Thousand Sons 9th Edition

Codex Thousand Sons 9th edition was released on 08-14-21

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021Munitorum Field Manual 2022 MK1
Chaos RhinoDedicated Transport75--80--
Chaos Terrax-pattern TermiteDedicated Transport-130180---
Chaos Contemptor DreadnoughtElites-105140---
Chaos Deredeo DreadnoughtElites-150190---
DecimatorElites-100160---
HelbruteElites70-110115--
Scarab Occult TerminatorsElites30-40--
Tzaangor ShamanElites85-70--
Chaos SpawnFast Attack23-----
Tzaangor EnlightenedFast Attack18----
Chaos Dreadclaw Drop PodFast Attack-130115---
Chaos Fire Raptor GunshipFlyers-280340---
Chaos Hell BladeFlyers-280135---
Chaos Hell TalonFlyers-280210---
Chaos Sokar Pattern Stormbird GunshipFlyers-2100----
Chaos Storm Eagle GunshipFlyers-230335---
Chaos Thunderhawk Assault GunshipFlyers-1350----
Chaos Xiphon InterceptorFlyers-110235---
HeldrakeFlyers130-150165--
Chaos Land RaiderHeavy Support175--265--
Chaos Land Raider AchillesHeavy Support-190320300--
Chaos Land Raider ProteusHeavy Support-210255235--
Chaos Leviathan DreadnoughtHeavy Support-220----
Chaos PredatorHeavy Support-90----
Chaos Predator AnnihilatorHeavy Support90--130--
Chaos Predator DestructorHeavy Support90--140--
Chaos Sicaran PunisherHeavy Support-180155---
Chaos Sicaran VenatorHeavy Support-200170---
Chaos Whirlwind ScropiusHeavy Support-195170---
DefilerHeavy Support120-160165--
Mutalith Vortex BeastHeavy Support135--145--
AhrimanHQ150--160--
Ahriman on DiscHQ168-170180--
Exalted SorcererHQ100-----
Exalted Sorcerer on DiscHQ120--125--
SorcererHQ90-----
Sorcerer in TerminatorHQ105-----
Thousand Sons Daemon PrinceHQ150--140--
Thousand Sons Daemon Prince with WingsHQ185--175--
Infernal MasterHQ----90-
Magnus the RedLord of War465--450
Chaos CerberusLords of War-680400---
Chaos FalchionLords of War-790600---
Chaos FellbladeLords of War-690600---
Chaos MastodonLords of War-915800---
Chaos SpartanLords of War-320460---
Chaos TyphonLords of War-720350---
Kharybdis Assault ClawLords of War-350400---
Rubric marinesTroops18--21--
Thousand Sons Chaos CultistsTroops6--5--
TzaangorsTroops9--7--
Ardent AutomataUpgrade----20-
Battle-psykerUpgrade----10-
DilettanteUpgrade----35-
Loyal ThrallUpgrade----15-
Paradgm of ChangeUpgrade----15-
ProtegeUpgrade----10-
RehatiUpgrade----25-
Rites of CoalescenceUpgrade----15-
Witch-warriorUpgrade----15-
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2021Munitorum Field Manual 2022 MK1

 

Thousand Sons Special Rules

A THOUSAND SONS Detachments gain the Mere Servants and Jealous Tyrant Abilities. Thousand Sons units in THOUSAND SONS Detachments gain the Brotherhood of Sorcerers abilities. All RUBRIC MARINES, SCARAB OCCULT TERMINATORS and BRAY units in THOUSAND SONS Detachments gain the Objective Secured ability.

Brotherhood of Sorcerers: Add 1 to Psychic tests taken for this unit. If this unit is ARCANA ASTARTEST or TZAAANGOR, each model in this unit has 5+ invulnerable save.

Mere Servants: You cannot include more THOURSAND SONS CULTISTS units than you do RUBRIC MARINES and SCARAB OCCULT TERMINATORS units in each THOUSAND SONS Detachment in your army. You cannot include more BRAY units you do RUBRIC MARINES and SCARAB OCCULT TERMINATORS units in each THOUSAND SONS Detachment in your army. 

