly CULT OF SCHEMING unit within 24″ of this psyker. That unit can shoot and charge this turn, even if it Fell Back.

Cult of Magic: Astral Blast WC 6

If maAstral Blast has a warp charge value of 6. If manifested, the closest enemy unit within 9″ of and visible to this psyker suffers D3 mortal wounds, and each other unit within 3″ of that unit suffers 1 mortal wound. The Brotherhood of Sorcerers ability only increases the first range of this psychic power manifested, the closest enemy unit within 9″ of and visible to this psyker suffers D3 mortal wounds, and each other unit within 3″ of that unit suffers 1 mortal wound. The Brotherhood of Sorcerers ability only increases the first range of this psychic power.

Cult of Knowledge: Psychic Delve WC 6

If manifested, select one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit by a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.

Cult of Change: Disturb Reality WC 6

If manifested, select one enemy unit within 12″ of this psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics (to a minimum of 1).

Cult of Duplicity: Sorcerous Facade WC 7

If manifested, select one friendly CULT OF DUPLICITY unit within 6″ of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9″ away from any enemy models. That unit is treated as having moved this turn.

Cult of Manipulation: Attempted Possession WC 6

If manifested, select one enemy CHARACTER unit within 18″ of this psyker. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, when a Psychic test is taken for that unit, subtract 2 from the total.

Thousand Sons Warlord Traits

 

As of 02-09-2020 Thousand Sons Warlord Traits are…

  • Universal Warlord Traits
  • Thousand Sons Traits
  • Cults of the Legion Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Thousand Sons Character, you can pick the Warlord Trait from the Thousand Sons Traits Table.

Arrogance of Aeons

Re-roll failed Deny the Witch tests you take for this Warlord

Undying Form

Reduce all damage suffered by your Warlord by 1 to a minimum of 1.

Aetherstride

Your Warlord can Advance and charge in the same turn, and you can re-roll failed charge rolls.

Lord of Forbidden Lore

Your Warlord knows one additional psychic power.

Otherworldly Prescience

Improve your Warlord’s invulnerable save by 1 to a maximum of 3+

High Magister

Add 1 to any Psychic tests you take for your Warlord.

If your army is Battle-forged and includes any THOUSAND SONS Detachments, you can select which Cult of the Legion each of those Detachments belongs to from the nine cults listed on pages 79-83. If you do, all THOUSAND SONS units in that Detachment (excluding CHAOS CULTISTS units, TZAANGOR units, and named characters such as Ahriman) gain the relevant <CULT> faction keyword.

If a THOUSAND SONS <CULT> CHARACTER model is your Warlord, they can have the relevant <CULT> Warlord Trait instead of a Warlord Trait from Codex: Thousand Sons.

Cult of Prophecy: Guided By Whispers

Once per turn, after this Warlord fires Overwatch, it can immediately move up to 6″ as if it were your Movement phase.

Cult of Time: Immaterial Echo

In your Psychic phase, if this Warlord manifests a psychic power with a Psychic test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.

Cult of Mutation: Touch of Vicissitude

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Cult of Scheming: Grand Schemer

Whilst they are within 3″ of this Warlord, friendly CULT OF SCHEMING units gain the Disciples of Tzeentch ability (see Codex: Thousand Sons). If such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.

Cult of Magic: Devastating Sorcery

When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1 (e.g. D3 mortal wounds becomes D3+1).

Cult of Knowledge: Ardent Scholar

When a Psychic test is taken for this model, you can re-roll dice rolls of 1.

Cult of Change: Fickle Nature

You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back.

Cult of Duplicity: Duplicitous Tactician

At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units from your army. Remove those units and this Warlord from the battlefield then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a TRANSPORT model, all units embarked inside that model remain so when it is set up again.

Cult of Manipulation: Beguiling Influence

Subtract 1 (to a minimum of 1) from the Attacks characteristic of models in enemy units whilst their unit is within 1″ of this Warlord.

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