Jealous Tyrant: You can include a maximum of one DAEMON PRINCE unit in each THOUSAND SONS Detachment in your army. 

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The Shooting model’s target is within half the weapon’s range. The shooting model is INFANTRY and its unit Remained Stationary in your previous Movement phase. The shooting model is a TERMINATOR. For the purpose of this ability, a Rapid Fire bolt weapon is any bold weapon with the Rapid Fire type.

Teleport Strike: During Deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then 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″ away from any enemy models. 

Sorcerous Master: Each time a psychic power is manifested by this unit, each time this unit would attempt to perform a psychic action, and each time this unit would Deny the Witch, measure distances, and draw line of sight from the unit’s Aspiring Sorcerer or Scarab Occult Sorcerer model. If enemy units have any abilities that require measuring distance or drawing line of sight to PSYKER units, do so to this unit’s Aspiring Sorcerer or Scarab Occult Sorcerer model.

Cults of the Legion: If your army is Battle-forged <GREAT CULT> units in THOUSAND SONS Detachments gain access to the following Cults of the Legion rules, provided every model in that Detachment that is drawn from a Great Cult is from the same Great Cult. Such a Detachment is referred to as a Cult of Legion Detachment.

Cabbalistic Riturals

If every unit from your army has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, if your army is a Cabal of Sorcerers, generate Cabal points for your army for each model with this ability that is on the battlefield. 

  • Magus the Red: 4
  • Ahriman, Exalted Sorcerer, and Thousand Sons Daemon Prince: 3
  • Sorcerer, Sorcerer in Terminator Armour, and Infernal Master: 2
  • Scarab Occult Sorcerer, Aspiring Sorcerer, and Tzaangor Shaman: 1

In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals from the list below. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points was lost. In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has this ability. 

Imbued Manifestation: 4 Points

Use this when a psychic power is successfully manifested by a unit from your army. Add 6″ to the range of that psychic power’s effect. 

Malevolent Charge: 4 Points

Use this when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those unit and inflict D3 additional mortal wounds on that unit.

Kindred Sorcerers: 5 Points

Use this after taking a Psychic test for a unit from your army. Add 1 to that Psychic test. 

Warp Sight: 3 Points

Use this when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to a select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.

Echoes From the Warp: 4 Points

Use this in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the War (Psychic Action – Warp Charge 3): If successful, gain 1 Command point. 

Pact From Beyond: 7 Points

Use this when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value. 

Cabbalistic Focus: 8 Points

Use this after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.

Psychic Maelstrom: 8 Points

Use this when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifested one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.

Wrath of the Immaterium: 9 Points

Use this after taking a Psychic test for a unit from your army. Add 2 to that Psychic test.

Legion Command

If your army is Battle-forged and includes any THOUSAND SONS Detachments, then when you are mustering your army, you can upgrade any of the following THOUSAND SONS models in your army: Exalted Sorcerer, Sorcerer, Sorcerer in Terminator Armour, Aspiring Sorcerer, Scarab Occult Sorcerer. Each time you upgrade one of the aforementioned models, select one of the abilities available to them, each model from your army can be upgraded once, and when you have selected an ability you cannot select the same ability again for a different model in your army. These models and their units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army.

Exalted Sorcerer: 

 

Secondary Objectives

If every model in your army has the Thousand Sons keyword, and your Warlord has the Thousand Sons keyword you can select secondary objectives or select one of them to be from the Thousand Sons secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

No Mercy, No Respite

Secondary Objective – Wrath of Magnus:
You can only select this objective if your opponent has one or more PSYKER units in their army. Score 3 victory points at the end of the battle round if more enemy models than friendly models were destroyed this battle round as a result of psychic powers. 

Purge the Enemy

Secondary Objective – Sorcerous Prowess
Score 5 victory points at the end of the battle for each enemy PSYKER CHARACTER units that was destroyed in the Psychic phase by a THOURSAND SONS PSYKER unit from your army, and 3 victory points for every other enemy PSYKER unit that was destroyed in the Psychic phase by a THOUSAND SONS PSYKER unit from your army.  

Shadow Operations

Secondary Objective – Burn Empires:
If you select this objective, then THOUSAND SONS INFANTRY units from your army can attempt the following action, as described in the Rules book. Burn Empires (Action): One or more THOURSAND SONS INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range for a different has not been burned. A unit cannot start this action while there are any enemy units, excluding AIRCRAFT in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first. If completed, that objective marker is said to have been burned. Score 4 victory poiunts each time a unit from your army completed the Burn Empire action.

Warpcraft

Secondary Objective – Mutate Landscape:
If you select this objective, then THOUSAND SONS PSYKER units from your army can attempt the following psychic action, as described in the rules book. Mutate Landscape (Psychic Action – Warp Charge 4): One PSYKER unit from your army can attempt to perform this action in your Psychic phase if it is within range of an objective marker that has not yet been mutated by your army. If this psychic action is successfully completed, that objective marker is said to have been mutated by your army and the warp charge value of the psychic action is increased by 1 for your army for the remainder of the battle. Score 3 victory points each time a unit from your army completed the Mutate Landscape psychic action.

Thousand Sons Stratagems

As of 08-25-2021 Thousand Sons Stratagems groups are…

  • Core Stratagems
  • Thousand Sons Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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.

Fated Mutation: 1 CP

Use this in the Fight phase, when a THOUSAND SONS CHAOS SPAWN unit from your army is selected to fight. Until the end of the phase, instead of rolling for that unit’s Mutated Beyond Reason ability, you can select the result. Until the end of the phase, each time you determine the number of Attacks a model in that unit can make, add 1 to the result.

Ensorcelled Infusion: 1 CP

Use this in your Shooting phase, when a THOUSAND SONS VEHICLE model from your army within 6″ of a friendly ARCANA ASTARTES PSYKER unit is selected to shoot. Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons that model is equipped with by 1.

Unwavering Phalanx: 1/3 CP

Use this in your opponent’s Shooting phase, when a THOUSAND SONS RUBRIC MARINES or THOUSAND SONS SCARAB OCCULT TERMINATORS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 3CP.

Wrath of the Wronged: 2 CP

Use this in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot, or in the Fight phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.

Infernal Fusillade: 1 CP

Use this in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a bolt weapon, make one additional attack with that weapon. 

Inhuman Savagery: 2 CP

Use this in the Fight phase, when a TZAANGOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Vengeance for Prospero: 1 CP

Use this in the Fight phase, when a THOURSAND SONS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a SPACE WOLVES unit, you can re-roll the hit roll and the wound roll.

Great Sorcerer: 1 CP

Use this in your Psychic phase. Select one THOUSAND SONS PSYKER model from your army. That unit can attempt to manifest one additional psychic power this turn.

Malignant Pact: 1 CP

Use this in your Command phase, when an INFERNAL MASTER model from your army is unsuccessful in making a pact. Select one friendly THOUSAN SONS INFANTRY or THOUSAND ONS CAVALRY unit within 6″ of that model. That unit suffers 1 mortal wound and that pact is successful.

Warped Regeneration: 1 CP

Use this in your Psychic phase, after manifesting a psychic power with a THOURSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains 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.

Unholy Susurrus: 1 CP

Use this at the start of your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Select on psychic power from the disciplines it has access to. That psychic power replaces one psychic power that unit knows. 

Biomechanical Mutation: 1 CP

Use this in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Metaphysical Focus: 1 CP

Use this in your Psychic phase, after attempting to perform a psychic action with an ARCANA ASTARTES PSYKER unit from your army. That unit can attempt to manifest one psychic power this phase.

Psychic Dominion: 1 CP

Use this in your opponent’s Psychic phase, when a THOUSAND SONS PSYKER unit from your army is selected to attempt to deny a psychic power. So long as that unit is within 6″ of another friendly THOUSAND SONS PSYKER unit that could also attempt to deny that psychic power, when taking that Deny the Witch test, roll one additional D6.

Malevolent Machine Spirit: 1 CP

Use this in your Command phase. Select one THOUSAND SONS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

Master of the Immaterium: 1 CP

Use this in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.

Sorcerous Might: 1 CP

Use this in the Fight phase, when a THOUSAND SONS SORCERER or THOUSAND SONS EXALTED SORCERER unit from your army that is equipped with a force stave is selected to fight. Until the end of the phase, the Damage characteristic of that force stave is changed to D3+1. 

High Acolytes: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the THOURSAND SONS keyword. Select one ARCANA ASTARTES CHARACTER model in your army and determine one Warlord Trait for that model; that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle can use this twice.

Sorcerous Arcana: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one THOURSAND SONS CHARACTER model in your army and give them one Sorcerous Arcana Relic. Each Relic in your army must be unique, and you cannot use this Stratagem once,  unless you are playing a Strike Force battle can use this twice.

Aspiring Magister: 1 CP

Use this before the battle, when you are mustering your army. Select one THOUSAND SONS Aspiring Sorcerer model or one THOUSAND SONS Scarab Occult Sorcerer model in your army. That model can have one of the following Sorcerous Arcana Relics, even though they are not a CHARACTER: Coruscator; Skaeloch’s Talon; Incandaeum; The Stave Abominus. Each Relic in your army must be unique and be given to a different model.  

Schemes of Change: 1 CP

Use this in your army only contains THOUSAND SONS Detachments. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives, after both players have revealed their selections. You can select one of your secondary objectives and replace it with a different one. All the normal rules for selecting secondary objectives apply. If both players have a rule that allows them to select new secondary objectives, both players make their new selections before revealing them simultaneously to their opponent.

Risen Rubricae: 1 CP

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

Webway Infiltration: 2/3 CP

Use this during deployment. If you spend 2CP, you can set up one THOUSAND SONS INFANTRY unit from your army in the webway instead of setting it up on the battlefield. If you spend 3CP, you can set up two THOUSAND SONS INFANTRY units from your army in the webway instead of setting them up on the battlefield. If you do, then for each of those units, in the Reinforcements step of one of your Movement phase you can set them up anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once. 

Implacable Guardings: 1 CP

Use this at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your. Until the end of the phase, while that model is within 3″ of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, enemy models cannot target that model with ranged weapons. 

Coruscating Bean: 3 CP

Use this in your Command phase, if a THOUSAND SONS WARLORD form your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9″ of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once. 

Vector Strike: 1 CP

Use this in your Movement phase, after making a Normal Move with a THOURSAND SONS HELDRAKE model from your army. Select one enemy unit this model moved across that is not a CHARACTER with a Wounds characteristic of 9 or less and roll one D6: on a 2+, that unit suffers D3 mortal wounds. If that unit can FLY, on a 2+ if suffers 3 mortal wounds instead. 

Inescapable Forewarning: 2 CP

Use this at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18″ of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6″ of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18″ of their unit and that ARCANA ASTARTES PSYKER unit when doing so. 

Selfless Automata: 2 CP

Use this in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that finished a charage move within Engagement Range of any ARCANA ASTARTES CHARACTER units from your army that phase: one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit that is within 12″ of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that unit can move up to 2D6″ instead of up to 3″ and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units. 

Empyric Reservoir: 1 CP

Use this at the start of your Psychic phase. Select one model from your army within 6″ of a friendly MUTALITH VORTEX BEAST model. If that model generates Cabal points, generate D3 additional Cabal points. 

Slow and Purposeful: 1 CP

Use this in your Movement phase, when an ARCANA ASTARTES INFANTRY unit from your army makes a Normal Move. Until the start of your next turn, that unit is considered to have Remained Stationary. 

Aetheric Saturation: 1 CP

Use this in your Psychic phase, when a PSYKER CHARACTER from your army within 12″ of a friendly MUTALITH VORTEX BEAST model is selected to manifest psychic powers. Instead of manifesting one psychic power with that model, it is healed and regains up to D3 lost wounds. Each model can only be healed once per turn.

Soul Reap: 1 CP

Use this in your Shooting phase, when a THOURSAND SONS unit from your army is selected to shoot. Until the end of the phase, soulreaper cannons models in that unit are equipped with gain the following ability; ‘Each time an attack is made with this weapon against a unit that contains 11 or more models, make 2 hit rolls instead of 1’

Warpflamer Gargoyles: 1 CP

Use this at the start of the Fight phase. Select one ARCANA ASTARTES VEHICLE model from your army excluding Helbrutes. Roll one D6 for each other unit within Engagement Range of that model, subtracting 2 if that unit being rolled for is a CHARACTER or VEHICLE unit: on a 4+, that unit suffers D3 mortal wounds. 

Arcane Smokescreen: 1 CP

Use this in your opponent’s Shooting phase, when an ARCANA ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Malefic Scroll: 1 CP

Use this in your Psychic phase, when a THOURSAND SONS PSYKER unit from your army manifests the Smite psychic power. That manifestation inflicts 3 mortal wounds instead of D3 or D6 no dice roll is made. 

Thousand Sons Unique Items

As of 08-25-2021 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 Prosperine khopesh only. Seer’s Bane replaces a force sword or Prosperine khopesh: Melee, S +2, AP -4, D D3. Each time an attack is made with this weapon against a PSYKER unit, this weapon has a Strength characteristic of x2. Each time an attack made with this weapon is allocated to a PSYKER unit, that attack has a Damage characteristic of D6.

Coruscator

Model with inferno bolt pistol only. Coruscator replaces the bearer’s inferno bolt pistol. Replace the bearer’s inferno bolt pistol with the following profile: Range 12″, Pistol 3, S5, AP -2, D2.

Umbralefic Crystal

Once per battle, in your Command phase, you can select the bearer or one friendly THOUSAND SONS INFANTRY unit within 6″ of the bearer and remove it from the battlefield, In the Reinforcement step of that turn’s Movement phase, set up that unit anywhere on the battlefield that is more than 9″ away from any enemy models.

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 Daemon’s Eye

Each time your opponent uses a Stratagem, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.

Athenaean Scrolls

Once per battle, in your Psychic phase, when the bearer is selected to manifest psychic powers, it can read from the Athenaean Scrolls. If it does, select one psychic power the bearer knows from the Discipline of Change or the Discipline of Vengeance. For the rest of the battle, each time the bearer attempts to manifest that power, roll one additional D6 and discard one D6 for that power’s Psychic test.

Thrydderghyre

The bearer is eligible to manifest psychic powers in a turn in which it Fell back and declare a charge in a turn in which it Advanced. Each time the bearer makes a consolidation move, it can move up to 6″ and does not have to end the move closer to the nearest enemy model.

Egleighen’s Orrery

At the start of each of your Command phases, you can select one enemy unit that is visible to the bearer. if you do, then until the end of the turn the bearer has the following ability: ‘Fated Doom (Aura): While a friendly THOUSAND SONS CORE unit is within 6″ of the bearer, each time a model in that unit makes an attack against the enemy unit you just selected, you can ignore any or all Weapon Skill modifiers, Ballistic Skill modifiers, hit roll modifiers, wound roll modifiers and abilities that reduce the Damage characteristic of that attack’.

Thrydderghyre

The bearer is eligible to manifest psychic powers in a turn in which it Fell back and declare a charge in a turn in which it Advanced. Each time the bearer makes a consolidation move, it can move up to 6″ and does not have to end the move closer to the nearest enemy model.

The Chronos Tutorum

Once per battle, in your Command phase, you can give this model one additional Warlord Trait. You must select a Warlord Trait the bearer could have, and each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).

Skaeloch’s Talon

Model equipped with a force stave only. This Relic replaces a force stave: Melee, S x2, AP -0, 2D3.

Conniving Plate

Acrana Astartes only. The bearer has a Save characteristic of 2+. In the Fight phase, each time an enemy model within Engagement Range of the bearer selects targets for its attacks, it can only allocate up to half of its close combat attacks against the bearer (rounding up).

Warpweave Mantle

Each time the bearer is selected as the target of a charge, an unmodified charge roll of 9+ for that charge always fails. Each time a Psychic test is made for the bearer, if it has lost any wounds, add 1 to that Psychic test.

Paradoxical Chatterfowl

At the start of the Fight phase, select one enemy model within 3″ of the bearer and roll one D3. Until the start of the next Fight phase, reduce that model’s Weapon Skill and Ballistic Skill characteristics by the result, and subtract the result from Psychic tests made for that model.

The Change-wrought Chalice

Tzaangor Shaman Only. The bearer knows one additional power from either the Discipline of Change or the Discipline of Vengeance.

Incandeum

Models with force stave only. Seer’s Bane replaces a force stave: Melee, S +3, AP -1, D3. Shooting 12″ Assault D6, S5, -2AP D1. Each time an attack is made with the shooting profile, that attack automatically hits the target.

The Prism of Echoes

Each time the bearer successfully manifests a Blessing psychic power, double the first range specified in that power’s effects.

Pentakairic Armour

Pentakairic Armour Only. This model knows an additional pact. Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

Skaeloch’s Talon

Model equipped with a force stave only. This Relic replaces a force stave: Melee, S +3, AP -1, D1. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.

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: Oraculae Brazier

In your Command phase, select one CULT OF PROPHECY CORE or CULT OF PROPHECY CHARACTER unit within 6″ of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, one wound roll and one damage roll when resolving that unit’s attack.

Cult of Time: Hourglass of Manat

The first time the bearer is destroyed, keep it to one side; at the end of the current phase, set the bearer back up again, as close as possible to its previous position and more than 1″ away from any enemy models, with D3 wounds remaining. 

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

If your army is a Cabal of Sorcerers, the bearer has the following ability: ‘Arcane Focus: At the start of your Psychic phase, select one friendly CULT OF MAGIC PSYKER unit within 6″ of the bearer. Until the end of the phase, each time you would use a Cabbalistic Ritual on this unit, it costs 1 fewer Cabal points’.

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-3 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 Engagement Range of it. If you do, the selected enemy model immediately makes close combat attacks against its own unit: until it has resolved these attacks it is treated as being a model from your army for all rules purposes. If, as a result of these attacks, the enemy model destroys its own unit, the bearer counts as having destroyed that unit for all rules purposes.

Thousand Sons Psychic Powers

As of 08-25-2021 Thousand Sons Psychic Powers groups are…

  • Discipline of Change
  • Discipline of Vengeance
  • Cults of the Legion Psychic Powers
  • Infernal Pacts

(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 6

Witchfire: If manifested, select one enemy unit within 18″ and visible to this PSYKER and roll nine D6. For each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was an unmodified 9+, that enemy unit suffers 1 mortal wound for each roll of 5+ instead.

Pyric Flux: WC 5

Blessing: If manifested, select one friendly ARCANA ASTARTES unit within 12″ of this PSYKER. Until the end of the turn, add 1 to the Strength characteristic of all warpflamers, warpflame pistols and heavy warpflamers (and any relics that replace one of these weapons) that models in that unit are equipped with.

Glamour of Tzeentch: WC 6

Blessing: If manifested, select one friendly THOUSAND SONS unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Doombolt: WC 6

Witchfire: If manifested, the closest enemy unit within 18″ of and visible to this PSYKER suffers 3 mortal wounds.

Temporal Manipulation: WC 5

Blessing: If manifested, select one friendly THOUSAND SONS model (excluding VEHICLES) within 12″ of this PSYKER. That model is healed and regains up to D3 lost wounds. Each model can only be healed once per turn.

Weaver of Fates: WC 7

Blessing: If manifested, select one THOUSAND SONS unit within 18″ of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save.

Baleful Devolution: WC 8

Witchfire: If manifested, select one enemy unit within 18″ of and visible to this PSYKER that contains 6 or more models. Roll a number of D6 equal to the result of the Psychic test: for each roll of 6, that enemy unit suffers D3 mortal wounds.

Cacodaemonic Curse: WC 6

Malediction: If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase, subtract 1 from the Strength characteristic of ranged weapons models in that unit are equipped with.

Perplex: WC 5

Malediction: If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of your next Psychic phase, each time that unit is selected to shoot, units more than 24″ away cannot be selected as the target of ranged attacks.

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

Dark Blessing: WC 6

Witchfire: If manifested, select one enemy model within 6″ of and visible to this PSYKER and roll one D6: if the result is greater than the target’s Toughness characteristic, its unit suffers D3+3 mortal wounds.

Desecration of Worlds: WC 7

Malediction: If manifested, select one enemy unit with 24″ of and visible to this PSYKER. Until the start of your next Psychic phase, each time that unit makes a Normal Move, Advances, Falls Back or makes a charge move, roll one D6 for each model in that unit. For each result of 6, that unit suffers 1 mortal wound.

Empyric Guidance: WC 4

Blessing: If manifested, select one friendly THOUSAND SONS unit within 12″ of this PSYKER. Until the start of your next Psychic phase, add 6″ to the Range characteristic of Rapid Fire and Heavy weapons models in that unit are equipped with.

Gaze of Hate: WC 5

Witchfire: If manifested, select one enemy unit within 18″ of and visible to this PSYKER and roll three D6: for each roll of 4+, that enemy unit suffers 1 mortal wound.

Presage: WC 7

Blessing: If manifested, select one friendly THOUSAND SONS unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

Psychic Stalk: WC 5

Witchfire: If manifested, select one enemy unit that is not a VEHICLE, MONSTER or CHARACTER within 18″ of and visible to this PSYKER. Roll 2D6: if the result is greater than the unmodified Leadership characteristic of that unit, one model in that unit selected by your opponent is slain.

Swelled by the Warp: WC 6

Blessing: If manifested, select one friendly THOUSAND SONS model within 12″ of this PSYKER. Until the start of your next Psychic phase, add 2 to that model’s Strength characteristic and 1 to its Attacks characteristic.

Temporal Surge: WC 7

Blessing: If manifested, select one THOUSAND SONS INFANTRY, THOUSAND SONS CAVALRY or THOUSAND SONS BEASTS unit within 6″ of this PSYKER. That unit can make a Normal Move.

Twist of Fate: WC 8

Malediction: If manifested, select one enemy unit within 12″ of this PSYKER. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves.

Each Great Cult has an associated Cult psychic power. All THOUSANND SONS <GREAT CULT> PSYKERS in a Cult of the Legion Detachment know the relevant Cult psychic power in addition to any other psychic powers they know. 

Cult of Mutation: Warp Reality WC 6

If manifested, select one terrain feature within 24″ of and visible to 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 characterstic and subtract 1 from Advance rolls and charge rolls made for it.

Cult of Time: Time Flux WC 5

If manifested, select one friendly CULT OF TIME INANTRY 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.

Cult of Prophecy: Divine the Future WC 6

If manifested, roll 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 Scheming: Seeded Strategy WC 7

If manifested, select one friendly CULT OF SCHEMING CORE unit within 24″ of this PSYKER. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which they Fall Back.

Cult of Magic: Astral Blast WC 6

If manifested, the closest enemy unit within 12″ of and visible to this PSYKER suffers D3 mortal wounds, and each other unit within 3″ of that unit suffers 1 mortal wound. 

Cult of Knowledge: Empyric Trespass WC 6

If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of the your next Psychic phase, each time an attack is made against that unit by a model in a friendly CULT OF KNOWLEDGE unit, re-roll a wound roll of 1.

Cult of Change: Dysmanifestation WC 6

If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership and Attacks characteristics. 

Cult of Duplicity: Sorcerous Facade WC 8

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. 

Cult of Manipulation: Attempted Possession WC 6

If manifested, select one enemy 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.

Before the battle, generate pacts for INFERNAL MASTER models from your army that know Infernal Pacts. You can select which pacts the Infernal Master knows. 

Bladed Maelstrom

If this pact is successful, select one enemy unit within 30″ of and visible to this INFERNAL MASTER. If that unit contains 6 or more models, it suffers 1 mortal wound. Until the start of your next Command phase, subtract 2 from Advance and charge rolls made for that unit.

Capering Imps

If this pact is successful, select one enemy unit with 24″ of and visible to this INFERNAL MASTER. Until the start of your next Command phase, that unit cannot receive the benefits of cover, cannot fire Overwatch and cannot Set to Defend.

Diabolic Savant

If this pact is successful: At the start of your next Psychic phase, if your army is a Cabal of Sorcerers, you generate one additional Cabal point. In your next Psychic phase, you can re-roll Psychic tests taken for this INFERNAL MASTER.

Fires of the Abyss

If this pact is successful, the closest enemy unit within 15″ of and visible to this INFERNAL MASTER suffers D3 mortal wounds.

Glimpse of Eternity

If this pact is successful, until the start of your next Command phase you can re-roll one dice you have rolled. You cannot re-roll any rolls related to the mission.

Malefic Maelstrom

If this pact is successful, select one friendly THOUSAND SONS unit within 24″ of and visible to this INFERNAL MASTER. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.

Thousand Sons Warlord Traits

 

As of 08-25-2021 Thousand Sons Warlord Traits are…

  • Thousand Sons Traits
  • Cults of the Legion Warlord Traits

(See tabs for details)

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

You can re-roll Deny the Witch tests taken for this WARLORD. If your army is a Cabal of Sorcerers, this WARLORD can benefit from one additional Cabbalistic Ritual in each of your Psychic phases.

Undying Form

Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Aetherstride

Add 3″ to the Move characteristic of this WARLORD. This WARLORD is eligible to declare a charge during the same turn it Fell Back. Each time this WARLORD makes a Normal Move, a charge move, an Advance or Falls Back, it moves as though it can FLY.

Lord of Forbidden Lore

Your Warlord knows one additional psychic power. If your WARLORD is MAGNUS THE RED, it knows all powers from the disciplines it has access to.

Otherworldly Prescience

Once per battle, before making a saving throw for this WARLORD, empyric entities can grant him visions of fate. If they do, until the end of the turn, this WARLORD has a 3+ invulnerable save.

Seeker After Shadows

Each time this WARLORD attempts to perform a Psychic action, roll one additional D6 and discard one D6 when taking that Psychic test. If your army is a Cabal of Sorcerers, each time you generate Cabal points, if this WARLORD is on the battlefield you generate 1 additional Cabal point.

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, when this WARLORD is selected as the target of a charge, before the charge roll is made and after firing any Overwatch, it can make a Normal Move up to 6″

Cult of Time: Immaterial Echo

In your Psychic phase, if this WARLORD manifests a psychic power with a Psychic test result 9+, this WARLORD can attempt to manifest one additional psychic power that phase. When attempting to manifest that additional psychic power, if the Psychic test is passed, it cannot be denied. 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 the Objective Secured ability. If they already have the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls the objective markers. 

Cult of Magic: Devastating Sorcery

Once per Psychic phase, when you attempt to manifest either Smite or a Witchfire psychic power with this WARLORD, you can re-roll that Psychic test. 

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: Master Misinformator

At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units (excluding VEHCILES) 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. 

Cult of Manipulation: Beguiling Influence

Each time an attack is made against this WARLORD, the hit roll, wound roll, and damage roll cannot be re-roll.